2011
DOI: 10.1260/1478-0771.9.4.377
|View full text |Cite
|
Sign up to set email alerts
|

Biofeedback and Virtual Environments

Abstract: This paper explains potential benefits of indirect biofeedback used within interactive virtual environments, and reflects on an earlier study that allowed for the dynamic modification of a virtual environment's graphic shaders, music and artificial intelligence, based on the biofeedback of the player. The aim was to determine which augmented effects aided or discouraged engagement in the game. Conversely, biofeedback can help calm down rather than stress participants, and attune them to different ways of inter… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
4
0

Year Published

2012
2012
2021
2021

Publication Types

Select...
4
2

Relationship

0
6

Authors

Journals

citations
Cited by 6 publications
(4 citation statements)
references
References 17 publications
0
4
0
Order By: Relevance
“…For example, U.K. health officials effectively advertised, “Keep Calm and Remember Hands, Face, Space” to redirect fear toward preventative behaviors ( Ashford Borough Council, 2021 ). Changes in an environment can trigger physiological responses ( Champion & Dekker, 2011 ; McQuiggan, Lee, & Lester, 2006 ). The COVID-19 pandemic caused major societal changes resulting in many losing their jobs, loved ones, and normal way of life ( Arora & Grey, 2020 ).…”
Section: Discussionmentioning
confidence: 99%
“…For example, U.K. health officials effectively advertised, “Keep Calm and Remember Hands, Face, Space” to redirect fear toward preventative behaviors ( Ashford Borough Council, 2021 ). Changes in an environment can trigger physiological responses ( Champion & Dekker, 2011 ; McQuiggan, Lee, & Lester, 2006 ). The COVID-19 pandemic caused major societal changes resulting in many losing their jobs, loved ones, and normal way of life ( Arora & Grey, 2020 ).…”
Section: Discussionmentioning
confidence: 99%
“…An advanced mod of Half-Life 2 (Valve, 2004a) can be found in Dekker and Champion (2007), which allowed the researchers to record and transfer biometric information online through finger sensors into the game. Their aim was to improve the user experience by adaptively modifying the game during play according to specific physiological responses (see also Champion & Dekker, 2011). Klimmt, Hartmann, and Frey (2007) created two modifications of a Breakout-style game to test whether reduced control (higher difficulty) and reduced effectance (unresponsive input device) would decrease game enjoyment.…”
Section: Modding In Digital Games Researchmentioning
confidence: 99%
“…As issued by [7], the study of real elements needed in VH should be further implemented to create sense of place. It is because typical VEs are often criticised for being lifeless, empty and lacking live contents [27,28]. The insertion of the right elements in VH may attract users to explore the VHE and at the same time to encourage learning to be happened.…”
Section:  Vh Attractionsmentioning
confidence: 99%