SFX Physiology - Everything you always wanted to know about biofeedback BUT WERE AFRAID TO ASK

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Dr Alasdair G Thin BSc, PhD Heriot-Watt University, Scotland SFX Physiology: "Everything you always wanted to know about biofeedback* *BUT WERE AFRAID TO ASK" USC School of Cinematic Arts, May 17th, 2011

description

An introduction to Biofeedback and other HCI paradigms for potential use in Video Games

Transcript of SFX Physiology - Everything you always wanted to know about biofeedback BUT WERE AFRAID TO ASK

Page 1: SFX Physiology - Everything you always wanted to know about biofeedback BUT WERE AFRAID TO ASK

Dr Alasdair G Thin BSc, PhDHeriot-Watt University, Scotland

SFX Physiology: "Everything you always wanted to know about biofeedback* *BUT WERE AFRAID TO ASK"

USC School of Cinematic Arts, May

17th, 2011

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When...

& ♀♂

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Better Game Play - History

http://gadgets.boingboing.net/2008/05/15/from-atari-joyboard.html

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Vicarious Experiences

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I Grew Up with Video Games...

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Front ViewMap View

NorthControl 1/15

Range 150Level

Fatigue

Heart Rate

Breathing

Effort

Speed

Cadence

OrienteeringSimulator™

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Breathless Encounter with Eyetoy...

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Made some Energy Expenditure Measurements...

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http://www.time.com/time/magazine/article/0,9171,1661688,00.html

And the Rest is history...

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Energy Expenditure- (Calorie burn)

http://www.physoc.org/custom2/publications/proceedings/archive/article.asp?ID=Proc%20Life%20SciencesPC438

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The Problem with Computers...

“There is not enough Africa in computers”

(Brian Eno, 2004)

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Workouts & Leisure Time...

“The problem with workouts is that there is not enough Captin Megajuice in them...”

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Which had most impact on Guitar sales?

$50M

Gibson Digital Guitar

$1M

Guitar Hero

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Which will have most impact on Sports/Exercise?

$860M

2012 London Olympics

<<<$860M

Exergaming

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Game-based Paradigm Shift

Persuasive Message (“Exercise is Good for You!”)

Perceived Future Reward

Persuasive Interactive Experience

Immediate Real Reward

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Health Action Model

Behavioral Intention

Normative System

Cognitive Affective

Decision

(Tones, 1987)

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Health Agencies Getting Interested?

http://www.nytimes.com/2007/04/30/health/30exer.html

http://news.bbc.co.uk/1/hi/health/7262770.stm

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Who is Setting the Agenda??

http://www.touchgenerations.com http://myhealthcoach.uk.ubi.com/

personalized health program

fun incentive

physical challenges

also features trivia games, hints and tips

learn everything you need to know about proper nutrition and working out

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Resource Optimisation Game

≤ 24

chotda

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Health Games - Treatment

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Health Games - Prevention

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The Magic Circle of Games

antonioperezrio.es

“...the consequences of the activity are negotiable” (Juul, 2005)

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Games as:“Cognitive-Emotional Integration Engines”?

Storytelling a significant feature of human culture

Meaning making is important in Health and Wellbeing (Narrative Medicine)

Games could help in health and wellbeing “Meaning Making” process

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Hamlet on the Holodeck

“To rival the narrative richness of other media, then, a system of interactive storytelling must be able to stage both physical actions that change the fictional world and verbal acts that affect the minds of its inhabitants and motivate them to take action.”

(Ryan, 2009)

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The Interactive Paradox

(Aylett & Louchart, 2004)

Integration of the unpredictable, bottom-up input of the user into a sequence of events that fulfills the top-down design conditions of narrativity

“On one hand the author seeks control over the direction of a narrative in order to give it a satisfactory structure. On the other hand a participating user demands the autonomy to act and react without explicit autho- rial constraint.”

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Meat Machines?

Are you a Thinking person who Feels? ...

or a Feeling person who Thinks?

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Physiological Computing - Categories

Biofeedback

Biocybernetic adaptation

Brain–computer interfacing

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Biofeedback

the controller of a system can control a given variable if information about that variable is made available to it

notion of humans being able to exert conscious influence over seemingly unconscious physiology

i.e. increasing “body awareness” - interoception

more highly developed in performers, kinaesthetic learners, artists?

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Biofeedback examples

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Biocybernetic Adaptation

Biocybernetic adaptation refers to the modification of system’s functionality or appearance based on the real-time measurement of psychophysiology.

