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Virtual Immersive Behavioral Sciences (VIBES) Lab โ€“ Project 2: A Comparison of the Near-Win Effect in College Athletes and Non-Athletes

VIBES Lab Logo

License: CC BY-NC 4.0 Unity Version Platform


๐Ÿ“– Overview

Project 2 is a VIBES Lab research initiative investigating decision-making and behavioral patterns in simulated sports gambling and slot machine environments within VR. This study explores how different gambling modalities influence risk evaluation, reward sensitivity, and choice behavior through immersive virtual experiences.

Building on the VR research infrastructure established in Project 1, this project introduces interactive gambling environments that enable precise measurement of:

  • Risk evaluation patterns across gambling types
  • Reward sensitivity and payout response
  • Choice dynamics in betting scenarios
  • Pupillary response as a physiological indicator of arousal

๐ŸŽฎ Key Features

Dual Gambling Modality System

  • Sports Parlay Betting: Multi-leg parlay construction with realistic odds and detailed stat cards
  • Slot Machine Gambling: Symbol-based slot mechanics with configurable multipliers
  • Counterbalanced Design: Switchable order (Slotsโ†’Parlay or Parlayโ†’Slots) for experimental control

Comprehensive Data Collection

The system captures trial-level data including:

  • Outcome (Win/Loss)
  • Gambling type (Sports/Slots)
  • Bet amount and payout
  • Real-time wallet tracking (separate for each modality)
  • Trial-averaged pupil size (mean of all samples during trial)
  • Combined eye pupil size (average of left and right pupils)
  • Parlay specifics: Total odds, number of legs, individual team selections and odds (up to 5 legs)

Enhanced User Experience

  • Ecologically valid UI designed to mirror real gambling interfaces
  • Audio feedback system with UI sounds and time-pressure music
  • Interactive stat cards for informed parlay decisions
  • Comprehensive tutorials for participant onboarding
  • Error prevention to ensure data integrity

Demo Available

Watch the system in action


๐Ÿ› ๏ธ Technology Stack

Component Technology
Game Engine Unity 2023.1.5f1
VR Hardware HTC VIVE Pro Eye
Eye Tracking SRanipal SDK
Data Framework SimpleOmnia
VR Platform SteamVR
Programming C#
Data Processing Web-based CSV Processor

๐Ÿ“Š Research Design

Experimental Structure

  • Within-subjects design: Each participant experiences both gambling types
  • Counterbalanced order: Configurable Slotsโ†’Sports or Sportsโ†’Slots
  • Trial-based: 15 gambling trials per condition (slot, parlay)
  • Financial tracking: Separate wallet systems maintain realism for each modality

Measured Variables

Behavioral:

  • Bet amounts and frequency
  • Parlay construction choices (leg count, odds selection, stat card usage)
  • Win/loss outcomes
  • Decision latency

Physiological:

  • Combined pupil diameter (left + right average)
  • Trial-averaged pupil size (arousal proxy)
  • Gaze patterns during selection
  • Head movement dynamics

Contextual:

  • Gambling type
  • Trial sequence
  • Accumulated wins/losses
  • Total parlay risk (odds calculation)

๐Ÿ“ฅ Getting Started

Prerequisites

  • Unity 2023.1.5f1
  • HTC VIVE Pro Eye with eye-tracking calibration
  • SteamVR runtime
  • SRanipal SDK (v1.3.6.8 or higher)

Installation

git clone https://github.com/JohnBacho/VIBES-Lab-Project2.git
cd VIBES-Lab-Project2
  1. Open the project in Unity 2023.1.5f1
  2. Install SRanipal runtime

Running an Experiment

  1. Launch Program
  2. Auto starts eye calibration
  3. Data automatically saves to Assets/Experiments/ProgramName/

๐Ÿ“ˆ Data Output & Processing

CSV Structure

Each session generates a CSV with the following columns:

Column Description
ProgramName Unique participant identifier
Outcome Win/Loss result
GamblingType Sports/Slots
Bet Amount wagered
Payout Winnings (if applicable)
Wallet Current balance
TrialAveragePupilSize Mean pupil diameter across entire trial
Total_Odds Combined parlay odds (risk metric)
Total_Legs Number of parlay selections
Parlay1-5_Team Team names for each leg
Parlay1-5_Odds Individual odds per leg
EffortButtonPresses Number of button presses recorded in effort task
EffortDifficulty Difficulty selected by participant (Hard/Easy)

Data Processing Tool

Raw CSV files can be processed using our companion web application:

The processor automatically:

  • Generates unique filenames using ProgramName, date, and time
  • Removes the 16th trial (program termination marker)
  • Cleans unnecessary columns
  • Formats data for easy statistical analysis

๐Ÿ‘ฅ Core Team

Name Department
Dr. Brian Thomas Psychology
Alexa Gossett Neuroscience / Psychology
John Bacho Computer Science
Aidan Simmons Psychology
Olivia Mullins Neuroscience
Albert Selby Computer Science / Data Science
Lauren Dunlap Psychology
Elizabeth Bell Psychology
Marissa Brigger Neuroscience
Collin Adkins Psychology
Corey Schwarz Computer Science / Data Science
Alexis Akins Psychology
Jace Lander Software Engineering

๐Ÿ”ฌ Research Applications

This platform enables investigation of:

  • Comparative gambling psychology: Sports betting vs. chance-based gambling
  • Decision-making under uncertainty: How odds complexity affects choices
  • Arousal and risk-taking: Pupillometry during gambling decisions
  • Loss-chasing behavior: Wallet dynamics and bet escalation
  • Information seeking: Stat card usage patterns in sports betting

๐Ÿ™ Acknowledgments

  • Justin Kasowski โ€“ SimpleOmnia framework development
  • HTC Corporation โ€“ VIVE Pro Eye and SRanipal SDK
  • Unity Asset Store โ€“ Environmental and UI assets
  • Baldwin Wallace University โ€“ Institutional support

๐Ÿ“„ License

This project is licensed under Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0).

Includes SimpleOmnia framework components under the same license.


๐Ÿ“ง Contact


๐Ÿ”— Related Repositories


Made with โค๏ธ by the VIBES Lab Team

About

Made for academia, a Unity VR project designed for neuroscience and psychology research, specifically exploring slot and sports gambling experiences in virtual reality. Utilizing eyetracking technology.

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