Game design to measure reflexes and attention based on biofeedback multi-sensor interaction

Sensors (Basel). 2015 Mar 17;15(3):6520-48. doi: 10.3390/s150306520.

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.

MeSH terms

  • Attention / physiology
  • Automobile Driving*
  • Biofeedback, Psychology*
  • Electromyography*
  • Humans
  • Remote Sensing Technology / methods*
  • Video Games