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Biofeedback Methods in Entertainment Games and Virtual Reality: A Review of Physiological Interaction Techniques
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-1503-8856
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-3639-9327
(English)Manuscript (preprint) (Other academic)
Abstract [en]

The area of biofeedback interaction has grown over recent years, thanks to the release of affordable and reliable sensor technology, and the accessibility offered by modern game development tools. This article reviews how different biofeedback interaction methods have been used for entertainment purposes in video games and virtual reality, between the years 2008 and 2020. It divides previous contributions in terms of a proposed interaction classification criteria and six different biofeedback methods: electroencephalography, electrocardiography, eye tracking, electrodermal activity, electromyography, and multi-modal interaction respectively. The review describes the properties, sensor technology, and the type of data gathered for every included biofeedback method, and summarizes their respective interaction techniques into tables. Also, it proposes a set of opportunities and challenges for both, each included method and the area as a whole, based on the results from previous publications.

Keywords [en]
survey, biofeedback, interaction techniques, video games, virtual reality
National Category
Engineering and Technology Interaction Technologies
Identifiers
URN: urn:nbn:se:bth-20725OAI: oai:DiVA.org:bth-20725DiVA, id: diva2:1500766
Funder
Knowledge Foundation, 20170056Available from: 2020-11-13 Created: 2020-11-13 Last updated: 2021-06-01Bibliographically approved
In thesis
1. Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games
Open this publication in new window or tab >>Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games
2020 (English)Licentiate thesis, comprehensive summary (Other academic)
Abstract [en]

Biofeedback interaction offers interesting opportunities for video games since it allows player physiological information to be used in novel interaction techniques. Despite several contributions in the area, biofeedback interaction faces a set of challenges relating to its design and implementation. First, it has mainly been used as a method to replace more traditional interaction devices, such as gamepads, mice or keyboards. Also, few of the previous interaction techniques have made an essential use of physiological data: exploring possibilities that could only be developed by involving physiological inputs.

This dissertation explores how different physiological methods, such as electroencephalography, eye tracking, electrocardiography, electrodermal activity, or electromyography, could be used in the design and development of natural user interaction techniques that might be applied to entertainment video games, highlighting technical details for the appropriate use of physiological signals. The research also discusses interaction design principles from a human-computer interaction perspective, evaluates several novel biofeedback interaction techniques with a set of user studies, and proposes ethical considerations for the appropriate exposure to virtual reality and physiological sensor technology.

Results show that the use of biofeedback inputs in novel interaction techniques, vary in complexity and functionality depending on the type of measurements used. They also showed that biofeedback interaction can positively affect player experience since it allows games and virtual reality applications to synchronize with player physiology, making of playing games a personalized experience. Results highlighted that biofeedback interaction can significantly affect player performance, being influenced by the interaction complexity and the reliability of the sensor technology used.

Place, publisher, year, edition, pages
Karlskrona, Sweden: Blekinge Tekniska Högskola, 2020. p. 156
Series
Blekinge Institute of Technology Licentiate Dissertation Series, ISSN 1650-2140 ; 9
Keywords
Biofeedback, Natural User Interaction, Video Games, Physiology, Entertainment.
National Category
Interaction Technologies
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-20730 (URN)978-91-7295-414-4 (ISBN)
Presentation
2020-12-18, J1630, Blekige Institute of Technology, Karlskrona, 12:07 (English)
Opponent
Supervisors
Funder
Knowledge Foundation, 20170056
Available from: 2020-11-13 Created: 2020-11-13 Last updated: 2021-02-03Bibliographically approved

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Navarro, DiegoSundstedt, Veronica

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