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IEEE Transactions on Pattern Analysis and Machine Intelligence - Graph Algorithms and Computer Vision
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Flow in games (and everything else)
Communications of the ACM
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
Flow and immersion in first-person shooters: measuring the player's gameplay experience
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Fundamentals of physiological computing
Interacting with Computers
ISWC 2010: The Latest in Wearable Computing Research
IEEE Pervasive Computing
Sensing cognitive multitasking for a brain-based adaptive user interface
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A medical mirror for non-contact health monitoring
ACM SIGGRAPH 2011 Emerging Technologies
Brain computer interfaces as intelligent sensors for enhancing human-computer interaction
Proceedings of the 14th ACM international conference on Multimodal interaction
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The biocybernetic loop describes the data processing protocol at the heart of all physiological computing systems. The loop also encompasses the goals of the system design with respect to the anticipated impact of the adaptation on user behaviour. There are numerous challenges facing the designer of a biocybernetic loop in terms of measurement, data processing and adaptive design. These challenges are multidisciplinary in nature spanning psychology and computer science. This paper is concerned with the design process of the biocybernetic loop. A number of criteria for an effective loop are described followed by a six-stage design cycle. The challenges faced by the designer at each stage of the design process are exemplified with reference to a case study where EEG data were used to adapt a computer game.