BIOFEEDBACK GAME DESIGN: USING DIRECT AND INDIRECT PHYSIOLOGICAL CONTROL TO ENHANCE GAME INTERACTION

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BIOFEEDBACK GAME DESIGN: USING DIRECT AND INDIRECT PHYSIOLOGICAL CONTROL TO ENHANCE GAME INTERACTION Lennart Erik Nacke et al. Rocío Alegre Marzo July 9th 2011 INDEX DIRECT & INDIRECT PHYSIOLOGICAL SENSOR INPUT Objective Introduction Indirect vs. direct input Previous investigation Experiment Conclusions Negative aspects Future work 1

OBJECTIVE Augment traditional game control. Which sensors work best for which game mechanics. The reaction of users. INTRODUCTION Computer graphics techniques have advanced the realism of graphics, rendering, and simulation. Artificial intelligence systems have improved the vividness of virtual worlds. Hardware has evolved. 2

INTRODUCTION Since the early 1980s, researchers have been exploring physiological input in biofeedback games for stress reduction Using: heart rate (HR) galvanic skin response (GSR) brain waves INTRODUCTION To date, there has been very little work on directly controlled physiological input. In this paper, they define direct physiological control as measures that a user can manipulate and control directly. Indirect physiological control refers to measures that cannot be explicitly influenced and changes as an indirect result of other direct bodily activation 3

WHICH TYPES OF PHYSIOLOGICAL SENSORS WORK BEST FOR WHICH GAME TASKS? (INDIRECT VS. DIRECT) HOW WE COULD EFFECTIVELY INTEGRATE GAZE LOCATION AS A GAME INPUT (USING A MONITOR-BASED EYE TRACKER) WITHOUT NEGATIVELY AFFECTING THE GAME? 4

PREVIOUS INVESTIGATION Industry manufacturers have investigated physiologicallycontrolled biofeedback since the late 1970s and early 1980s. Some examples PREVIOUS INVESTIGATION CalmPute (http://www.thoughttechnology.com/thewall2.htm) with a modified GSR2 sensor used in: Apple II mouse The racing game CalmPrix in 1984 5

PREVIOUS INVESTIGATION The Journey to Wild Divine (2001) (http://www.thoughttechnology.com/thewall2.htm) Reduce stress Increase mental and physical performance Helps you learn to balance your physical and emotional responses to life Price: $299.00 ( Amazon ) Combines ancient breathing and meditation PREVIOUS INVESTIGATION Wii Vitality - 2009 ( http://www.nintendo.es/noe/es_es/news/2009/nintendo_presenta_nuevas_experiencias_de_entretenimiento_social_en_el_e3_13655.html ) Read our bloodstream with the aid of light sensors that determine and measure a person's bloodstream and stress. 6

PREVIOUS INVESTIGATION Innergy 2011 ( http://www.ubi.com/us/games/info.aspx?pid=8864) Innergy will help you channel the stress and turn it into positive energy. EXPERIMENT They designed a side-scrolling platform shooter game that uses a traditional game controller as primary input with augmented interaction. Direct input: muscle flexion (EMG leg) breathing patterns temperature change (blowing hot air) Indirect input: heart rate (HR/EKG) galvanic skin response (GSR) EXTRA: Gaze location 7

EXPERIMENT To investigate they developed a single-player 2D side-scrolling shooter game that used standard controller mappings in Xbox360 shooter games. Physiological input was controlled separately. EXPERIMENT GOAL: The single-player 2D side-scrolling shooter, features many obstacles, including increasingly difficult enemies, moving platforms, and a final boss. Players can save their progress by reaching checkpoints. 8

EXPERIMENT (VARIABLES) Enemy Target Size: They manipulated the enemy target size through physiological control. Displayed a shadow of the enemy that grew. (Pilot testing showed that increasing the enemy size directly was counterintuitive) - Hitting an enemy shadow counted as a hit. EXPERIMENT (VARIABLES) Flamethrower weapon: Flame length Three kinds of weapons. They made a fallback weapon more interesting by placing the flame length under variable control. 9

EXPERIMENT (VARIABLES) Speed and jump height: Linked this to a single variable which was controlled using physiological. + Final boss battle: weather conditions and boss speed: The rate of snowfall was under variable control. The boss behavior was linked to the snowfall rate lighter snowfall, get boss warmer and move more slowly EXPERIMENT (VARIABLES) Eye tracker feature: Medusa s gaze Gaze control power-up that temporarily froze enemies and moving platforms. Display a blue circle at the location of their gaze. Looking at enemies and moving platforms would freeze them temporarily. Change the color of the objects indicating the power Only is active during 20 seconds. 10

