Director of the HCI Games Group
Ph.D. Student, Novel Game Interaction Technologies and Immersive Game Design
Master's Student in Games User Research, Digital Wizard
Ph.D. Student, Errors, Perception of AI, Health Games
Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction
Physiological Computing (PC) is a term used to describe any computing system that uses real-time quantitative physiological data as an input stream to control a user interface. The most basic sort of PC is one that records a biosignal and displays it to the user via a screen. Other systems, such as Brain Control Interfaces (BCI), take a stream of physiological data and convert it into input control at the interface level. PC also includes computer systems that simply monitor physiology in order to assess psychological states, which are used to trigger real-time adaptation. For example, if the system detects high blood pressure, it may assume the user is experiencing high frustration and offer emotionally-supportive help cues.
João Costa, James Robb, and Lennart Nacke. 2014. Physiological Acrophobia Evaluation Through In Vivo Exposure in a VR CAVE. .
Lennart Nacke, Michael Kalyn, Calvin Lough, and Regan Mandryk. 2011. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction. .
Stephen Fairclough, Kiel Gilleade, Lennart Nacke, and Regan Mandryk. 2011. Brain and Body Interfaces: Designing for Meaningful Interaction. .
Lennart Nacke. 2011. Directions in Physiological Game Evaluation and Interaction. .
Kai Kuikkaniemi, Marko Turpeinen, Hannu Korhonen, Niklas Ravaja, Guillaume Chanel, and Lennart Nacke. 2010. BioS-Play: Workshop on Multiuser and Social Biosignal Adaptive Games and Playful Applications. .
Audrey Girouard, Erin Solovey, Regan Mandryk, Desney Tan, Lennart Nacke, and Robert Jacob. 2010. Brain, Body and Bytes: Psychophysiological User Interaction. .