Authors:
J. E. Muñoz
;
E. R. Gouveia
;
M. Cameirão
and
S. Bermudez I. Badia
Affiliation:
Madeira Interactive Technologies Institute and Universidade da Madeira, Portugal
Keyword(s):
Biocybernetic Loop, Videogames, Adaptation, Software, Visual Scripting, Exergames, Heart Rate, Unity3D.
Related
Ontology
Subjects/Areas/Topics:
Affective Computing
;
Applications
;
Assistive Technologies
;
Biofeedback Technologies
;
Biomedical Devices for Computer Interaction
;
Biomedical Engineering
;
Biomedical Signal Processing
;
Biosignal Acquisition, Analysis and Processing
;
Collaboration and e-Services
;
Cybernetics and User Interface Technologies
;
Devices
;
e-Business
;
Enterprise Information Systems
;
Health Engineering and Technology Applications
;
Health Information Systems
;
Human-Computer Interaction
;
Information and Systems Security
;
Interactive Physiological Systems
;
Methodologies and Methods
;
Neural Rehabilitation
;
Neurotechnology, Electronics and Informatics
;
Pattern Recognition
;
Physiological Computing Systems
;
Physiology-Driven Computer Interaction
;
Processing of Multimodal Input
;
Software Engineering
;
Usability
;
Usability and Ergonomics
;
Wearable Sensors and Systems
;
Web Information Systems and Technologies
;
Web Interfaces and Applications
Abstract:
Biocybernetic loops (BLs) are physiological adaptation mechanisms created to augment human-computer interaction by interpreting human behaviour via physiological responses. Because of its inherent complexity, the development of BLs has been mainly utilized within the academic environment, with limited use of physiologically adaptive systems in promising fields such as assistive and gaming technologies. The Biocybernetic Loop Engine (BL Engine) is an integrated software tool designed for an easy creation of physiologically modulated videogames by means of wearable sensors. The BL Engine includes a signal acquisition panel, which facilitates the connectivity of multiple physiological sensors and the processing of their signals, a biocybernetic console to rapidly create and iterate adaptive rules using a visual scripting module, and a game connector tool that ties physiological modulations to game variables. In this paper, we present the BL Engine software architecture, its design and i
mplementation process, as well as a proof-of-concept of the system applied to an exergaming experience aiming to improve cardiorespiratory fitness training in older adults. By developing integrated tools that aid the design and implementation of BLs in videogames, we aim to contribute to the dissemination and widespread use of this approach in the gaming industry and serious gaming applications.
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