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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
When...




          &
Better Game Play - History




   http://gadgets.boingboing.net/2008/05/15/from-atari-joyboard.html
Vicarious Experiences
I Grew Up with Video Games...
Orienteering
Map View                         Front View             Simulator™




Control     North
                       Speed             Breathing
 1/15
                      Cadence           Heart Rate
Level
          Range 150     Effort                Fatigue
Breathless Encounter with Eyetoy...
Made some Energy Expenditure
Measurements...
And the Rest is history...




    http://www.time.com/time/magazine/article/0,9171,1661688,00.html
Energy Expenditure
- (Calorie burn)




 http://www.physoc.org/custom2/publications/proceedings/archive/article.asp?ID=Proc%20Life%20SciencesPC438
The Problem with Computers...


 “There is not enough Africa in computers”

                             (Brian Eno, 2004)
Workouts & Leisure Time...

“The problem with workouts is that there is
not enough Captin Megajuice in them...”
Which had most impact on Guitar
           sales?

Gibson Digital Guitar   Guitar Hero




        $50M                $1M
Which will have most impact on
       Sports/Exercise?

2012 London Olympics   Exergaming




      $860M            <<<$860M
Game-based Paradigm Shift

Persuasive Message (“Exercise is Good for You!”)
    Perceived Future Reward




                     Persuasive Interactive Experience
                         Immediate Real Reward
Health Action Model

                 Decision



Cognitive        Behavioral   Affective
                  Intention



                 Normative
                  System

                                      (Tones, 1987)
Health Agencies Getting Interested?




                                                       http://news.bbc.co.uk/1/hi/health/7262770.stm

http://www.nytimes.com/2007/04/30/health/30exer.html
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/
Resource Optimisation Game




               ≤ 24
      chotda
Health Games - Treatment
Health Games - Prevention
The Magic Circle of Games




                                              antonioperezrio.es



“...the consequences of the activity are negotiable” (Juul, 2005)
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
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)
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)
Meat Machines?




Are you a Thinking person who Feels? ...
or a Feeling person who Thinks?
Physiological Computing -
Categories

Biofeedback
Biocybernetic adaptation
Brain–computer interfacing
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?
Biofeedback examples
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
Game Adaptation example
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
BCI examples




    www.makeahistory.com/index.php/your-details/222-the-
      worlds-first-commercial-brain-computer-interface-
Potential Physiological
Variables
 Outer surface of the Brain (electroencephalogram: EEG)
 Skeletal Muscles (electromyogram: EMG)
 Heart (electrocardiogram: ECG)
 Eyes (electro-oculogram: EOG, pupillometry: eye
 tracking)
 Blood pressure
 Respiratory patterns
 Skin conductance (galvanic skin response: GSR)
Platform + Sensors
“Cheaper” kit
Do No Harm...


Be Safe (Electrical
Safety, Tripping
Hazards)
Don’t screw up your
subjects (players)

                      Mrs Inman
Make Sure you have Quality Data
Don’t Forget “In Game” Data
- i.e. Reaction Times
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)
Historical - Kunstphysiologie
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)
Physiologically Informed Art




 Used Aesthetic Protractor - “pleasurable angular
 distances”
Science Fiction?
21st Century Reality
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”
When...




          &
Convergence...Exciting!
 Interactive Media
 Performance Art
 Modern Dance
 Play
 Games
 Sports Performance
Inter-Connected Triad
            Play (Experience)




Reality (Model)            Meaning (Effect)
Triadic Game Development
    (Agile Methodology)




      triadicgamedesign.com
Changing Approaches to
Public Health
Supportive “Virtual” Environments?


  Compared to Physical Environments:
   Readily developed
   Lower cost
   Scaleable to population level
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
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
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
Exergame Design Issues
Overall game difficulty
Game level
Skill of player
Postural balance
Hand-Eye coordination
Limit to arm waving
Exergames are Not All Equal in EE
Energy Expenditure




                                    y
                                 enc               6+ METs
                              equ
                            Fr

                                        3-6 METs



                     2-3 METs

                                                     Muscle Mass
Exergame Game Design
Principles

Maximise Muscle Mass
Rapid Movement
Spatial rather than Temporal Accuracy
Minimise Negative Scoring
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!
www.wellnesshealthinnovation.org
Game Over

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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
  • 3. Better Game Play - History http://gadgets.boingboing.net/2008/05/15/from-atari-joyboard.html
  • 5. I Grew Up with Video Games...
  • 6. Orienteering Map View Front View Simulator™ Control North Speed Breathing 1/15 Cadence Heart Rate Level Range 150 Effort Fatigue
  • 8. Made some Energy Expenditure Measurements...
  • 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/
  • 19. Resource Optimisation Game ≤ 24 chotda
  • 20. Health Games - Treatment
  • 21. Health Games - Prevention
  • 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)
  • 26. Meat Machines? Are you a Thinking person who Feels? ... or a Feeling person who Thinks?
  • 27. Physiological Computing - Categories Biofeedback Biocybernetic adaptation Brain–computer interfacing
  • 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
  • 33. BCI examples www.makeahistory.com/index.php/your-details/222-the- worlds-first-commercial-brain-computer-interface-
  • 34. Potential Physiological Variables Outer surface of the Brain (electroencephalogram: EEG) Skeletal Muscles (electromyogram: EMG) Heart (electrocardiogram: ECG) Eyes (electro-oculogram: EOG, pupillometry: eye tracking) Blood pressure Respiratory patterns Skin conductance (galvanic skin response: GSR)
  • 37. Do No Harm... Be Safe (Electrical Safety, Tripping Hazards) Don’t screw up your subjects (players) Mrs Inman
  • 38. Make Sure you have Quality Data
  • 39. Don’t Forget “In Game” Data - i.e. Reaction Times
  • 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)
  • 43. Physiologically Informed Art Used Aesthetic Protractor - “pleasurable angular distances”
  • 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”
  • 47. When... &
  • 48. Convergence...Exciting! Interactive Media Performance Art Modern Dance Play Games Sports Performance
  • 49. Inter-Connected Triad Play (Experience) Reality (Model) Meaning (Effect)
  • 50. Triadic Game Development (Agile Methodology) triadicgamedesign.com
  • 52. Supportive “Virtual” Environments? Compared to Physical Environments: Readily developed Lower cost Scaleable to population level
  • 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
  • 58. Exergame Game Design Principles Maximise Muscle Mass Rapid Movement Spatial rather than Temporal Accuracy Minimise Negative Scoring
  • 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!