Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0003-1503-8856
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 [en]
Biofeedback, Natural User Interaction, Video Games, Physiology, Entertainment.
National Category
Interaction Technologies
Research subject
Computer Science
Identifiers
URN: urn:nbn:se:bth-20730ISBN: 978-91-7295-414-4 (print)OAI: oai:DiVA.org:bth-20730DiVA, id: diva2:1500788
Presentation
2020-12-18, J1630, Blekige Institute of Technology, Karlskrona, 12:07 (English)
Opponent
Supervisors
Funder
Knowledge Foundation, 20170056Available from: 2020-11-13 Created: 2020-11-13 Last updated: 2021-02-03Bibliographically approved
List of papers
1. Possibilities and challenges with eye tracking in video games and virtual reality applications
Open this publication in new window or tab >>Possibilities and challenges with eye tracking in video games and virtual reality applications
2016 (English)In: SA 2016 - SIGGRAPH ASIA 2016 Courses, Association for Computing Machinery (ACM), 2016, article id a17Conference paper, Published paper (Refereed)
Abstract [en]

Due to an increase in affordable, reliable and non-intrusive eye trackers the technology has recently been used by the video game industry. This course offers participants the opportunity to get an update on research and developments in gaze-based interaction techniques in combination with other sensors. The course consists of three parts: (1) a review of eye tracking analysis and interaction in video games and virtual reality applications, (2) possibilities and challenges with gaze-based interaction, and (3) lessons learned from developing a commercial video game application using eye tracking along with alternative virtual reality technologies. This course is relevant for everyone who is interested in developing games that use eye tracking as an interaction device. The content is suitable for beginners or experienced delegates who want to learn more about the state of the art and future possibilities in eye tracking combined with other sensors as interaction devices. We believe that games and virtual reality applications have just started to incorporate these new techniques and further research and developments are needed in order to evaluate novel ways to enhance gameplay.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2016
Keywords
Curricula, Eye movements, Interactive computer graphics, Stereo vision, Virtual reality, Commercial video, Eye-tracking analysis, Gaze-based interaction, Interaction devices, Research and development, State of the art, Video game industry, Virtual reality technology, Human computer interaction
National Category
Other Computer and Information Science
Identifiers
urn:nbn:se:bth-13765 (URN)10.1145/2988458.2988466 (DOI)2-s2.0-85007256789 (Scopus ID)9781450345385 (ISBN)
Conference
2016 SIGGRAPH ASIA Courses, SA 2016, Macau, China
Available from: 2017-01-16 Created: 2017-01-16 Last updated: 2021-05-05Bibliographically approved
2. Evaluating player performance and experience in virtual reality game interactions using the htc vive controller and leap motion sensor
Open this publication in new window or tab >>Evaluating player performance and experience in virtual reality game interactions using the htc vive controller and leap motion sensor
2019 (English)In: VISIGRAPP 2019 - Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, SciTePress , 2019, p. 103-110Conference paper, Published paper (Refereed)
Abstract [en]

An important aspect of virtual reality (VR) interfaces are novel natural user interactions (NUIs). The increased use of VR games requires the evaluation of novel interaction techniques that allow efficient manipulations of 3D elements using the hands of the player. Examples of VR devices that support these interactions include the HTC Vive controller and the Leap Motion sensor. This paper presents a quantitative and qualitative evaluation of player performance and experience in a controlled experiment with 20 volunteering participants. The experiment evaluated the HTC Vive controller and the Leap Motion sensor when manipulating 3D objects in two VR games. The first game was a Pentomino puzzle and the second game consisted of a ball-throwing task. Four interaction techniques (picking up, dropping, rotating, and throwing objects) were evaluated as part of the experiment. The number of user interactions with the Pentomino pieces, the number of ball throws, and game completion time were metrics used to analyze the player performance. A questionnaire was also used to evaluate the player experience regarding enjoyment, ease of use, sense of control and user preference. The overall results show that there was a significant decrease in player performance when using the Leap Motion sensor for the VR game tasks. Participants also reported that hand gestures with the Leap Motion sensor were not as reliable as the HTC Vive controller. However, the survey showed positive responses when using both technologies. The paper also offers ideas to keep exploring the capabilities of NUI techniques in the future. Copyright © 2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved

