Research + design: the making of Brainball
interactions
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
International Journal of Human-Computer Studies
Demonstrating the feasibility of using forearm electromyography for muscle-computer interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES
Applied Artificial Intelligence
Fundamentals of physiological computing
Interacting with Computers
The influence of implicit and explicit biofeedback in first-person shooter games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Guess who? an interactive and entertaining game-like platform for investigating human emotions
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: towards mobile and intelligent interaction environments - Volume Part III
Calibration games: making calibration tasks enjoyable by adding motivating game elements
Proceedings of the 24th annual ACM symposium on User interface software and technology
Exploring passive user interaction for adaptive narratives
Proceedings of the 2012 ACM international conference on Intelligent User Interfaces
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Brainput: enhancing interactive systems with streaming fnirs brain input
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ExoBuilding: Physiologically Driven Adaptive Architecture
ACM Transactions on Computer-Human Interaction (TOCHI)
E3-player: emotional excitement enhancing video player using skin conductance response
Proceedings of the companion publication of the 2013 international conference on Intelligent user interfaces companion
Bro-cam: improving game experience with empathic feedback using posture tracking
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Games as neurofeedback training for children with FASD
Proceedings of the 12th International Conference on Interaction Design and Children
Immersive virtual reality and affective computing for gaming, fear and anxiety management
ACM SIGGRAPH 2013 Posters
Duel reality: a sword-fighting game for novel gameplay around intentionally hiding body data
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Displaying heart rate data on a bicycle helmet to support social exertion experiences
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
AffectiView: mobile video camera application using physiological data
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia
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Prior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find out which sensors work best for which game mechanics, we conducted a mixed-methods study using different sensor mappings. Our results show participants have a preference for direct physiological control in games. This has two major design implications for physiologically controlled games: (1) Direct physiological sensors should be mapped intuitively to reflect an action in the virtual world; (2) Indirect physiological input is best used as a dramatic device in games to influence features altering the game world.