LISBON 10-12
APRIL 2014
LISBON 10-12
APRIL 2014

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Talks > Biofeedback Gameplay Mechanics: Using Physiological Sensors to Manipulate Players' Emotional States

Status

This talk has been approved for this year's edition. Check the calendar for more information.

Language

English

Abstract

In this talk I will discuss affective biofeedback gameplay mechanics applied to both game and user experience design.

Sounds cute, right? But what is affective biofeedback?
Biofeedback is a process through which a feedback loop is created between the user's physiological state and a cybernetic system.
What does that mean in real-life, Neo? I'll tell you, what it means.. It means giving the system access to your biological readings so that it can react, learn and - eventually - even manipulate them!

Think of any (legal) applications for it yet? Then carry on ;)

Do you like videogames? Then imagine a horror game that measures your emotional state and adapts the intensity and timing of scares based on that.

Maybe you're more into RPGs or movies and would enjoy a narrative that follows your emotional reactions to the characters behaviour.

Then again, maybe you're a fobia therapist and want to build a simulator to help people fight their fears, but don't know how it should respond to them. Or you want to measure stress on air traffic controllers so they don't crash the plane you're on due to overwork. Whatever your field, there's a biofeedback app for that ;)

If you want to know more on:
1) How low cost physiological sensors can be used to detect human emotions in real-time
2) How this information can be used to create models of players' affective responses to stimuli (i.e. game events)
3) Just want a quick look into the future applications game companies will develop based on this technology, then upvote this talk!

Proposal date

2013-11-25 16:45:33

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Comments

Filipe Lopes
on , said:

Awesome! I'd love to hear more about it!

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Dan Peddle
on , said:

Very cool - Valve are digging around in the same territory, correct..?

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Pedro Nogueira
on , said:

Yes they are Dan. We have a couple of chats to synchronize ideas here and there, but unfortunately I can't talk much about Mike's work, sorry :p

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Dan Peddle
on , said:

That's ok! Voted up, sounds like a really interesting talk, and not just in the gaming space.

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David Amador
on , said:

Nice, can't wait for this one

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Soraia Meneses Alarcão
on , said:

Just awesome! :D

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Lino Silva
on , said:

Love it! Bringing customisation to a whole new level!

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Jorge Cavaco
on , said:

very cool

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Iurie Solomon
on , said:

interessante, vou ver se consigo vir

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Rui Grandão Rocha
on , said:

I think my life will be completed the day i play one of those terror/rpg games! If that is the future then bring it faster!

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Ana Carolina Ribeiro Moura
on , said:

Would love to see you talking more about this amazing concept

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David Caminha
on , said:

Already heard him talk and was very interesting. Worth listning to again

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João Tiago Pinheiro Neto Jacob
on , said:

Wouldn't mind seeing it Pedro ;)

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Pedro Nogueira
on , said:

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Pedro Nogueira
on , said:

+ David Caminha, Tks David, vou apresentar conteúdo bastante diferente, por isso com sorte não terás de ouvir muita coisa repetida (tirando a intro, claro) ;)

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João Barata Oliveira
on , said:

It sounds awesome! I really hope this talk gets approved.

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Rui Guedes
on , said:

Upvoted all the way! I'm doing some work using an electroencephalographer as an input device (Neurosky Mindwave anyone?) both for applications and games. I can imagine that combined with biofeedback techniques/technology... Maybe a step closer to total immersion, specially if one adds in a occulus-rift to the mix?

Anyway I hope you get selected and that I get a chance to attend your talk :)

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Pedro Nogueira
on , said:

+ Rui Guedes, your work sounds really cool. Technically speaking, using an EEG device as an input source classifies as biofeedback - direct biofeedback, to be more specific.

Adding an occulus-rift would be one of the first steps towards further pulling the player into the game, but what I really want is for sensors to be mass produced so I (and the other researchers in my field, obviously) can convince a large share of the market to use this technology on their games. Imagine being able to build profiles for the whole gamer population of the Assassins Creed or Diablo III population.. That would be on a whole new level :p

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Diogo Emanuel Marques da Silva
on , said:

Very cool !!!

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Nuno Saraiva
on , said:

Just wow

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Tiago Rorke
on , said:

Up voted. Interested to hear about the applications of this beyond gaming. Scary but fascinating stuff.

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Pedro Nogueira
on , said:

+ Tiago Rorke, I'll try to discuss some applications in phobia/medical treatments and on the ethical ramifications this type of technology implies ;)

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Pedro Costa
on , said:

Interesting...

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Pedro Costa
on , said:

Computer says no...

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Pedro Costa
on , said:

Computer says no...

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Luís Ricardo da Costa Carvalho
on , said:

It's your thing + Soraia Meneses Alarcão ;)

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Soraia Meneses Alarcão
on , said:

+ Luís Ricardo da Costa Carvalho, Yes indeed!!! ;) <3

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Pedro Nogueira
on , said:

+ Pedro Costa, Computer says "I know what makes you tick.. dance human puppet!" :p

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Pedro Tavares
on , said:

Very interesting topic. Upvoted.

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Nuno Faria
on , said:

Looking forward to this talk as well - lately I've seen what Oculus Rift and the Virtuix Omni pad can do and would indeed like to see what else could be accomplished with biofeedback!

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Tiago Reis
on , said:

+ Pedro Nogueira What kind of biological readings are we talking about? Besides the usual heart rate

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Pedro Nogueira
on , said:

+ Tiago Reis, Besides HR derived from blood volume pulse, in my PhD thesis I'm using skin conductance and facial electromyography to compute the arousal and valence components of emotion as these seem to be the most reliable ones. Some other popular metrics include respiratory and electroencephalographic measures, but these are too noisy and/or cumbersome to use so I use them mostly as physiological controllers for game mechanics (not EEG though, it's still not quite there) :p

I'll discuss all of it on the actual talk ;)

PS: If anyone is interested in the physiological controllers issue I can also talk about it, so let me know!

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Tiago Reis
on , said:

+ Pedro Nogueira, sounds interesting. There was a master thesis project being done in FEUP also on biofeedback for gameplay, but I haven't heard about it for a long time. You got my vote

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Pedro Nogueira
on , said:

+ Tiago Reis, Well, it was either a student of mine or Vasco's thesis (he actually when on to get a PhD after that).

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Paulo Pires
on , said:

+ Pedro Nogueira, BITalino looks like a perfect match for your needs.

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