Place, publisher, year, edition, pages
SciTePress, 2019
Series
VISIGRAPP, ISSN 2184-5921, E-ISSN 2184-4321
Keywords
Experience, Game Interaction, HTC Vive, Leap Motion, Performance, User Study, Virtual Reality, Computer control, Computer vision, Controllers, Surveys, Human computer interaction
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-18582 (URN)10.5220/0007362401030110 (DOI)000671769300008 ()2-s2.0-85068239090 (Scopus ID)9789897583544 (ISBN)
Conference
3rd International Conference on Human Computer Interaction Theory and Applications, HUCAPP 2019 - Part of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2019, 25 February 2019 through 27 February 2019
Funder
Knowledge Foundation, 20170056
Note

open access

Available from: 2019-09-06 Created: 2019-09-06 Last updated: 2023-04-03Bibliographically approved
3. Simplifying Game Mechanics: Gaze as an Implicit Interaction Method
Open this publication in new window or tab >>Simplifying Game Mechanics: Gaze as an Implicit Interaction Method
2017 (English)In: SIGGRAPH Asia 2017 Technical Briefs, SA 2017, ACM Digital Library, 2017, article id 132534Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
ACM Digital Library, 2017
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-15750 (URN)10.1145/3145749.3149446 (DOI)000694003800004 ()978-1-4503-5406-6 (ISBN)
Conference
ACM SIGGRAPH Asia 2017, Bangkok
Available from: 2018-01-12 Created: 2018-01-12 Last updated: 2021-12-22Bibliographically approved
4. Biofeedback Methods in Entertainment Games and Virtual Reality: A Review of Physiological Interaction Techniques
Open this publication in new window or tab >>Biofeedback Methods in Entertainment Games and Virtual Reality: A Review of Physiological Interaction Techniques
(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
survey, biofeedback, interaction techniques, video games, virtual reality
National Category
Engineering and Technology Interaction Technologies
Identifiers
urn:nbn:se:bth-20725 (URN)
Funder
Knowledge Foundation, 20170056
Available from: 2020-11-13 Created: 2020-11-13 Last updated: 2021-06-01Bibliographically approved
5. Ethical considerations for the use of virtual reality: An evaluation of practices in academia and industry
Open this publication in new window or tab >>Ethical considerations for the use of virtual reality: An evaluation of practices in academia and industry
2017 (English)In: Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments, ACM Digital Library, 2017, p. 141-148Conference paper, Published paper (Refereed)
Abstract [en]

The following article offers a set of recommendations that are considered relevant for designing and executing experiences with Virtual Reality (VR) technology. It presents a brief review of the history and evolution of VR, along with the physiological issues related to its use. Additionally, typical practices in VR, used by both academia and industry are discussed and contrasted. These were further analysed from an ethical perspective, guided by legal and Corporate Social Responsibility (CSR) frameworks, to understand their motivation and goals, and the rights and responsibilities related to the exposure of research participants and final consumers to VR. Our results showed that there is a significant disparity between practices in academia and industry, and for industry specifically, there can be breaches of user protection regulations and poor ethical practices. The differences found are mainly in regards to the type of content presented, the overall setup of VR experiences, and the amount of information provided to participants or consumers respectively. To contribute to this issue, this study highlights some ethical aspects and also offers practical considerations that aim, not only to have more appropriate practices with VR in public spaces but also to motivate a discussion and reflection to ease the adoption of this technology in the consumer market.

Place, publisher, year, edition, pages
ACM Digital Library, 2017
Keywords
Virtual reality, Code of ethics
National Category
Ethics
Identifiers
urn:nbn:se:bth-18866 (URN)10.2312/egve.20171351 (DOI)
Conference
ICAT-EGVE '17 Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments, Adelaide
Available from: 2019-11-04 Created: 2019-11-04 Last updated: 2021-05-03Bibliographically approved

Open Access in DiVA

fulltext(43088 kB)626 downloads
File information
File name FULLTEXT03.pdfFile size 43088 kBChecksum SHA-512
afd9ec8b8e4a169d9a5414d8bb337c72fa2a2bb19669fc68dcfaf10a72f6dfe3cad077afd20e8579421d29c442eac10887d52203d79b3e00f08bdc0c3f8fbda0
Type fulltextMimetype application/pdf

Authority records

Navarro, Diego

Search in DiVA

By author/editor
Navarro, Diego
By organisation
Department of Computer Science
Interaction Technologies

Search outside of DiVA

GoogleGoogle Scholar
Total: 675 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

isbn
urn-nbn

Altmetric score

isbn
urn-nbn
Total: 1702 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf