biofeedback

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  • Nevermind: a biofeedback horror game for your mental health

    by 
    David Hinkle
    David Hinkle
    02.06.2014

    In horror-adventure game Nevermind, your performance is influenced by your emotional state. Nevermind is built on biofeedback technology: You hook up a heart-rate monitor and play, becoming more unhinged by the PC game's subject matter, after which tasks and scenarios immediately ramp up in difficulty. Like other first-person adventure games in the vein of Myst, you must navigate strange environments in Nevermind and solve the puzzles within before you can progress. In one scenario, a kitchen is filling up with milk and you're in danger of drowning unless you figure out how to stop the flood. The faster your actual heart rate, the faster the room fills with delicious-yet-deadly Vitamin D. Calm yourself and the tide will slow, giving you more time to figure out how to proceed. You explore the subconscious mind of severe trauma patients in Flying Mollusk's Nevermind, so naturally the subject matter will be a bit grim. Creator Erin Reynolds, a former Zynga full-timer who ditched the day job in late September to dedicate herself entirely to this, is not only trying to create a horror game that excels in its own right, but wants to provide players with an experience that instills real-life skills for dealing with stressful situations.

  • Valve experiments with players' sweat response, eye-tracking controls for future game design

    by 
    Mat Smith
    Mat Smith
    05.07.2013

    Valve has a surprisingly varied staff roster. Mike Ambinder is the company's very own experimental psychologist and he's been outlining some of Valve's work with biofeedback technology, including eye-motion controls for Portal 2 and perspiration-based gaming adjustments on Left 4 Dead. Mentioning these developments at the NeuroGaming Conference last week, Ambinder notes that both are still at an experimental stage, but that "there is potential on both sides of the equation, both for using physiological signals to quantify an emotion [and] what you can do when you incorporate physiological signals into the gameplay itself." In Left 4 Dead, test subjects had their sweat monitored, with values assigned to how much they were responding to the action. This data was fed back into the game, where designers attempted to modify (and improve) the experience. In a test where players had four minutes to shoot 100 enemies, calmer participants would progress normally, but if they got nervous, the game would speed up and they would have less time to shoot. When it came to the eye-tracking iteration of Portal 2, the new controls apparently worked well, but also necessitated separating aiming and viewpoint to ensure it worked. With Valve already involving itself in wearable computing, it should make both notions easier to accomplish if it decides to bring either experiment to fans. Venture Beat managed to record Ambinder's opening address at the conference -- we've added it after the break.

  • Researchers create video game that monitors heart rate to keep children's anger in check

    by 
    Alexis Santos
    Alexis Santos
    10.26.2012

    Nintendo may have left its Vitality Sensor by the wayside, but researchers at Boston Children's Hospital are using heart rate monitoring in a video game to teach children with anger issues how to temper their emotions. Dubbed RAGE (Regulate and Gain Emotional) Control, the game tasks players with blasting hostile spaceships while keeping their heart rate from exceeding a predefined limit. If a gamer's pulse rises above the ceiling, they'll lose the ability to shoot until they can ease their pulse back down. A group of 18 kids who received standard treatments and played the game for five, 15-minute-long sessions had better control of their heart rate and lower anger levels than a group that only used traditional treatments. Currently, a controlled clinical trial of RAGE Control is underway and there are plans to take the concept a step further with toys and games suited for younger children. Look out below for the full press release or tap the second source link for the team's paper in the Journal of Adolescent Psychiatry. [Image credit: Thirteen of Clubs, Flickr]

  • U.S. Army urges vets to get outta their dreams and into the virtual world

    by 
    Joseph Volpe
    Joseph Volpe
    10.22.2011

    You've heard of power walking, but "power dreaming?" That practice's usually the stuff of Buddhism, and now, could go a long way towards mending the psychic wounds of our nation's bravest. With about 52% of PTSD-affected veterans reported as having disturbing nightmares, the U.S. Army's working towards a virtual solution that'd marry the design of Second Life with laptop-displayed or 3D head-mounted, physio-emotional healing. The project, a form of biofeedback therapy which would create custom, stress-alleviating imagery for traumatized vets, is currently in the planning stage with Washington State's Naval Hospital serving as its experimental base. Over half a million in funding's already been put towards the effort which is expected to launch in full next year. And when it does, we're hoping the tech resembles a certain Strange Days SQUID recorder -- with happy thoughts, o'course.

