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Behavioural Data

Behavioural Data

FLabo captures rich behavioural data from participants during the StudioExperience, 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 StudioExperience, the StudioParticipant starts at the position set in its. To ensure positional data is accurate, it's recommended to set the environment’s UnityGameObject position to the origin (0,0,0). This simplifies the alignment of items within the environment. For example, if a UnityGameObject 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 UnityGameObject 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 UnityGameObject is positioned at (2,0,0), it is harder to analyze the outputted data and conclude where the UnityGameObject is relative to the centre of the environment.

Note
You can still create an StudioExperience 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 UnityGameObject 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 UnityGameObject holding the environment is set to the origin (0,0,0).