SFX Physiology: "Everythingyou always wanted to knowabout biofeedback* *BUTWERE AFRAID TO ASK"      USC School of    Cinem...
When...          &
Better Game Play - History   http://gadgets.boingboing.net/2008/05/15/from-atari-joyboard.html
Vicarious Experiences
I Grew Up with Video Games...
OrienteeringMap View                         Front View             Simulator™Control     North                       Spee...
Breathless Encounter with Eyetoy...
Made some Energy ExpenditureMeasurements...
And the Rest is history...    http://www.time.com/time/magazine/article/0,9171,1661688,00.html
Energy Expenditure- (Calorie burn) http://www.physoc.org/custom2/publications/proceedings/archive/article.asp?ID=Proc%20Li...
The Problem with Computers... “There is not enough Africa in computers”                             (Brian Eno, 2004)
Workouts & Leisure Time...“The problem with workouts is that there isnot enough Captin Megajuice in them...”
Which had most impact on Guitar           sales?Gibson Digital Guitar   Guitar Hero        $50M                $1M
Which will have most impact on       Sports/Exercise?2012 London Olympics   Exergaming      $860M            <<<$860M
Game-based Paradigm ShiftPersuasive Message (“Exercise is Good for You!”)    Perceived Future Reward                     P...
Health Action Model                 DecisionCognitive        Behavioral   Affective                  Intention            ...
Health Agencies Getting Interested?                                                       http://news.bbc.co.uk/1/hi/healt...
Who is Setting the Agenda??                                       personalized health program                             ...
Resource Optimisation Game               ≤ 24      chotda
Health Games - Treatment
Health Games - Prevention
The Magic Circle of Games                                              antonioperezrio.es“...the consequences of the activ...
Games as:“Cognitive-Emotional Integration Engines”? Storytelling a significant feature of human culture Meaning making is i...
Hamlet on the Holodeck“To rival the narrative richness of other media,then, a system of interactive storytelling mustbe ab...
The Interactive ParadoxIntegration of the unpredictable, bottom-up input of theuser into a sequence of events that fulfills...
Meat Machines?Are you a Thinking person who Feels? ...or a Feeling person who Thinks?
Physiological Computing -CategoriesBiofeedbackBiocybernetic adaptationBrain–computer interfacing
Biofeedbackthe controller of a system can control a given variable ifinformation about that variable is made available to ...
Biofeedback examples
Biocybernetic AdaptationBiocybernetic adaptation refers to the modification ofsystem’s functionality or appearance based on...
Game Adaptation example
Brain–computer interfacingChannels for direct command and communicationbetween psychophysiology and an output device (e.g....
BCI examples    www.makeahistory.com/index.php/your-details/222-the-      worlds-first-commercial-brain-computer-interface-
Potential PhysiologicalVariables Outer surface of the Brain (electroencephalogram: EEG) Skeletal Muscles (electromyogram: ...
Platform + Sensors
“Cheaper” kit
Do No Harm...Be Safe (ElectricalSafety, TrippingHazards)Don’t screw up yoursubjects (players)                      Mrs Inman
Make Sure you have Quality Data
Don’t Forget “In Game” Data- i.e. Reaction Times
Caution...Intentions...Control...•“The philosophy of this new approach is principallyconcerned with machine perception of ...
Historical - Kunstphysiologie
Physiological Aesthetics By the 1870s the new field of ‘physiological aesthetics’ burgeoned in pockets across Europe and No...
Physiologically Informed Art Used Aesthetic Protractor - “pleasurable angular distances”
Science Fiction?
21st Century Reality
Techno-Sublime: Post-Aesthetic?Interactive Media  Observer becomes a Performer“Engagement can give rise to experiences of ...
When...          &
Convergence...Exciting! Interactive Media Performance Art Modern Dance Play Games Sports Performance
Inter-Connected Triad            Play (Experience)Reality (Model)            Meaning (Effect)
Triadic Game Development    (Agile Methodology)      triadicgamedesign.com
Changing Approaches toPublic Health
Supportive “Virtual” Environments?  Compared to Physical Environments:   Readily developed   Lower cost   Scaleable to pop...
Drivers  Consumer Technology Expectations  New Non-traditional forms of gaming  New body movement sensors and controllers ...
Maximising Opportunities Experience Creation Integrated Design Approach Informed Wellness Behaviour Perspective Seamless D...
Potential Persuasive Features of Exergames  Degree of authority     Positive experience  Develops skills         Positive ...
Exergame Design IssuesOverall game difficultyGame levelSkill of playerPostural balanceHand-Eye coordinationLimit to arm wav...
Exergames are Not All Equal in EEEnergy Expenditure                                    y                                 e...
Exergame Game DesignPrinciplesMaximise Muscle MassRapid MovementSpatial rather than Temporal AccuracyMinimise Negative Sco...
