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Psychophysiological Interaction: Symbiosis Between Players and Video Games
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för datavetenskap.ORCID-id: 0000-0003-1503-8856
2025 (engelsk)Doktoravhandling, med artikler (Annet vitenskapelig)
Abstract [en]

Psychophysiological interaction offers the opportunity of delivering unique and innovative experiences that synergize with human physiological and psychological nature. Even though several publications have explored the use of psychophysiological interaction in video games in the past, there is still a set of challenges associated with its suitability for commercial entertainment games, and with the assessment of its relationship with the perceived player experience.

This dissertation explores psychophysiological interaction and its implementation within entertainment video games. It presents a review of multiple physiological methods, such as eye tracking, electrodermal activity, or electroencephalography, and discusses the possibilities and challenges that these methodologies offer for the design and implementation of natural user interaction techniques. The dissertation presents a set of user studies that evaluated the efficiency of psychophysiological interaction in desktop and virtual reality video games, and statistically assessed how the variations of player physiological data may relate to their respective changes in the perceived player experience. The dissertation also offers a set of ethical and methodological guidelines for the appropriate design of novel interaction techniques, and for the safe exposure of physiological sensors and virtual reality technologies to the general public.

The results obtained from this research show that the implementation of psychophysiological interaction in entertainment video games tends to positively affect player experience. However, this benefit comes as a tradeoff to player performance and their perceived sense of control. Additionally, the variations in electrodermal activity data, specifically in the skin conductance level, showed a tendency to correlate with negative player experience variables. Finally, psychophysiological interaction should be consistent with the natural behavior and reactions from players, and should be complementary to more traditional game interaction technologies.

sted, utgiver, år, opplag, sider
Karlskrona: Blekinge Tekniska Högskola, 2025. , s. 100
Serie
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 2025:13
Emneord [en]
Psychophysiology, Biofeedback, Natural User Interaction, Video Games, Virtual Reality, Player Experience
HSV kategori
Forskningsprogram
Datavetenskap
Identifikatorer
URN: urn:nbn:se:bth-28823ISBN: 978-91-7295-514-1 (tryckt)OAI: oai:DiVA.org:bth-28823DiVA, id: diva2:2009592
Disputas
2025-12-10, J1630, Valhallavägen 1, Karlskrona, 09:00 (engelsk)
Opponent
Veileder
Ingår i projekt
VIATECH- Human-Centered Computing for Novel Visual and Interactive Applications, Knowledge FoundationHINTS – Intelligenta verkligheter med människan i centrum
Forskningsfinansiär
Knowledge Foundation, 20220068Knowledge Foundation, 20170056Tilgjengelig fra: 2025-11-05 Laget: 2025-10-28 Sist oppdatert: 2025-11-19bibliografisk kontrollert
Delarbeid
1. Biofeedback Methods in Entertainment Video Games: A Review of Physiological Interaction Techniques
Åpne denne publikasjonen i ny fane eller vindu >>Biofeedback Methods in Entertainment Video Games: A Review of Physiological Interaction Techniques
2021 (engelsk)Inngår i: Proceedings of the ACM on Human-Computer Interaction, ISSN 2573-0142, Vol. 5, nr CHIPLAY, artikkel-id 268Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

The area of biofeedback interaction has grown over recent years, thanks to the release of more affordable and reliable sensor technology, and the accessibility offered by modern game development tools. This article presents a systematic literature review focusing on how different biofeedback interaction methods have been used for entertainment purposes in video games, between 2008 and 2020. It divides previous contributions in terms of a proposed interaction classification criteria and five different biofeedback methods (with a sixth category combining them): electroencephalography, electrocardiography, eye tracking, electrodermal activity, electromyography, and multi-modal interaction. The review describes the properties, sensor technologies, and the type of data gathered for every included biofeedback method, and presents their respective interaction techniques. It summarizes a set of opportunities and challenges for each included method, based on the results from previous work, and discusses these findings. It also analyzes how these interaction techniques are distributed between different common game genres. The review is beneficial for people interested in biofeedback methods and their potential use for novel interaction techniques in future video games. © 2021 ACM.

