Time: January 2010 ~ May 2010
Type: Game development, biofeedback research
Here is a short 3 minutes introduction of our project.
This project are trying to capture player's biofeedback information, and use it to improve game experience. This will connect the player and the game in another direction, as the orange line closing the control loop showing in the below diagram. We do a lot of research on various biofeedback information and finally decide to use Galvanic Skin Response (GSR), Brainwave (Excitement and Boredom) to detect player's emotional states.
In order to let players have obvious biofeedback changes, we run in the direction of adventure game, a zombie shooting survival game, in a dark environment, full of scared sound.
In the Devices part, we wrote two programs to collect data from Emotiv and Wild Divine IOM. Then these data are sent to game by sockets (it's easier to integrate to Unity3D program then other ways). The game controller will analyze these data and modify the game according to player's biofeedback data and game rules. Then the improved game experience will change player's feeling and his/her biofeedback data. This is the full control loop in our game.
During the player play the game, we collect his/her biofeedback data and the time of key event in the game. So after playing, we can use our another tool to visualize these data, which can help researcher to understand player's feeling to this game, and help to improve game design.
Decorations in the CAVE roomUnity3D, Wiimote, Emotiv and Wild Divine IOM
You can visit our official website to find more information:http://www.etc.cmu.edu/projects/lm-motion/