biofeedback in virtual reality applications and gaming bonie rosario, jr. sebastian osorio tom...
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Biofeedback inVirtual Reality applications and Gaming
Bonie Rosario, Jr. Sebastian Osorio
Tom Iancovici
University of Massachusetts Lowell
Intro to Biosensors16.441.201
Prof. Xingwei Wang
OutlineWhat is Biofeedback?ElectroencephalogramThe Galvanic Skin Response and
Heart Rate VariabilityBiosensor ResearchResearch findingsOur Conclusions
What is Biofeedback?Biofeedback = the technique of
using monitoring devices to furnish information regarding an automatic bodily function, such as heart rate or blood pressure, in an attempt to gain some voluntary control over these functions[1].
Electroencephalogram The electroencephalography is defined as a graphic
representation of the potential difference between two different cerebral locations plotted over time[3].
EEG activity can be subdivided into various types of frequency rhythm bands. Research has indicated that different EEG frequency bands are associated with different mental states. The major five are alpha, theta, beta delta and gamma.
EEG signals tend to have amplitude in the range of 2V to 100 V
EEG Commercial Products
NeuroSky MindWave Emotiv EPOC
A recent study compared the quality score of an EEG System based on price, functionality and usability. In terms of usability, Emotiv’s EPOC scored the highest.
There are several affordable commercial products EEG Systems. Two of the most popular and user-friendly are produced by NeuroSky and Emotiv.
An example of a Two-channel EEG amplifier
An example of an EEG device prototype
How EEG Signals are Measured: Hardware
Emotive EPOC Hardware and Software
The Emotive EPOC EEG Headset samples the EEG signal at a rate of 120 Samples per Second (SPS) using an Analog-to-Digital Converter (ADC). It samples signals from 14 different electrodes and filters out artifacts, or noise, outside the bandwidth range of 0.2 – 45 Hz. It then is Emotiv EPOC headset Specification
How EEG Signals are Measured: Software The Emotiv EPOC Headset
I. Expressive Suite: User facial recognitionII. Affective Suite: Monitors player emotional states in real-timeII. Cognitive Suite: Reads and interprets a player’s conscious thoughts and intent
Cognitive Suite Expressive Suite
The heart rate and the galvanic skin response are very accurate manifestations of human reaction such as boredom, stress, and excitement. They are also very easy to measure using non-intrusive techniques.
GSR and HRV Biosensor
http://www.hsphysicsteacher.com/electriccurres/13%20Electric%20Current%20&%20Resistance/13.06%20galvanic%20skin%20response.jpg
http://www.healthy-heart-meditation.com/images/IOM-Technology.jpg
Stress
• Sweat glands are activated
HRV• Increas
ed Heart Rate
Low resistan
ce pathwa
y
• Apply small voltage to human skin to induce a current
How GSR and HRV are Measured
HRV= Heart Rate Variable
GSR=Voltage/CurrentAlso known as Instantaneous Skin Resistance
What About Current Input Devices?
Mouse and Keyboard are relatively easy to use and are recognizable by the public
“Typing” and “Clicking” seem to be the most efficient ways to interact with a computer.
Multi-Biosensor Gaming System
Research by the University of Saskatchewan, Canada
Combines◦ EMG (Electrical
Activation of Muscle Tissue)
◦ GSR (Galvanic Skin Response)
◦ HRS (Heart Rate Variability)
◦ Respiration◦ Temperature◦ Eye Movement / Gaze
Source: Nacke, L.E., Kalyn, M., Lough, C., Mandryk, R.L. 2011. “Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction,” CHI 2011, Vancouver, BC, Canada.
Purpose of ResearchEvaluate how feasible it is to
incorporate biofeedback peripherals with current computer gaming hardware and software
Determine which kinds of biosensors feel natural to what types of activities
Study10 participants who are not
affluent with video gamesPlay a Two-Dimensional Shooting
Game◦Using only a traditional video game
controller◦Using a controller enhanced with
biofeedback peripherals◦Using a controller enhanced with
biofeedback peripherals mapped to a different set of functions
Testing Different BiosensorsMechanic Cond. 1 Cond. 2 Target size RESP GSR
Speed/jump EKG EMG Weather/boss TEMP EKG
Flamethrower GSR RESP
Avatar control Gamepad Gamepad
Medusa’s Gaze Gaze Gaze
General Results9 out of the 10 like the biosensors“made for a very immersive game, out
of what is basically just a very simple platform shooter.”
