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MAS ETH ARCH/CAAD - 2004/05 - STUDENT PAGES
Master of Advanced Studies in Architecture, Specialization in Computer Aided Architectural Design | 065-0005/6
Supervision: Prof. Dr. Ludger Hovestadt, Philipp Schaerer
Chair of CAAD, ETH Zurich






bioplay5000 introduction


Assignment / Introduction / Technology / Gameplay / Conclusion



Introduction to biofeedback and the usage for the game "bioplay 5000"


* Playing the red hell


* Wearable

The wearable includes the biofeedback hardware and makes it possible
to move easily within the game interface.
To calibrate the software, tests of different users in various situations
were necessary.


* The interface - red hell E67 ETH Hönggerberg

Controllable interface elements within the red hell:
_five rows of three neon lights
_two rows of five downlights
_translucent glass panel with beamer
_camera tracking with 3x3 tracking grid


* Gameplay testing - "hyperventilate -NOW"


* Introduction to biofeedback

_Skin conductivity
The skin conductivity is the resistance of the skin to an electric circuit.
It is a measurement for arousal, as part of emotion, and attention of a person.

The skin conductivity is measured by electrodes in contact with the skin. (Fig. 1)
These measurements can be translated into a graphic. (Fig. 3)
Different tests have been done over the years, the best results are obtained by measurements
on the hand and feet. As on both, as well the hand as the feet, there is a large representation
of nerve endings. (Fig. 4)


There are different levels of responding to various input as seen on fig. 3.
A light switching on/off will produce small fluctuations, a threath or unexpected event will cause the opposite. The fluctuations are also influenced by habitation. (fig. 5)
A person that easily adapts to new situations will show a graphic that reaches a
constant value after a short time, with very few fluctuations. A person having difficulties
handling a changing environment will produce a graphic with fluctuations continuing for a long time.


* Achieving a higher state of mind..



* Measured data of various contestants to gain comparable values
are necessary to enable gameplay. Individual levels of skin conductivity and pulse need to be leveled



* Measured data / heart rate
The absolute heart rate measurement prooved to be to unstable to use for game interaction.



* Measured data / pulse diagramm
Derived form the heart rate, the pulse measurement also prooved to be to unstable to
use for game interaction.



* Measured data / skin conductivity
The skin conductivity prooved to be stable enough an well influencable,
therefore player interaction ist controlled via changes in skin conductivity.
Changes can be achieved by the player controlling his breathing and /or movement.

Revision r1.3 - 26 Apr 2005 - 14:18 - NDSArnoSchlueter
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