sted, utgiver, år, opplag, sider
Association for Computing Machinery, 2021
Emneord
biofeedback, entertainment, interaction techniques, physiological, systematic literature review, video games, virtual reality, Electroencephalography, Electrophysiology, Eye tracking, Human computer interaction, Software design, Classification criterion, Development tools, Game development, Interaction methods, Physiological interactions, Sensor technologies, Video-games
HSV kategori
Identifikatorer
urn:nbn:se:bth-22338 (URN)10.1145/3474695 (DOI)2-s2.0-85117119113 (Scopus ID)
Konferanse
ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play CHIPLAY
Tilgjengelig fra: 2021-11-11 Laget: 2021-11-11 Sist oppdatert: 2025-10-28bibliografisk kontrollert
2. Possibilities and challenges with eye tracking in video games and virtual reality applications
Åpne denne publikasjonen i ny fane eller vindu >>Possibilities and challenges with eye tracking in video games and virtual reality applications
2016 (engelsk)Inngår i: SA 2016 - SIGGRAPH ASIA 2016 Courses, Association for Computing Machinery (ACM), 2016, artikkel-id a17Konferansepaper, Publicerat paper (Fagfellevurdert)
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.

sted, utgiver, år, opplag, sider
Association for Computing Machinery (ACM), 2016
Emneord
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
HSV kategori
Identifikatorer
urn:nbn:se:bth-13765 (URN)10.1145/2988458.2988466 (DOI)2-s2.0-85007256789 (Scopus ID)9781450345385 (ISBN)
Konferanse
2016 SIGGRAPH ASIA Courses, SA 2016, Macau, China
Tilgjengelig fra: 2017-01-16 Laget: 2017-01-16 Sist oppdatert: 2025-10-28bibliografisk kontrollert
3. Simplifying Game Mechanics: Gaze as an Implicit Interaction Method
Åpne denne publikasjonen i ny fane eller vindu >>Simplifying Game Mechanics: Gaze as an Implicit Interaction Method
2017 (engelsk)Inngår i: SIGGRAPH Asia 2017 Technical Briefs, SA 2017, ACM Digital Library, 2017, artikkel-id 132534Konferansepaper, Publicerat paper (Fagfellevurdert)
sted, utgiver, år, opplag, sider
ACM Digital Library, 2017
HSV kategori
Identifikatorer
urn:nbn:se:bth-15750 (URN)10.1145/3145749.3149446 (DOI)000694003800004 ()978-1-4503-5406-6 (ISBN)
Konferanse
ACM SIGGRAPH Asia 2017, Bangkok
Tilgjengelig fra: 2018-01-12 Laget: 2018-01-12 Sist oppdatert: 2025-10-28bibliografisk kontrollert
4. Ethical considerations for the use of virtual reality: An evaluation of practices in academia and industry
Åpne denne publikasjonen i ny fane eller vindu >>Ethical considerations for the use of virtual reality: An evaluation of practices in academia and industry
2017 (engelsk)Inngår i: Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments, ACM Digital Library, 2017, s. 141-148Konferansepaper, Publicerat paper (Fagfellevurdert)
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.

sted, utgiver, år, opplag, sider
ACM Digital Library, 2017
Emneord
Virtual reality, Code of ethics
HSV kategori
Identifikatorer
urn:nbn:se:bth-18866 (URN)10.2312/egve.20171351 (DOI)
Konferanse
ICAT-EGVE '17 Proceedings of the 27th International Conference on Artificial Reality and Telexistence and 22nd Eurographics Symposium on Virtual Environments, Adelaide
Tilgjengelig fra: 2019-11-04 Laget: 2019-11-04 Sist oppdatert: 2025-10-28bibliografisk kontrollert
5. Evaluating player performance and experience in virtual reality game interactions using the htc vive controller and leap motion sensor
Åpne denne publikasjonen i ny fane eller vindu >>Evaluating player performance and experience in virtual reality game interactions using the htc vive controller and leap motion sensor
2019 (engelsk)Inngår i: VISIGRAPP 2019 - Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, SciTePress , 2019, s. 103-110Konferansepaper, Publicerat paper (Fagfellevurdert)
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

sted, utgiver, år, opplag, sider
SciTePress, 2019
Serie
VISIGRAPP, ISSN 2184-5921, E-ISSN 2184-4321
Emneord
Experience, Game Interaction, HTC Vive, Leap Motion, Performance, User Study, Virtual Reality, Computer control, Computer vision, Controllers, Surveys, Human computer interaction
HSV kategori
Identifikatorer
urn:nbn:se:bth-18582 (URN)10.5220/0007362401030110 (DOI)000671769300008 ()2-s2.0-85068239090 (Scopus ID)9789897583544 (ISBN)
Konferanse
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
Forskningsfinansiär
Knowledge Foundation, 20170056
Merknad

