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SFX Physiology - Everything you always wanted to know about biofeedback BUT WERE AFRAID TO ASK
1. SFX Physiology: "Everything
you always wanted to know
about biofeedback* *BUT
WERE AFRAID TO ASK"
USC School of
Cinematic Arts, May
17th, 2011
Dr Alasdair G Thin BSc, PhD
Heriot-Watt University, Scotland
9. And the Rest is history...
http://www.time.com/time/magazine/article/0,9171,1661688,00.html
10. Energy Expenditure
- (Calorie burn)
http://www.physoc.org/custom2/publications/proceedings/archive/article.asp?ID=Proc%20Life%20SciencesPC438
11. The Problem with Computers...
“There is not enough Africa in computers”
(Brian Eno, 2004)
12. Workouts & Leisure Time...
“The problem with workouts is that there is
not enough Captin Megajuice in them...”
13. Which had most impact on Guitar
sales?
Gibson Digital Guitar Guitar Hero
$50M $1M
14. Which will have most impact on
Sports/Exercise?
2012 London Olympics Exergaming
$860M <<<$860M
15. Game-based Paradigm Shift
Persuasive Message (“Exercise is Good for You!”)
Perceived Future Reward
Persuasive Interactive Experience
Immediate Real Reward
16. Health Action Model
Decision
Cognitive Behavioral Affective
Intention
Normative
System
(Tones, 1987)
17. Health Agencies Getting Interested?
http://news.bbc.co.uk/1/hi/health/7262770.stm
http://www.nytimes.com/2007/04/30/health/30exer.html
18. Who is Setting the Agenda??
personalized health program
fun incentive
physical challenges
also features trivia games,
hints and tips
learn everything you need to
know about proper nutrition
and working out
http://www.touchgenerations.com http://myhealthcoach.uk.ubi.com/
22. The Magic Circle of Games
antonioperezrio.es
“...the consequences of the activity are negotiable” (Juul, 2005)
23. Games as:
“Cognitive-Emotional Integration Engines”?
Storytelling a significant feature of human
culture
Meaning making is important in Health
and Wellbeing (Narrative Medicine)
Games could help in health and wellbeing
“Meaning Making” process
24. Hamlet on the Holodeck
“To rival the narrative richness of other media,
then, a system of interactive storytelling must
be able to stage both physical actions that
change the fictional world and verbal acts that
affect the minds of its inhabitants and
motivate them to take action.”
(Ryan, 2009)
25. The Interactive Paradox
Integration of the unpredictable, bottom-up input of the
user into a sequence of events that fulfills the top-down
design conditions of narrativity
“On one hand the author seeks control over the
direction of a narrative in order to give it a satisfactory
structure. On the other hand a participating user
demands the autonomy to act and react without
explicit autho- rial constraint.”
(Aylett & Louchart, 2004)
28. Biofeedback
the controller of a system can control a given variable if
information about that variable is made available to it
notion of humans being able to exert conscious
influence over seemingly unconscious physiology
i.e. increasing “body awareness” - interoception
more highly developed in performers, kinaesthetic
learners, artists?
30. Biocybernetic Adaptation
Biocybernetic adaptation refers to the modification of
system’s functionality or appearance based on the real-
time measurement of psychophysiology.
Not biofeedback
Rather an adaptive system that responds to user’s
changing psychophysiological state
e.g. fatigue, frustration
32. Brain–computer interfacing
Channels for direct command and communication
between psychophysiology and an output device (e.g.
control of a cursor)
Main focus of BCI research has been to develop
systems to help people with disabilities (e.g. spinal cord
injuries)
Issues
extended training times
need to sit style - movement artifacts
40. Caution...Intentions...Control...
•“The philosophy of this new approach is principally
concerned with machine perception of users’ affective
reactions.
•Assumption that users respond to content and events
occurring during human–computer interaction, and that the
machine detects these responses and adapts its behaviour
accordingly.
•This may be making the mistake of assuming the machine
is in charge.
•It can be argued that this is not how emotion operates in
the real world. In human– human interaction, affect has an
intentional communicative function.” (Ward & Marsden, 2004)
42. Physiological Aesthetics
By the 1870s the new field of ‘physiological aesthetics’
burgeoned in pockets across Europe and North
America, aiming, to ‘elucidate physiologically the nature
of our Aesthetic Feelings’ and ‘to exhibit the purely
physical origin of the sense of beauty, and its relativity
to our nervous organization’.
For many physiologists, the new evolutionary accounts
of sensory functions suggested fresh possibilities for
education of artists and artisans.
(Allen, 1877)
46. Techno-Sublime:
Post-Aesthetic?
Interactive Media
Observer becomes a Performer
“Engagement can give rise to experiences of immersion
in immediate sensation” (Bolt, 2007)
“Critical Distance” (of traditional aesthetics) is lost
Move towards appreciation of the “Immediacy of
Sensation”
53. Drivers
Consumer Technology Expectations
New Non-traditional forms of gaming
New body movement sensors and controllers
Increasing Mobile Functionality
US Physical Activity Strategy
- “Encourage...health e-games manufacturers...”
Commercial Interest in Wellness
54. Maximising Opportunities
Experience Creation
Integrated Design Approach
Informed Wellness Behaviour Perspective
Seamless Data Capture
Social Media Linkage
Cross-generational Game Play
Scaleability, Perceived Value, Pricing & Affordability
55. Potential Persuasive Features of Exergames
Degree of authority Positive experience
Develops skills Positive feedback
Exercise more Praises the player
accessible
Progress chart
General exercise tips
Reflects the player
Helpful suggestions
Rewards progress
Monitors usage
Tailors exercise
Negative feedback
Visually attractive
56. Exergame Design Issues
Overall game difficulty
Game level
Skill of player
Postural balance
Hand-Eye coordination
Limit to arm waving
57. Exergames are Not All Equal in EE
Energy Expenditure
y
enc 6+ METs
equ
Fr
3-6 METs
2-3 METs
Muscle Mass
59. Next Steps
Reflect on Personal Wellbeing Issues
Try Out Products/Services & Evaluate Experiences
Think about Ways to Improve
Talk with Health Professionals about Wellbeing
- Issues? ++Interest in Games
Talk with “Techies” about Wellbeing
- Issues? ++Interest in Wellness (befitwithbiray.com -SXSW)
Network
Have Fun!