An interesting paper on augmenting traditional gameplay is the 'Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction' by the University of Saskatchewan (Canada). In which they used multiple types of sensors, including a normal gamepad.
Their results concluded that players preferred physical interactions with games.
---
Nacke, Lennart E., 2011. Biofeedback Game Design. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction, [Online]. NA, AN. Available at: http://hci.usask.ca/uploads/202-Nacke-Biofeedback_Game_Design.pdf [Accessed 05 February 2014].
Thursday, 13 February 2014
Friday, 7 February 2014
Sensors
Respiratory: This sensor measures your breathing by detecting the strain a band is under around your chest.
Galvanic Skin Response (GSR): Normally worn around the fingers or wrest this sensor measures sweat.
Electrocardiography: Measure heart rate over time. Can be used to measure stress.
Electromyography: Worn on the leg and detects voltage given out by a muscle when it is tensed.
Temperature: User can blow on this sensor to change the temperature.
Eye Tracking: Tracks eye movement via a camera such as the Kinect.
Blinking: Detects the blinking of a persons eye lids.
Brainwaves: Detects Alpha, Beta and Theta signals.
---
Lennart Nacke. (2011). Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction (CHI 2011). [Online Video]. NA. Available from: http://vimeo.com/18807782. [Accessed: 04 February 2014].
Nacke, Lennart E., 2011. Biofeedback Game Design. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction, [Online]. NA, AN. Available at: http://hci.usask.ca/uploads/202-Nacke-Biofeedback_Game_Design.pdf [Accessed 05 February 2014].
Galvanic Skin Response (GSR): Normally worn around the fingers or wrest this sensor measures sweat.
Electrocardiography: Measure heart rate over time. Can be used to measure stress.
Electromyography: Worn on the leg and detects voltage given out by a muscle when it is tensed.
Temperature: User can blow on this sensor to change the temperature.
Eye Tracking: Tracks eye movement via a camera such as the Kinect.
Blinking: Detects the blinking of a persons eye lids.
Brainwaves: Detects Alpha, Beta and Theta signals.
---
Lennart Nacke. (2011). Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction (CHI 2011). [Online Video]. NA. Available from: http://vimeo.com/18807782. [Accessed: 04 February 2014].
Nacke, Lennart E., 2011. Biofeedback Game Design. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction, [Online]. NA, AN. Available at: http://hci.usask.ca/uploads/202-Nacke-Biofeedback_Game_Design.pdf [Accessed 05 February 2014].
Thursday, 6 February 2014
Welcome
Welcome to the blog for the experimental gaming project I'm doing at university.
I am looking into ways to use biofeedback in videos games, especially in the horror genre.
I am looking into ways to use biofeedback in videos games, especially in the horror genre.
Subscribe to:
Posts (Atom)