Tutorial: Adding Physiological Intelligence to Games and Interactive Applications

We are organizing a tutorial at the upcoming BIOSTEC 2018 conference. Join us! http://www.biostec.org/Tutorials.aspx 

Abstract

Physiological signals are conventionally used on game user research not only to passively record user’s body responses but also as a way to create real-time adaptations that can enhance the overall game experience. This adaptation strategy uses a biofeedback mechanism called Biocybernetic Loop, which utilizes personal physiological data to infer users’ states (e.g. stress, excitement) and react accordingly. Although this sophisticated technology has shown very promising results in assisting players to either improve the game challenge or avoid frustrations, there are still several limitations regarding the integration of physiological sensors, the signal processing, and psychophysiological inference as well as the communication between the system and the games. To address such issues, the Biocybernetic Loop Engine (BL Engine) proposes an integrated physiological computing architecture that serves as a unifying tool in the collection, analysis, translation pipeline of adding physiological intelligence to games. In this tutorial, we will expose successful use cases of physiologically adaptive games that have been developed and carefully evaluated. We further proposed a hands-on activity in where assistants will be guided through the cumbersome process of adding biocybernetic adaptation to customizable games. The tutorial ends with a provocative discussion about the most promising scenarios in where the use of physiologically augmented games can enhance the quality of gameplay and players’ wellbeing.

Keywords

Physiological Computing, Game Design, Wearable Computing, Biocybernetic Adaptation, Affective Computing, Virtual Reality, Serious Games.

Target Audience

Researchers (fields: physiological and affective computing, game user research, human-computer interaction, psychophysiology, entertainment technologies and similar ones), software developers, game designers.

Detailed Outline

Lectures
-Introduction to the Biocybernetic Loop Construct
-Uses cases of physiologically adaptive games (creation and evaluation).

Hands-on Activity
-Introducing the Biocybernetic Loop Engine
-Design and implementation of Biocybernetic Loops in videogames. Integration with Unity3D projects.

Final Remarks and Visit to the NeurorehabLab at Madeira Interactive Technologies Institute for additional demos.

Secretariat Contacts


Lecturers


Stephen Fairclough
Liverpool John Moores University
United Kingdom

Brief Bio
Stephen Fairclough is a Professor of Psychophysiology at Liverpool John Moores University. He received his PhD from Loughborough University where he was part of a human factors group working on the development of in-vehicle technology. His work focused on the monitoring of driver impairment due to sleepiness and the development of systems designed to detect impairment. This work involved collaboration with a number of car companies (Ford Europe, Renault) and involved the development of psychophysiological and behavioural markers of driver impairment. Since joining LJMU, he has focused on physiological computing systems where physiological data is used as control input for technological systems. His work has been presented at a range of conferences, from the Annual Meeting of the Society for Psychophysiological Research to IEEE Congress on Evolutionary Computation. He has published research in journals spanning psychology (International Journal of Psychophysiology, Psychophysiology, Journal of Psychosomatic Medicine) and computer science (Interacting with Computers, ACM Transactions on Autonomous and Adaptive Systems, International Journal of Autonomous and Adaptive Communication Systems).


John Muñoz
Universidade da Madeira
Portugal

Brief Bio
John Muñoz is a PhD student and researcher in the NeuorehabLab of M-iti. His research has been focused on the development of software tools for processing physiological signals related with Electrocardiography (ECG), Electrodermal Activity (EDA) and Electromyography (EMG) in order to provide relevant features of interest about the human physiological, physical and emotional state. Currently, he is an assistant researcher in the AHA project which aims to promote non-sedentary behaviors through the use of novel serious games for health approaches.


Teresa Paulino
Madeira Interactive Technologies Institute
Portugal

Brief Bio
Teresa Paulino is a technical assistant at Madeira Interactive Technologies Institute under the Augmented Human Assistance project. She has an undergraduate degree in Interactive Media Design from University of Madeira and is currently a Master student in Informatics Engineering. Prior to this project she worked in the Rehabnet project where she developed tools for rehabilitation of stroke patients. Teresa loves team work and she’s always willing to assist her colleagues with their projects whether with programming or with design tasks. She has a particular interest in software and interactive technologies that are able to promote the life quality of their users.

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