Next Steps Reflect on Personal Wellbeing Issues Try Out Products/Services & Evaluate Experiences Think about Ways to Improv...
www.wellnesshealthinnovation.org
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SFX Physiology - Everything you always wanted to know about biofeedback BUT WERE AFRAID TO ASK

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An introduction to Biofeedback and other HCI paradigms for potential use in Video Games

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SFX Physiology - Everything you always wanted to know about biofeedback BUT WERE AFRAID TO ASK

  1. 1. SFX Physiology: "Everythingyou always wanted to knowabout biofeedback* *BUTWERE AFRAID TO ASK" USC School of Cinematic Arts, May 17th, 2011 Dr Alasdair G Thin BSc, PhD Heriot-Watt University, Scotland
  2. 2. When... &
  3. 3. Better Game Play - History http://gadgets.boingboing.net/2008/05/15/from-atari-joyboard.html
  4. 4. Vicarious Experiences
  5. 5. I Grew Up with Video Games...
  6. 6. OrienteeringMap View Front View Simulator™Control North Speed Breathing 1/15 Cadence Heart RateLevel Range 150 Effort Fatigue
  7. 7. Breathless Encounter with Eyetoy...
  8. 8. Made some Energy ExpenditureMeasurements...
  9. 9. And the Rest is history... http://www.time.com/time/magazine/article/0,9171,1661688,00.html
  10. 10. Energy Expenditure- (Calorie burn) http://www.physoc.org/custom2/publications/proceedings/archive/article.asp?ID=Proc%20Life%20SciencesPC438
  11. 11. The Problem with Computers... “There is not enough Africa in computers” (Brian Eno, 2004)
  12. 12. Workouts & Leisure Time...“The problem with workouts is that there isnot enough Captin Megajuice in them...”
  13. 13. Which had most impact on Guitar sales?Gibson Digital Guitar Guitar Hero $50M $1M
  14. 14. Which will have most impact on Sports/Exercise?2012 London Olympics Exergaming $860M <<<$860M
  15. 15. Game-based Paradigm ShiftPersuasive Message (“Exercise is Good for You!”) Perceived Future Reward Persuasive Interactive Experience Immediate Real Reward
  16. 16. Health Action Model DecisionCognitive Behavioral Affective Intention Normative System (Tones, 1987)
  17. 17. Health Agencies Getting Interested? http://news.bbc.co.uk/1/hi/health/7262770.stmhttp://www.nytimes.com/2007/04/30/health/30exer.html
  18. 18. Who is Setting the Agenda?? personalized health program fun incentive physical challenges also features trivia games, hints and tips learn everything you need to know about proper nutrition and working out http://www.touchgenerations.com http://myhealthcoach.uk.ubi.com/
  19. 19. Resource Optimisation Game ≤ 24 chotda
  20. 20. Health Games - Treatment
  21. 21. Health Games - Prevention
  22. 22. The Magic Circle of Games antonioperezrio.es“...the consequences of the activity are negotiable” (Juul, 2005)
  23. 23. Games as:“Cognitive-Emotional Integration Engines”? Storytelling a significant feature of human culture Meaning making is important in Health and Wellbeing (Narrative Medicine) Games could help in health and wellbeing “Meaning Making” process
  24. 24. Hamlet on the Holodeck“To rival the narrative richness of other media,then, a system of interactive storytelling mustbe able to stage both physical actions thatchange the fictional world and verbal acts thataffect the minds of its inhabitants andmotivate them to take action.” (Ryan, 2009)
  25. 25. The Interactive ParadoxIntegration of the unpredictable, bottom-up input of theuser into a sequence of events that fulfills the top-downdesign conditions of narrativity“On one hand the author seeks control over thedirection of a narrative in order to give it a satisfactorystructure. On the other hand a participating userdemands the autonomy to act and react withoutexplicit autho- rial constraint.” (Aylett & Louchart, 2004)
  26. 26. Meat Machines?Are you a Thinking person who Feels? ...or a Feeling person who Thinks?
  27. 27. Physiological Computing -CategoriesBiofeedbackBiocybernetic adaptationBrain–computer interfacing
  28. 28. Biofeedbackthe controller of a system can control a given variable ifinformation about that variable is made available to itnotion of humans being able to exert consciousinfluence over seemingly unconscious physiologyi.e. increasing “body awareness” - interoception more highly developed in performers, kinaesthetic learners, artists?
