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ConsoleApp1 contains the small C# program that was used as a workaround to call the ParallelDots API for the analysis. The personal key was removed and the directory for where to write the .json files has been hardcoded and will most likely need to be changed to properly work on other systems.


AnimationAdaptation is the Unity software described in the thesis. It does not have a proper build and needs to be started from within the Unity editor. This made switching between the normal and random versions of the system easier during testing. The project already contains the necessary .json files so the C# program does not to be started beforehand.


To run the emotion analysis version:

In "SpeechBubbleCanvas" check the "Dialogue Handler" and uncheck "Dialogue Handler RANDOM_EMOTION" script
In "VRTKScripts" -> "RightController" check the "VR Listener" script and uncheck the "VR Listener RANDOM Dialogue" script.


To run the random version:

In "SpeechBubbleCanvas" check the "Dialogue Handler RANDOM_EMOTION" and uncheck "Dialogue Handler" script
In VRTKScripts -> RightController check the "VR Listener RANDOM Dialogue" script and uncheck the "VR Listener" script.


It is recommended to use an HTC Vive to start the software with.

CONTROLS (HTC Vive):

Trackpad: press for teleportation
Trigger: press for button click
Left grip button: press for dialogue progression when the curtain has opened
Enter: opening the curtain when prompted


CONTROLS (Keyboard and mouse)

Most instructions how the controls are mapped are shown on screen but the following interactions are the most important ones:

WASD: Movement
Left Mouse Button: press for dialogue progression when the curtain has opened
Right Mouse Button: press for button click
Enter: opening the curtain when prompted

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