“Immersive Virtual Reality and Affective Computing for Gaming, Fear and Anxiety Management” by Karamnejad, Choo, Gromala, Shaw and Mamisao

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Entry Number: 60

Title:

    Immersive Virtual Reality and Affective Computing for Gaming, Fear and Anxiety Management

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Abstract:


    Video game developers are enthusiastic about creating novel interaction approaches that yield a better gaming experience; such interactions are usually built with physical and emotional immersion in mind. Technologies such as Wii®, Kinect®, and Playstation Move® focus on the physical movement of play to encourage seamless and natural behaviors during gameplay. On the other hand, technologies such as biofeedback are not yet being utilized to any large degree in the commercial industry and could be used to gain further knowledge of player’s behavior and emotions. Biofeedback refers to technologies that provide awareness of human physiological functions through signals in order to control a system or improve those functions. This technology was primarily developed for clinical purposes to treat diseases such as headaches, high blood pressure, and epilepsy. The patients obtain the skill to control functions associated with aforementioned diseases by being exposed to equipment that measures and displays their bodily functions such as brain waves, heart rate, and galvanic skin response (GSR). This enables them to observe those senses through visualization and exert control over their physiological response over time.

References:


    1. K. Kuikkaniemi, T. Laitinen, M. Turpeinen, T. Saari, I. Kosunen, and N. Ravaja, “The influence of implicit and explicit biofeedback in first-person shooter games,” in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York, NY, USA, 2010, pp. 859–868.
    2. C. Shaw, D. Gromala, and A. Fleming Seay, “The meditation chamber: Enacting autonomic senses,” Proc. of ENACTIVE, vol. 7, pp. 405–408, 2007.
    3. L. E. Nacke, M. Kalyn, C. Lough, and R. L. Mandryk, “Biofeedback game design: using direct and indirect physiological control to enhance game interaction,” in Proceedings of the 2011 annual conference on Human factors in computing systems, 2011, pp. 103–112.


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