Pick up the Pieces and Run

After learning the basics of OpenGL and the Ogre3D framework (as well as Visual Studios 2013), I was given the task of continuing the experiment of a previous researcher at the laboratory. Unfortunately, while the experiment was in a working condition before he left the code needed to be fixed due to version control issues. After a little direction from it’s original writer, I was able to set up a new environment and successfully compile the code. It was a close to completion but not working quite right.

As I am unable to explain the problems I encountered fully just yet, I will say that digging deep into the documentation of OpenVibe, Emotiv Epoch, Ogre3D, and Visual C++ was extremely helpful. Recreating the development environment on a different machine was difficult enough (one of the few times I had to do this and delve deep into all of the somewhat misleading ways to include a file or library in Visual Studios). We had everything working soon enough and I was soon able to begin running the experiment with participants.