Thursday, October 13, 2011

Paper Reading #18: Biofeedback game design: using direct and indirect physiological control to enhance game interaction




Biofeedback game design: using direct physiological control to enhance game interaction

Authors - Lennart E. Nacke, Michael Kalyn, Calvin Lough, and Regan L. Mandryk

Authors Bios - Lennart E. Nacke was a postdoctoral associate researcher at the University of Saskatchewan at the time of this paper's publication.
Michael Kalyn is a student researcher at the University of Saskatchewan and holds a degree in Computer Engineering.
Calvin Lough is also a researcher working under Dr. Mandryk in the Interaction Lab at the University of Saskatchewan.
Regan L. Mandryk is an Assistant Professor at the University of Saskatchewan and has a PhD from Simon Fraser University.

Venue - This paper was presented at the CHI '11 Proceedings of the 2011 annual conference on Human factors in computing systems.

Summary

Hypothesis - In this paper, researchers explore the use of physiological input in video games and attempt to find a place for them in the modern industry. The hypothesis is that physiological input has a place in modern gaming and this paper will find where that place is.

Content - The researchers built a 2D side scrolling using the Mircrosoft XNA framework and XBOX 360 control mappings to test their hypothesis. The game consisted of many features that were controlled by physiological input in addition to the standard XBOX controller. They also built a library that received and processed sensor data before sending it to the game.
The physiological controls are:
  • GAZE - Eye tracking



  • EMG - Muscle sensor
  • GSR - Sweat detection
  • EKG - Heart Rate sensor
  • RESP - Breathing rate sensor
  • TEMP - Temperature sensor (require blowing on)

  • Methods - To evaluate the plausibility of direct and indirect physiological control, 10 participants were asked to play through 3 test conditions. 1 of the conditions was a control and therefore had no physiological control. The other 2 conditions added 2 indirect and 2 direct methods of physiological control to the game in addition to the GAZE system and standard XBOX controller that were present in both. The participants played through the 3 conditions in random order, for about 10 minutes on each condition, and then filled out a survey concerning their experience with the physiological control.

    Results - The first variable analyzed was how fun users found the conditions to be. The participants found the conditions with the physiological control to be significantly more fun than the control condition but their was no difference between the 2 physiological control conditions. Users responded by saying the physiological controls helped to immerse them into the game and were intuitive. Participants also found the physiological control to be very novel and noted that there was a learning curve but it rewards those that learn. The participants greatly preferred the GAZE and RESP sensors to all of the others. Users easily chose direct controls over indirect controls and responded accordingly when asked for opinions on the GSR and EKG sensors noting that neither of them felt controllable. 

    Conclusion - The researchers conclude by saying that physiological input is feasible to implement in games and when used in the direct control format can be very popular and immerrsive however, indirect control does not have a foreseeable future as a mechanic control but maybe can be used to control environmental variables like background color and activity similar to a mood ring. 

    Discussion



    I think the researchers prove their goal of establishing physiological input as a viable means for control in video games. I think research has a long way to go in establishing this as a real product though. The controllers that we currently have exist because they can be mass produced and used for many different tasks. Physiological input sensors are not intuitive to set up and have no precedent in the market. The only way, sensors like this stand a chance is if they are shipped with consoles directly as opposed to add-ons that can be bought later.

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