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Game Design to Measure Reflexes and Attention Based on Biofeedback Multi-Sensor Interaction

机译:基于生物反馈多传感器交互作用来测量反射和注意力的游戏设计

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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.
机译:本文提出了一种多传感器系统,用于在涉及危险情况下驾驶汽车的游戏中将生物反馈实现为人机交互技术。所使用的传感器是:眼动仪,Kinect,脉搏计,呼吸计,电子照相(EMG)和皮肤电刺激(GSR)。已经设计了一种算法,该算法根据从传感器获得的一组生理常数来引发与游戏的交互逻辑。结果反映了对系统可用性量表(SUS)的72.333响应,GSR值在游戏开始和结束之间的差异方面p = 0.026的显着差异以及r = 0.659和p = 0.008的相关性,而在呼吸水平与能量和欢乐因子之间使用Kinect玩耍。使用的所有传感器都会影响最终结果,因此,即使从心脏获得独立的呼吸值会很有趣,在将来的研究中也不应该忽略它们。

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