Synchronizing audio-visual film stimuli in unity (version 5.5.1f1): Game engines as a tool for research

Publikation: Working paperForskning

Standard

Synchronizing audio-visual film stimuli in unity (version 5.5.1f1): Game engines as a tool for research. / Sanz, Javier; Wulff-Abramsson, Andreas; Bruni, Luis Emilio; Aguilar, Carlos; Sánchez, Lydia.

arXiv.org, 2019. s. 1-13.

Publikation: Working paperForskning

Harvard

Sanz, J, Wulff-Abramsson, A, Bruni, LE, Aguilar, C & Sánchez, L 2019 'Synchronizing audio-visual film stimuli in unity (version 5.5.1f1): Game engines as a tool for research' arXiv.org, s. 1-13. https://doi.org/10.48550/arXiv.1907.04926

APA

Sanz, J., Wulff-Abramsson, A., Bruni, L. E., Aguilar, C., & Sánchez, L. (2019). Synchronizing audio-visual film stimuli in unity (version 5.5.1f1): Game engines as a tool for research. (s. 1-13). arXiv.org. https://doi.org/10.48550/arXiv.1907.04926

Vancouver

Sanz J, Wulff-Abramsson A, Bruni LE, Aguilar C, Sánchez L. Synchronizing audio-visual film stimuli in unity (version 5.5.1f1): Game engines as a tool for research. arXiv.org. 2019, s. 1-13. https://doi.org/10.48550/arXiv.1907.04926

Author

Sanz, Javier ; Wulff-Abramsson, Andreas ; Bruni, Luis Emilio ; Aguilar, Carlos ; Sánchez, Lydia. / Synchronizing audio-visual film stimuli in unity (version 5.5.1f1): Game engines as a tool for research. arXiv.org, 2019. s. 1-13

Bibtex

@techreport{a1d998ba07584b5787f9ff2dba509d87,
title = "Synchronizing audio-visual film stimuli in unity (version 5.5.1f1): Game engines as a tool for research",
abstract = "Unity is a software specifically designed for the development of video games. However, due to its programming possibilities and the polyvalence of its architecture, it can prove to be a versatile tool for stimuli presentation in research experiments. Nevertheless, it also has some limitations and conditions that need to be taken into account to ensure optimal performance in particular experimental situations. Such is the case if we want to use it in an experimental design that includes the acquisition of biometric signals synchronized with the broadcasting of video and audio in real time. In the present paper, we analyse how Unity (version 5.5.1f1) reacts in one such experimental design that requires the execution of audio-visual material. From the analysis of an experimental procedure in which the video was executed following the standard software specifications, we have detected the following problems desynchronization between the emission of the video and the audio; desynchronization between the temporary counter and the video; a delay in the execution of the screenshot; and depending on the encoding of the video a bad fluency in the video playback, which even though it maintains the total playback time, it causes Unity to freeze frames and proceed to compensate with little temporary jumps in the video. Finally, having detected all the problems, a compensation and verification process is designed to be able to work with audio-visual material in Unity (version 5.5.1f1) in an accurate way. We present a protocol for checks and compensations that allows solving these problems to ensure the execution of robust experiments in terms of reliability.",
keywords = "Faculty of Science, Unity, Video, Delay, Movie texture, Experimental design, Methodology",
author = "Javier Sanz and Andreas Wulff-Abramsson and Bruni, {Luis Emilio} and Carlos Aguilar and Lydia S{\'a}nchez",
year = "2019",
doi = "10.48550/arXiv.1907.04926",
language = "English",
pages = "1--13",
publisher = "arXiv.org",
type = "WorkingPaper",
institution = "arXiv.org",

}

RIS

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T1 - Synchronizing audio-visual film stimuli in unity (version 5.5.1f1): Game engines as a tool for research

AU - Sanz, Javier

AU - Wulff-Abramsson, Andreas

AU - Bruni, Luis Emilio

AU - Aguilar, Carlos

AU - Sánchez, Lydia

PY - 2019

Y1 - 2019

N2 - Unity is a software specifically designed for the development of video games. However, due to its programming possibilities and the polyvalence of its architecture, it can prove to be a versatile tool for stimuli presentation in research experiments. Nevertheless, it also has some limitations and conditions that need to be taken into account to ensure optimal performance in particular experimental situations. Such is the case if we want to use it in an experimental design that includes the acquisition of biometric signals synchronized with the broadcasting of video and audio in real time. In the present paper, we analyse how Unity (version 5.5.1f1) reacts in one such experimental design that requires the execution of audio-visual material. From the analysis of an experimental procedure in which the video was executed following the standard software specifications, we have detected the following problems desynchronization between the emission of the video and the audio; desynchronization between the temporary counter and the video; a delay in the execution of the screenshot; and depending on the encoding of the video a bad fluency in the video playback, which even though it maintains the total playback time, it causes Unity to freeze frames and proceed to compensate with little temporary jumps in the video. Finally, having detected all the problems, a compensation and verification process is designed to be able to work with audio-visual material in Unity (version 5.5.1f1) in an accurate way. We present a protocol for checks and compensations that allows solving these problems to ensure the execution of robust experiments in terms of reliability.

AB - Unity is a software specifically designed for the development of video games. However, due to its programming possibilities and the polyvalence of its architecture, it can prove to be a versatile tool for stimuli presentation in research experiments. Nevertheless, it also has some limitations and conditions that need to be taken into account to ensure optimal performance in particular experimental situations. Such is the case if we want to use it in an experimental design that includes the acquisition of biometric signals synchronized with the broadcasting of video and audio in real time. In the present paper, we analyse how Unity (version 5.5.1f1) reacts in one such experimental design that requires the execution of audio-visual material. From the analysis of an experimental procedure in which the video was executed following the standard software specifications, we have detected the following problems desynchronization between the emission of the video and the audio; desynchronization between the temporary counter and the video; a delay in the execution of the screenshot; and depending on the encoding of the video a bad fluency in the video playback, which even though it maintains the total playback time, it causes Unity to freeze frames and proceed to compensate with little temporary jumps in the video. Finally, having detected all the problems, a compensation and verification process is designed to be able to work with audio-visual material in Unity (version 5.5.1f1) in an accurate way. We present a protocol for checks and compensations that allows solving these problems to ensure the execution of robust experiments in terms of reliability.

KW - Faculty of Science

KW - Unity

KW - Video

KW - Delay

KW - Movie texture

KW - Experimental design

KW - Methodology

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M3 - Working paper

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EP - 13

BT - Synchronizing audio-visual film stimuli in unity (version 5.5.1f1): Game engines as a tool for research

PB - arXiv.org

ER -

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