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Cars 2 video game making interface more complicated
Cars 2 video game making interface more complicated












cars 2 video game making interface more complicated
  1. CARS 2 VIDEO GAME MAKING INTERFACE MORE COMPLICATED HOW TO
  2. CARS 2 VIDEO GAME MAKING INTERFACE MORE COMPLICATED SKIN

Initially, the authors thought that a stress game would be the best-case scenario for learning to relax. Ultimately, the purpose of this study was to create an application that allows the subject to control their PF.

cars 2 video game making interface more complicated

While the game is being played, the user will have access to a constant display of information obtained by these sensors, therefore obtaining real-time feedback that may enable them to become involved in developing the game. In this article the authors propose a game application based on biofeedback techniques to measure PF to enable the player to control their stress level.

CARS 2 VIDEO GAME MAKING INTERFACE MORE COMPLICATED SKIN

There are some specific applications (see Section 2.1) that use some of the major sensors such as: Eye Tracker (eye movement), Kinect (movement), electrocardiogram (ECG, pulse), respirometer, electroencephalography (EEG, brain activity), electromyography (EMG, electrical impulses in the muscles) galvanic skin response (GSR, skin conductivity), thermometer, photoplethysmogram (PPG, blood flow), hemoencephalography (HEG, oxygen in the blood) and Capnograph (CO 2 in the airway), etc. In practising this technique, we might be able to familiarise ourselves with our psycho-physiological reactions associated with pressure (nerves, anxiety) and learn to control them better. Biofeedback enables us to ascertain when we are changing our physiology in the direction desired. It could therefore be used to train a user in an educational process that involves learning mind/body relationship skills. There are some general principles governing this technique such as the treatment of different health problems (sphincter incontinence, anxiety, insomnia, high blood pressure and migraine).

cars 2 video game making interface more complicated

Response from the central nervous system obtained via electroencephalogram, which detects brain rates (alpha, theta, SM and MU waves). Responses from the autonomous nervous system that include blood pressure, heart rate, temperature and stomach pH, among others. Responses from the somatic nervous system, essentially via electromyogram. Biofeedback can be classified as several types, depending on the physiological system about which the individual is informed: Sounds are used on some occasions that change intensity or tone. A graduated scale or battery of lights can be used that light up or switch off according to an increase or decrease in physiological response. The information reaches the individual in the form of visual or auditory stimuli which inform them about the state of a specific physiological function. It is thus 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.

CARS 2 VIDEO GAME MAKING INTERFACE MORE COMPLICATED HOW TO

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. 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. The biofeedback technique can be subdivided into two main types: direct and indirect. One of these technologies is biofeedback, defined as the ability to control certain physical or biological functions by receiving information about them.

cars 2 video game making interface more complicated

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. 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. 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. 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 sensors used are: Eye Tracker, Kinect, pulsometer, respirometer, electromiography (EMG) and galvanic skin resistance (GSR). 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.














Cars 2 video game making interface more complicated