open access

Tilgjengelig fra: 2019-09-06 Laget: 2019-09-06 Sist oppdatert: 2025-10-28bibliografisk kontrollert
6. The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component
Åpne denne publikasjonen i ny fane eller vindu >>The Electrodermal Activity of Player Experience in Virtual Reality Games: An Extended Evaluation of the Phasic Component
2023 (engelsk)Inngår i: Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2022 / [ed] A. Augusto de Sousa, Kurt Debattista, Alexis Paljic, Mounia Ziat, Christophe Hurter, Helen Purchase, Giovanni Maria Farinella, Petia Radeva, Kadi Bouatouch, Springer Science+Business Media B.V., 2023, Vol. 1815, s. 203-221Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Thanks to its effectiveness, electrodermal activity (EDA) has been previously included as an evaluation metric, within analyses of user experience. In this study, the phasic component of participants’ EDA data is examined in relation to their reported experiences when playing a set of virtual reality games, that featured the HTC Vive and Leap Motion controllers for input. Two models are used in the analysis of the phasic component: a deconvolution model and a convex optimization model. Despite having significant differences in their player experiences, results indicate that there are not many significant differences in the phasic component data. Even if some weak correlations were found, the majority of results show no linear correlations between the phasic component data and the reported experience variables. This shows that the phasic component of EDA data should be further investigated in conjunction with other psychophysiological signals because it has only recently demonstrated a weak link with player experience. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

sted, utgiver, år, opplag, sider
Springer Science+Business Media B.V., 2023
Serie
Communications in Computer and Information Science (CCIS), ISSN 1865-0929, E-ISSN 1865-0937 ; 1815
Emneord
Convex optimization, cvxEDA, Deconvolution, Electrodermography, Game experience, HTC vive, Leap motion, Phasic component, Virtual reality, Electrodes, Convex optimisation, Deconvolutions, Electrodermal activity, Player experience
HSV kategori
Identifikatorer
urn:nbn:se:bth-25625 (URN)10.1007/978-3-031-45725-8_10 (DOI)001302630600010 ()2-s2.0-85175987021 (Scopus ID)9783031457241 (ISBN)
Konferanse
17th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications , VISIGRAPP 2022, Online, 6 February through 8 February 2022
Forskningsfinansiär
Knowledge Foundation, 20170056Knowledge Foundation, 20220068
Tilgjengelig fra: 2023-11-17 Laget: 2023-11-17 Sist oppdatert: 2025-10-28bibliografisk kontrollert
7. The Electrodermal Activity of Player Experience in Virtual Reality Games: An Evaluation of the Tonic Component
Åpne denne publikasjonen i ny fane eller vindu >>The Electrodermal Activity of Player Experience in Virtual Reality Games: An Evaluation of the Tonic Component
2025 (engelsk)Manuskript (preprint) (Annet vitenskapelig)
Abstract [en]

Electrodermal activity is considered one of the more reliable methodologies to assess emotional arousal, and it has been adopted as an alternative method for the analysis of player experience in video game research. In this study, we present a quantitative evaluation of self-contained electrodermal measurements, focusing on the analysis of the tonic component and its potential relationship with player experience. The analysis presents a frequency-domain feature quantification of the tonic component, named gradual changes. With it, we evaluate how the variation of the tonic component correlates with the player experience valence, in a set virtual reality games. The analysis also offers an evaluation of the prediction capabilities of the gradual changes, to classify player experience, using a supervised learning approach. Our results support the idea that the tonic component correlates with player experience, statistically demonstrating that a higher number of gradual changes feature a directly proportional relationship with a negative valence in player experience. Despite this, the gradual changes featured a rather limited prediction capability upon player experience, motivating future work in this area.

Emneord
Electrodermal Activity (EDA), Tonic Component, Skin Conductance Level (SCL), Player Experience (PX), User Experience (UX), Video Games, Virtual Reality (VR)
HSV kategori
Forskningsprogram
Datavetenskap
Identifikatorer
urn:nbn:se:bth-28821 (URN)
Forskningsfinansiär
Knowledge Foundation, 20220068
Tilgjengelig fra: 2025-10-28 Laget: 2025-10-28 Sist oppdatert: 2025-10-29bibliografisk kontrollert

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