EXPERIMENT (PHYSIOLOGICAL MEASURES) Gaze interaction (direct) : Eye trackers, integrated into a computer monitor, record patterns and distributions of gaze fixations and saccadic eye motion. Electromyography - EMG (direct) : Measurement of electrical activation of muscle tissue Used to sense muscle activation as an input EXPERIMENT (PHYSIOLOGICAL MEASURES) Electrodermal activity GSR (indirect) Regulated by production of sweat in the eccrine glands, where increased activity is associated with psychological excitement Electrocardiography EKG (indirect) Heart activity Hard to control directly 11

EXPERIMENT (PHYSIOLOGICAL MEASURES) Respitration RESP (direct) Stretched across an individual s chest to measure breathing rate and volume Temperature TEMP (direct) Blowing hot air on it. EXPERIMENT (ARCHITECTURE) Wrote a custom C# library called SensorLib that provides an interface for external thirdparty sensors. All digital filters are Chebyshev type II filters with lower filter length and no ripple in the passband. Also use XNA. 12

EXPERIMENT (SYSTEM) Dell computer running Windows XP. 24 TFT display running at a resolution of 1080p (1920x1200). Integrated Tobii T60 XL eyetracker running at 60 Hz. Physiological data was collected using the Flexcomp Infinity hardware by Thought Technology (with the library, SensorLib). EXPERIMENT Each participant played through an initial training level to get accustomed to the game controls before the trial started. EMG, RESP, and gaze tracking were recalibrated before each game condition. Participants completed a demographics questionnaire, which also asked questions about their gameplay experience. 13

EXPERIMENT Ten participants (7 male), aged 21 to 40 (M=25.8). 6 played video games at least monthly 4 only a few times a year. Not very experienced with side-scrolling shooter games Participants played three versions of a game, 2 with physiological input and 1 control condition. EXPERIMENT Participants played each game condition for 10 minutes or until they completed the level (10-35 min.), a common playing time in game research. After each game, players completed a survey, rating their gameplay experience using gamespecific questions. At the end players completed a final survey soliciting their opinions of physiological control. 14

EXPERIMENT Game conditions: EXPERIMENT (RESULTS) Physiological Control: Fun Ratings 9 of 10 players preferred to use physiological control the sensors added a new dimension to the game, and gave a greater sense of involvement. The controls were usually perceived as best when they matched a natural input, such as thawing snow with temperature increase, freezing enemies by staring at them, or running faster by flexing the leg muscle. 15

EXPERIMENT (RESULTS) Novelty of Physiological Control From 1 (not novel) to 5 (extremely novel). Participants agreed that the physiological control was novel (M=4.2) Some players mentioned that there was a learning curve to use the sensor, but once they learned to use it, was more rewarding. EXPERIMENT (RESULTS) Sensor Preference 12/20 votes were for gaze input 5 were for RESP One for each of TEMP, EMG and GSR Only 1/20 was an indirect sensor!! 16

EXPERIMENT (OPINIONS) GSR Sensor (Indirect) Many participants reported problems with controlling the sensors. EKG Sensor (Indirect) Hard to control and therefore was not perceived as working accurately. Seemed slow to respond. EXPERIMENT (OPINIONS) EMG Sensor (Direct) Noted that the muscle could become strained if the sensor is used continuously for input, but some players liked the idea of a physical workout by playing a video game. RESP Sensor (Direct) Very easy controllability and the immediate feedback. 17

EXPERIMENT (OPINIONS) TEMP Sensor (Direct) Initially experienced as easy-to-use Using it over longer periods of time became tedious The natural mapping to control the snow by the heat of the sensor was perceived positively although some players noted the limited applicability in games. Gaze Sensor (Direct) Chosen by many players as their FAVORITE input control, because it was easy to control and worked well. Not need a sensor on the body CONCLUSIONS Players enjoy using physiological input. They prefer directly-controlled physiological input. Indirectly-controlled input is best used for altering background variables. Gaze input can be effectively integrated into game play. 18

NEGATIVE ASPECTS Used forehead EMG sensors to replace the conventional joystick input device can frequently reported headaches. Many sensors limit the flexibility of the game control. FUTURE WORK Many hardware manufacturers are aiming at providing cheap input solutions that use brain signals to interact with a computer. Emotive (http://www.emotiv.com/) High resolution, neuro-signal acquisition and processing wireless neuroheadset. Uses a set of sensors to tune into electric signals produced by the brain $299.00 NeuroSky - Brainwave Sensors ( http://www.neurosky.com/ ) Applications: sports, cinema, stress, brain control, play $99.00 19

FUTURE WORK Optimi A project that group a sensors and architecture for help to prevent depression Sensor: ECG + voice + cortisol + EEG http://www.everis.com/spain/es-es/sala-de-prensa/noticias/paginas/everis-optimi.aspx 20