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Behavioural Data

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This section is currently under construction. Please reach out if you require any assistance

Labo captures rich behavioural data from participants during the Experience Icon Experience, organized into four sections: eye data, face data, hand data, and body data. Each section generates its own CSV file for easy analysis: ParticipantEyesData.csv, ParticipantFaceData.csv, ParticipantBodyData.csv. For hand tracking, the data is split into two files: ParticipantRightHandData.csv and ParticipantLeftHandData.csv.

The data collected includes body and hand joint positions, rotations, interactions, facial expressions, and eye tracking. External cameras on the Extended Reality (XR) headset track joints from the fingertips to the elbows, while pose estimation algorithms estimate movements for other body parts, such as the chest, hips, back, and legs.

Understanding Positional Data

In the virtual environment, one unit equals one meter in real life. All positions are measured relative to the origin point (center) of the environment, not the participant's center.

For example, if a participant's right palm is at X-axis position 0.43, this means the palm is 43 centimeters from the environment's center, not the participant's center.

Aligning the Environment

At the start of the Experience Icon Experience, the Participant Icon Participant starts at the position set in its Icon Transform. To ensure positional data is accurate, it's recommended to set the environment’s GameObject position to the origin (0,0,0). This simplifies the alignment of items within the environment. For example, if a GameObject is positioned at (2,0,0), it is 2 meters away from the center of the environment, making the data easy to interpret.

If the environment's center isn’t set to (0,0,0), everything will be shifted, and you will have to take additional steps to tell the exact position of a GameObject relative to the environment’s center-you’ll always have to account for that misalignment. For example, if the environment is not centred at the origin but rather at (1,1,0) and a GameObject is positioned at (2,0,0), it is harder to analyze the outputted data and conclude where the GameObject is relative to the centre of the environment.
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You can still create an Experience Icon Experience where the participant and the environment are intentionally misaligned. However, you’ll need to account for this difference during data analysis.
🎩Best Practice
In most cases, importing a GameObject from an Asset library will automatically set its position to (0, 0, 0) in the environment. But it’s a good habit to check this in the Inspector window before creating. Otherwise, you might experience alignment issues when entering the environment. The same rule applies when creating environments from scratch in Unity—always ensure the position of the final GameObject holding the environment is set to the origin (0,0,0).
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