“the sensors added a new dimension to the game, and gave a greater sense of involvement.”
“variation, and more enjoyment while playing because there are always new skills to improve on.”
“sensors [made the] game complicated.”
More General Results
“I like the idea of using multiple physiological inputs. Distributing the functions around the body is intuitive in some cases.”
“[It] basically boils down to an "extended controller" where the buttons are not buttons but other actions, similar to waving a Wii remote.”
[Preferred biosensor for each activity]
GSR Feedback“I liked that it was always a
challenge to control just with my thoughts […] and forced me to use a part of my brain I wouldn't normally use in a video game.”
“I disliked the fact that one of the only ways that I found I was able to use the GSR was by biting my lip which isn't actually all that fun after it starts hurting.”
-overreaction
EKG FeedbackI couldn't control as instantly as
the others - the effect from it tended to last over longer periods of time.”
“better suited to changing the game context than what the character is doing.”
EMG Feedback“It was fairly easy to use. It was
effective and worked.” “[…] having this sensor tied to
jumping/speed felt natural” - muscle strain during repeated
use
Respiratory Feedback“It was neat to see the
immediate reaction from my body to the game.”
“[It] felt very natural, particularly when it was tied to target size in the game […]. It's one I felt I could control to a fine degree.”
Immediate Reaction
Temperature Feedback“It was easy to use for short
periods of time but hard to remember to breathe deep into the sensor […].”
“I like […] when it was tied to weather […], because it felt like a natural thing to do. […]”
“Breathing rapidly to increase temperature also brought my heart rate up.”
-intrusiveness
Gaze Feedback“Now that was just cool […] I
liked being able to roast one frozen combatant while immobilizing another.”
“I found it frustrating when you would look at a platform intending to jump on it and end up freezing it.”-Problems of overfocusing
Additional Feedback“[The] muscle and breathing sensors
were simple enough that they were practically like a new button on the controller for me, but very awesome ones since rather than tapping a button, it was an instinctive action.”
“The breathing sensor and GSR sensor felt like controllers though, because I was very aware they were attached to me. The EKG and EMG were completely unnoticeable and fun to use…”
Researchers’ ConclusionsBiofeedback devices made
games more interactive and more fun
Preferred sensors were one that were easy to control and produces noticeable results in real-time
Sensors were appreciated when mapped to activities that felt natural
Our FindingsEEG allows direct control without
physical contact◦Assistive Technology◦Accuracy Issues + set up◦Cost
GSR and HRV reflect users’ state of mind◦More intelligent gaming systems◦Guides gamers to feel particular emotions◦Personalizes each user’s gaming
experience
ConclusionsInnovativeNot enough researchNot cost effective yetUnlimited potentialFun and “out of the box”
applications of biomedical theory
References Nacke, L.E., Kalyn, M., Lough, C., Mandryk, R.L. 2011.
“Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction,” CHI 2011, Vancouver, BC, Canada.
[1]"Biofeedback - Definition of Biofeedback by the Free Online Dictionary, Thesaurus and Encyclopedia." Dictionary, Encyclopedia and Thesaurus - The Free Dictionary. Web. 26 Feb. 2011. <http://www.thefreedictionary.com/biofeedback>.
[2]Tarvainen, M.P.; Karjalainen, P.A.; Koistinen, A.S.; Valkonen-Korhonen, M.V.; , "Principal component analysis of galvanic skin responses," Engineering in Medicine and Biology Society, 2000. Proceedings of the 22nd Annual International Conference of the IEEE , vol.4, no., pp.3011-3014 vol.4, 2000doi: 10.1109/IEMBS.2000.901513URL: http://xplorebcpaz.ieee.org/stamp/stamp.jsp?tp=&arnumber=901513&isnumber=19495