Biofeedback Implementation in a Video Game Environment

被引:0
|
作者
Bischke, Christopher [1 ]
Debnath, Narayan [1 ]
机构
[1] Winona State Univ, Dept Comp Sci, Winona, MN 55987 USA
关键词
Biofeedback; Video Game; Game Interaction; Hardware; Software Implementation;
D O I
10.1109/ITNG.2014.20
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
This paper introduces a new hardware-software solution for game development. Currently, game developers do not utilize any dynamic inputs that are based off of a player's reaction. The goal of this paper is to research how effectively and efficiently biofeedback can be implemented into a videogame. This process is evaluated from both the hardware and software implementation of heart rate monitoring. On the software side, the game dynamically generate events based on a player's heart rate. Basing the software off of a player's reaction feedback yields an intimate player-game experience.
引用
收藏
页码:78 / 83
页数:6
相关论文
共 50 条
  • [1] Biofeedback: a Player's Anxiety as Input into a Video Game Environment
    Bischke, Christopher
    Debnath, Narayan
    [J]. PROCEEDINGS OF THE AASRI INTERNATIONAL CONFERENCE ON INDUSTRIAL ELECTRONICS AND APPLICATIONS (IEA 2015), 2015, 2 : 686 - 689
  • [2] Implementation and study of user strategies within a custom video game environment
    Iliadis, Nick
    Palamas, Stergios M.
    Mylonas, Phivos, I
    [J]. 25TH PAN-HELLENIC CONFERENCE ON INFORMATICS WITH INTERNATIONAL PARTICIPATION (PCI2021), 2021, : 45 - 51
  • [3] An EMG biofeedback device for video game use in forearm physiotherapy
    Converse, Hayes
    Ferraro, Teressa
    Jean, Daniel
    Jones, Laura
    Mendhiratta, Vikas
    Naviasky, Emily
    Par, Mang
    Rimlinger, Thomas
    Southall, Steven
    Sprenkle, Jason
    Abshire, Pamela
    [J]. 2013 IEEE SENSORS, 2013, : 1378 - 1381
  • [4] The Design and Implementation of Biological Evolution as a Video Game Mechanic
    Robison, Barrie D.
    Soule, Terence
    [J]. GAMES AND LEARNING ALLIANCE, GALA 2023, 2024, 14475 : 67 - 76
  • [5] Exploring the Relationship between Video Game Ratings Implementation and Changes in Game Content as Represented by Game Magazines
    Miller, Monica K.
    [J]. POLITICS & POLICY, 2010, 38 (04) : 705 - 735
  • [6] A Biofeedback Game with Physical Actions
    Munekata, Nagisa
    Nakamura, Teruhisa
    Tanaka, Rei
    Domon, Yusuke
    Nakamura, Fumihiko
    Matsubara, Hitoshi
    [J]. ENTERTAINMENT COMPUTING - ICEC 2010, 2010, 6243 : 381 - +
  • [7] Teaching Empathy: the Implementation of a Video Game into a Psychiatry Clerkship Curriculum
    Chen, Andrew
    Hanna, Jessie J.
    Manohar, Adithya
    Tobia, Anthony
    [J]. ACADEMIC PSYCHIATRY, 2018, 42 (03) : 362 - 365
  • [8] Concept, Implementation and Evaluation of an improvisation based music video game
    Grollmisch, Sascha
    Dittmar, Christian
    Gatzsche, Gabriel
    [J]. ICE-GIC: 2009 INTERNATIONAL IEEE CONSUMER ELECTRONICS SOCIETY'S GAMES INNOVATIONS CONFERENCE, 2009, : 65 - 67
  • [9] Teaching Empathy: the Implementation of a Video Game into a Psychiatry Clerkship Curriculum
    Andrew Chen
    Jessie J. Hanna
    Adithya Manohar
    Anthony Tobia
    [J]. Academic Psychiatry, 2018, 42 : 362 - 365
  • [10] Feasibility of a Novel Video Game-Based Electromyography Biofeedback System in Patients With Knee Osteoarthritis
    Krepkovich, Eileen
    Kaur, Mandeep
    Mangum, L. Colby
    Saliba, Susan
    Lichter, Matthew
    Olowin, Aaron
    Richardson, Neal
    Hart, Joseph
    [J]. JOURNAL OF SPORT REHABILITATION, 2022, 31 (07) : 937 - 942