  • Apples In Stereo man controls his Moog... with his mind! (and you can too)

    by 
    Joseph L. Flatley
    Joseph L. Flatley
    09.07.2010

    We thought that our homemade Theremin was difficult to control, but this one is in a different league altogether! The, ahem, brainchild of Apples In Stereo's Robert Schneider, the Teletron takes a Mattel Mindflex game and uses it as a control voltage source for... well, any piece of musical equipment that has a CV input. In the video below, the musician / producer plugs it into a Moog analog synth and increases / decreases the pitch solely with his mind. At least the thing doesn't give you an electric shock when you hit the wrong note! But enough jabberjaw out of us -- see / hear it in action (and get some instructions, if you'd like to build your own) after the break.

  • Video games treat chronic pain better than drugs

    by 
    Eli Shayotovich
    Eli Shayotovich
    12.17.2007

    The last thing Merck or Pfizer want to hear is that their drugs aren't needed anymore. According to Diane Gromala, a Simon Fraser University (Vancouver, Canada) professor, that may just be the case. She bases her belief on the many experiments that consistently show people who suffer serious, chronic pain (which Gromala suffers from herself) often find more relief in virtual reality environments than drug-based treatments.According to a CanWest News Service article, Gromala is currently working with doctors to learn why subjects who are distracted in virtual reality worlds report less pain than those using drug-based pain therapy. She believes that controlling pain through computerized VR and biofeedback mediation gives people ways to express, control, and keep track of their pain that pills can't. Video games have been shown to help patients in drug addiction therapy, why not pain management as well?If her studies pan out to be true (we first learned about this story from the folks at FileFront) , it will most certainly help vidicate an industry that has otherwise been villified for everything from mass school shootings to creating a generation of slackers. A little bit of good PR for video games would be a nice change of pace.

  • Biofeedback signals used to predict gamers' moves

    by 
    Darren Murph
    Darren Murph
    09.03.2007

    While it's no shock that artificial intelligence as a whole is making strides, a pair of Hungarian researchers have seemingly unlocked a secret that gamers are sure to detest. Laszlo Laufer and Bottyan Nemeth, both from the Budapest University of Technology and Economics, have reportedly "discovered that a gamer's button presses can be predicted two seconds before they make them, through measurements of skin conductance." To make such a bold claim, the duo had guinea pigs play a simple game while their heart rate and skin conductance were measured, and after utilizing "neural networks to analyze the biofeedback signals and input records," the data showed that we humans aren't as unpredictable as we sometimes hope to be. Notably, this unearthing could be used in quite a few applications outside of infuriating gamers, but we all know where the real fun in this is.[Via The Raw Feed]

  • Brain-reading biofeedback caps on the rise, NeuroSky returns

    by 
    Darren Murph
    Darren Murph
    04.30.2007

    Pushing the envelope is what it's all about, and for companies cranking out Wiimote-like devices to make gaming and PC experiences more eventful, even that's not enough to satisfy a bevy of outfits with their eyes set on getting biofeedback into games. Companies such as Emotiv Systems, CyberLearning, and our old friend NeuroSky are all looking to take advantage of the public's current curiosity about thought-controlled (and influenced) gaming by offering up electrode-laced headsets that read a variety of brain impulses to effect gameplay. Essentially, these gel-free caps rely on technology such as electromyography (EMG), which records twitches and other muscular movements, and electrooculography (EOG), which measures changes in the retina, in order to change the way games are experienced. For instance, a nervous, uneasy GTA player would barely be able to aim at his / her enemies, while a daydreamer would have a hard time staying on course and reaching full speed while playing Gran Turismo. Unsurprisingly, said companies have noted that "finding their target markets" have been the most difficult aspect, and certain analysts rightfully question whether gamers would actually enjoy such "mentally taxing restrictions" on their games, but if all goes as planned, we should start seeing a few more options in the commercial brain-interface market before too long.

  • Emotion detection system for games; how will it work?

    by 
    Christopher Grant
    Christopher Grant
    01.17.2006

    Although ostensibly developed to prevent frustrated computer users from bludgeoning their monitor with their keyboard, Christian Peter's emotion detection system could provide a unique input device for gaming. Using image analysis and biofeedback to monitor the user's behavior as well as their heartbeat, breathing rate, blood pressure, or skin temperature games could adjust themselves accordingly. A comment on Engadget read, "...imagine what would be possible if the feedback was used as an input to an action game. Taken to an extreme, the game could potentially and literally scare the player to death by serving up situations and threats in response to the player's reactions...."Some games prevent frustration already; by monitoring a player's success, the game can re-tune the difficulty of an obstacle, or deliver increasingly instructive hints, until the player succeeds. Imagine a game though that could respond to your accelerated heart beat, or your chattering teeth...[Thanks, Dylan; via Engadget]