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Biofeedback in Virtual Reality applications and Gaming Bonie Rosario, Jr. Sebastian Osorio Tom Iancovici University of Massachusetts Lowell Intro to Biosensors.

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Presentation on theme: "Biofeedback in Virtual Reality applications and Gaming Bonie Rosario, Jr. Sebastian Osorio Tom Iancovici University of Massachusetts Lowell Intro to Biosensors."— Presentation transcript:

1 Biofeedback in Virtual Reality applications and Gaming Bonie Rosario, Jr. Sebastian Osorio Tom Iancovici University of Massachusetts Lowell Intro to Biosensors 16.441.201 Prof. Xingwei Wang

2  What is Biofeedback?  Electroencephalogram  NeuroPhone as EEG Application  The Galvanic Skin Response  Half-Life 2 as GSR Application  Remaining Objectives Outline

3  Biofeedback = the technique of using monitoring devices to furnish information regarding an automatic bodily function, such as heart rate or blood pressure, in an attempt to gain some voluntary control over these functions[1]. What is Biofeedback?

4 EEG Biosensor

5 Electroencephalogram  The electroencephalography is defined as a graphic representation of the potential difference between two different cerebral locations plotted over time[3]. EEG activity can be subdivided into various types of frequency rhythm bands. Research has indicated that different EEG frequency bands are associated with different mental states. The major five are alpha, theta, beta delta and gamma. EEG signals tend to have amplitude in the range of 2  V to 100  V

6 Emotive EPOC’s Hardware The Emotive EPOC EEG Headset samples the EEG signal at a rate of 120 Samples per Second (SPS) using an Analog-to-Digital Converter (ADC). It samples signals from 14 different electrodes and filters out artifacts, or noise, outside the bandwidth range of 0.2 – 45 Hz. It then is Emotiv EPOC headset Specification

7 Emotiv Software Development Kit (SDK)  The detection suite provided for Emotive EPOC headset Developers Edition are: I. Expressive Suite: For user facial recognition II. Affective Suite: Monitors player emotional states in real-time. II. Cognitive Suite: Reads and interprets a player’s conscious thoughts and intent. Cognitive Suite

8 EEG Application  NeuroPhone http://sensorlab.cs.darthmouth.edu/pubs/neurophone.pdf

9 EEG Application http://sensorlab.cs.darthmouth.edu/pubs/neurophone.pdf

10 GSR Biosensor

11  The galvanic skin response (GSR) is a simple method of capturing the autonomic nerve response as a parameter of the sweat gland function.  Any stimulus capable of an arousal effect can evoke the response and the amplitude of the response is more dependent on the surprise effect of the stimulus than on the physical stimulus strength [2]. The Galvanic Skin Response

12 Stress Sweat glands are activated HRV Increased Heart Rate Low resistance pathway Apply small voltage to human skin to induce a current How GSR and HRV are Measured HRV= Heart Rate Variable GSR=Voltage/Current Also known as Instantaneous Skin Resistance

13  The heart rate and the galvanic skin response are very accurate manifestations of human reaction such as boredom, stress, and excitement. They are also very easy to measure using non-intrusive techniques. Different Commercially Available Products http://www.hsphysicsteacher.com/electri ccurres/13%20Electric%20Current%20&%20 Resistance/13.06%20galvanic%20skin%20re sponse.jpg http://www.medgadget.com/arc hives/img/gsr2.jpg http://www.healthy-heart- meditation.com/images/IOM- Technology.jpg

14  Biometric Application Vs. Gaming Application Issues Using GSR as Bio-feedback in a Gaming Application People react differently Need real time measurements http://ozgunt.files.wordpress.com/2010/08/biometrics-1.jpghttp://www.lcc.gatech.edu/~cpearce3/DiaGRA07/Proceedings/073.pdf

15 GSR/HRV Application: Half-Life 2 http://www.lcc.gatech.edu/~cpearce3/DiaGRA07/Proceedings/073.pdf

16  Increased speed = Increased HRV  Increased volume = Increased GSR  Screen shake = 3.8 Times average HRV  X-ray vision = 0.5 – 0.7 average GSR  Invisibility/Stealth = Less than 0.5 average GSR  Red shader = 2 Times average HRV  Black and white shader = Less than 0.8 average HRV Half-Life 2 Variables

17  Combining the biosensors  Experiment by the University of Saskatchewan Saskatoon in Canada  Deshpande Foundation and the Emotiv Neuro- Headset  DEMO? Remaining Objectives

18  [1]"Biofeedback - Definition of Biofeedback by the Free Online Dictionary, Thesaurus and Encyclopedia." Dictionary, Encyclopedia and Thesaurus - The Free Dictionary. Web. 26 Feb. 2011..  [2]Tarvainen, M.P.; Karjalainen, P.A.; Koistinen, A.S.; Valkonen-Korhonen, M.V.;, "Principal component analysis of galvanic skin responses," Engineering in Medicine and Biology Society, 2000. Proceedings of the 22nd Annual International Conference of the IEEE, vol.4, no., pp.3011-3014 vol.4, 2000 doi: 10.1109/IEMBS.2000.901513 URL: http://xplorebcpaz.ieee.org/stamp/stamp.jsp?tp=&arnumber=901513&isnumbe r=19495 http://xplorebcpaz.ieee.org/stamp/stamp.jsp?tp=&arnumber=901513&isnumbe r=19495  [3] P Olejniczak. Neurophysiologic basis of eeg. Journal of clinical neurophysiology, 23 (3):186, 2006. http://www.sleep.fi/readbinary.asp?route=3402.5577.5611.7379.7385Citations


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