Not biofeedback

Rather an adaptive system that responds to user’s changing psychophysiological state

e.g. fatigue, frustration

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Game Adaptation example

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Brain–computer interfacing

Channels for direct command and communication between psychophysiology and an output device (e.g. control of a cursor)

Main focus of BCI research has been to develop systems to help people with disabilities (e.g. spinal cord injuries)

Issues

extended training times

need to sit style - movement artifacts

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BCI examples

www.makeahistory.com/index.php/your-details/222-the-worlds-first-commercial-brain-computer-interface-

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Potential Physiological Variables

Outer surface of the Brain (electroencephalogram: EEG)

Skeletal Muscles (electromyogram: EMG)

Heart (electrocardiogram: ECG)

Eyes (electro-oculogram: EOG, pupillometry: eye tracking)

Blood pressure

Respiratory patterns

Skin conductance (galvanic skin response: GSR)

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Platform + Sensors

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“Cheaper” kit

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Do No Harm...

Be Safe (Electrical Safety, Tripping Hazards)

Don’t screw up your subjects (players)

Mrs Inman

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Make Sure you have Quality Data

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Don’t Forget “In Game” Data - i.e. Reaction Times

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Caution...Intentions...Control...•“The philosophy of this new approach is principally concerned with machine perception of users’ affective reactions.

•Assumption that users respond to content and events occurring during human–computer interaction, and that the machine detects these responses and adapts its behaviour accordingly.

•This may be making the mistake of assuming the machine is in charge.

•It can be argued that this is not how emotion operates in the real world. In human– human interaction, affect has an intentional communicative function.”

(Ward & Marsden, 2004)

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Historical - Kunstphysiologie

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Physiological Aesthetics

By the 1870s the new field of ‘physiological aesthetics’ burgeoned in pockets across Europe and North America, aiming, to ‘elucidate physiologically the nature of our Aesthetic Feelings’ and ‘to exhibit the purely physical origin of the sense of beauty, and its relativity to our nervous organization’.

For many physiologists, the new evolutionary accounts of sensory functions suggested fresh possibilities for education of artists and artisans.

(Allen, 1877)

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Physiologically Informed Art

Used Aesthetic Protractor - “pleasurable angular distances”

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Science Fiction?

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21st Century Reality

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Techno-Sublime: Post-Aesthetic?

Interactive Media

Observer becomes a Performer

“Engagement can give rise to experiences of immersion in immediate sensation” (Bolt, 2007)

“Critical Distance” (of traditional aesthetics) is lost

Move towards appreciation of the “Immediacy of Sensation”

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When...

& ♀♂

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Convergence...Exciting!

Interactive Media

Performance Art

Modern Dance

Play

Games

Sports Performance

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Inter-Connected Triad

Reality (Model)

Play (Experience)

Meaning (Effect)

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Triadic Game Development (Agile Methodology)

triadicgamedesign.com

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Changing Approaches to Public Health

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Supportive “Virtual” Environments?

Compared to Physical Environments:

Readily developed

Lower cost

Scaleable to population level

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Drivers

Consumer Technology Expectations

New Non-traditional forms of gaming

New body movement sensors and controllers

Increasing Mobile Functionality

US Physical Activity Strategy

- “Encourage...health e-games manufacturers...”

Commercial Interest in Wellness

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Maximising Opportunities

Experience Creation

Integrated Design Approach

Informed Wellness Behaviour Perspective

Seamless Data Capture

Social Media Linkage

Cross-generational Game Play

Scaleability, Perceived Value, Pricing & Affordability

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Potential Persuasive Features of Exergames

Degree of authority

Develops skills

Exercise more accessible

General exercise tips

Helpful suggestions

Monitors usage

Negative feedback

Positive experience

Positive feedback

Praises the player

Progress chart

Reflects the player

Rewards progress

Tailors exercise

Visually attractive

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Exergame Design Issues

Overall game difficulty

Game level

Skill of player

Postural balance

Hand-Eye coordination

Limit to arm waving

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Exergames are Not All Equal in EE

Muscle Mass

Energy Expenditure

Frequency

2-3 METs

3-6 METs

6+ METs

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Exergame Game Design Principles

Maximise Muscle Mass

Rapid Movement

Spatial rather than Temporal Accuracy

Minimise Negative Scoring

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Next Steps

Reflect on Personal Wellbeing Issues

Try Out Products/Services & Evaluate Experiences

Think about Ways to Improve

Talk with Health Professionals about Wellbeing

- Issues? ++Interest in Games

Talk with “Techies” about Wellbeing

- Issues? ++Interest in Wellness (befitwithbiray.com -SXSW)

Network

Have Fun!

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www.wellnesshealthinnovation.org

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Game Over