Abstract

This paper presents a multi-sensor system for implementing biofeedback as a human-computer interaction technique in a game involving driving cars in risky situations. The sensors used are: Eye Tracker, Kinect, pulsometer, respirometer, electromiography (EMG) and galvanic skin resistance (GSR). An algorithm has been designed which gives rise to an interaction logic with the game according to the set of physiological constants obtained from the sensors. The results reflect a 72.333 response to the System Usability Scale (SUS), a significant difference of p = 0.026 in GSR values in terms of the difference between the start and end of the game, and an r = 0.659 and p = 0.008 correlation while playing with the Kinect between the breathing level and the energy and joy factor. All the sensors used had an impact on the end results, whereby none of them should be disregarded in future lines of research, even though it would be interesting to obtain separate breathing values from that of the cardio.

Highlights

  • The development of methodologies in human interaction with technology has advanced a great deal over the last few decades in fields such as IT, engineering and even psychology

  • The direct type refers to conscious body reactions such as deliberate contraction of a muscle, while the indirect type refers to unconscious physiological functions (PF) such as heart rate

  • It is possible for an individual to be aware of biological functions that they do not perceive under normal conditions, such as heart rate, blood pressure and skin conductance

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Summary

Introduction

The development of methodologies in human interaction with technology has advanced a great deal over the last few decades in fields such as IT, engineering and even psychology. The direct type refers to conscious body reactions such as deliberate contraction of a muscle, while the indirect type refers to unconscious physiological functions (PF) such as heart rate This methodology was initially introduced in the field of medicine and, subsequently, spread to other spheres of activity such as IT and video games, with several studies having been carried out in this area about how to use this new technology so as to improve interaction between people and technology [3]. It is possible for an individual to be aware of biological functions that they do not perceive under normal conditions, such as heart rate, blood pressure and skin conductance. The aim is for the individual to achieve voluntary control of their own physiological states [9] without the use of instruments

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