  29. 29. Biofeedback examples
  30. 30. Biocybernetic AdaptationBiocybernetic adaptation refers to the modification ofsystem’s functionality or appearance based on the real-time measurement of psychophysiology.Not biofeedbackRather an adaptive system that responds to user’schanging psychophysiological state e.g. fatigue, frustration
  31. 31. Game Adaptation example
  32. 32. Brain–computer interfacingChannels for direct command and communicationbetween psychophysiology and an output device (e.g.control of a cursor)Main focus of BCI research has been to developsystems to help people with disabilities (e.g. spinal cordinjuries)Issues extended training times need to sit style - movement artifacts
  33. 33. BCI examples www.makeahistory.com/index.php/your-details/222-the- worlds-first-commercial-brain-computer-interface-
  34. 34. Potential PhysiologicalVariables Outer surface of the Brain (electroencephalogram: EEG) Skeletal Muscles (electromyogram: EMG) Heart (electrocardiogram: ECG) Eyes (electro-oculogram: EOG, pupillometry: eye tracking) Blood pressure Respiratory patterns Skin conductance (galvanic skin response: GSR)
  35. 35. Platform + Sensors
  36. 36. “Cheaper” kit
  37. 37. Do No Harm...Be Safe (ElectricalSafety, TrippingHazards)Don’t screw up yoursubjects (players) Mrs Inman
  38. 38. Make Sure you have Quality Data
  39. 39. Don’t Forget “In Game” Data- i.e. Reaction Times
  40. 40. Caution...Intentions...Control...•“The philosophy of this new approach is principallyconcerned with machine perception of users’ affectivereactions.•Assumption that users respond to content and eventsoccurring during human–computer interaction, and that themachine detects these responses and adapts its behaviouraccordingly.•This may be making the mistake of assuming the machineis in charge.•It can be argued that this is not how emotion operates inthe real world. In human– human interaction, affect has anintentional communicative function.” (Ward & Marsden, 2004)
  41. 41. Historical - Kunstphysiologie
  42. 42. Physiological Aesthetics By the 1870s the new field of ‘physiological aesthetics’ burgeoned in pockets across Europe and North America, aiming, to ‘elucidate physiologically the nature of our Aesthetic Feelings’ and ‘to exhibit the purely physical origin of the sense of beauty, and its relativity to our nervous organization’. For many physiologists, the new evolutionary accounts of sensory functions suggested fresh possibilities for education of artists and artisans. (Allen, 1877)
  43. 43. Physiologically Informed Art Used Aesthetic Protractor - “pleasurable angular distances”
  44. 44. Science Fiction?
  45. 45. 21st Century Reality
  46. 46. Techno-Sublime: Post-Aesthetic?Interactive Media Observer becomes a Performer“Engagement can give rise to experiences of immersionin immediate sensation” (Bolt, 2007)“Critical Distance” (of traditional aesthetics) is lostMove towards appreciation of the “Immediacy ofSensation”
  47. 47. When... &
  48. 48. Convergence...Exciting! Interactive Media Performance Art Modern Dance Play Games Sports Performance
  49. 49. Inter-Connected Triad Play (Experience)Reality (Model) Meaning (Effect)
  50. 50. Triadic Game Development (Agile Methodology) triadicgamedesign.com
  51. 51. Changing Approaches toPublic Health
  52. 52. Supportive “Virtual” Environments? Compared to Physical Environments: Readily developed Lower cost Scaleable to population level
  53. 53. Drivers Consumer Technology Expectations New Non-traditional forms of gaming New body movement sensors and controllers Increasing Mobile Functionality US Physical Activity Strategy - “Encourage...health e-games manufacturers...” Commercial Interest in Wellness
  54. 54. Maximising Opportunities Experience Creation Integrated Design Approach Informed Wellness Behaviour Perspective Seamless Data Capture Social Media Linkage Cross-generational Game Play Scaleability, Perceived Value, Pricing & Affordability
  55. 55. Potential Persuasive Features of Exergames Degree of authority Positive experience Develops skills Positive feedback Exercise more Praises the player accessible Progress chart General exercise tips Reflects the player Helpful suggestions Rewards progress Monitors usage Tailors exercise Negative feedback Visually attractive
  56. 56. Exergame Design IssuesOverall game difficultyGame levelSkill of playerPostural balanceHand-Eye coordinationLimit to arm waving
  57. 57. Exergames are Not All Equal in EEEnergy Expenditure y enc 6+ METs equ Fr 3-6 METs 2-3 METs Muscle Mass
  58. 58. Exergame Game DesignPrinciplesMaximise Muscle MassRapid MovementSpatial rather than Temporal AccuracyMinimise Negative Scoring
  59. 59. Next Steps Reflect on Personal Wellbeing Issues Try Out Products/Services & Evaluate Experiences Think about Ways to Improve Talk with Health Professionals about Wellbeing - Issues? ++Interest in Games Talk with “Techies” about Wellbeing - Issues? ++Interest in Wellness (befitwithbiray.com -SXSW) Network Have Fun!
  60. 60. www.wellnesshealthinnovation.org
  61. 61. Game Over

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