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Jonathan Jason C. King Li Tricia Angela A. Monsod

Jonathan Jason C. King Li Tricia Angela A. Monsod. What are we dealing with?. Brain-Computer Interfaces (BCI) Applied in medical sciences for prosthetic uses. (Nijholt, 2008) Can we apply this technology for gaming? Yes! Has this been done before? Yes!. Did you know?.

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Jonathan Jason C. King Li Tricia Angela A. Monsod

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  1. Jonathan Jason C. King Li Tricia Angela A. Monsod

  2. What are we dealing with? • Brain-Computer Interfaces (BCI) • Applied in medical sciences for prosthetic uses. (Nijholt, 2008) • Can we apply this technology for gaming? • Yes! • Has this been done before? • Yes!

  3. Did you know? • Current researches only explored BCIs through proofs-of-concept but no actual game has been created… yet.

  4. Progress so far… • Game engine has been created and is currently being perfected to create an actual BCI game. • Players need help. • Affect-Sensitive Agent

  5. What’s What? • Game (Fullerton, Swain, & Hoffman, 2004) • Closed • Formal system • Structured conflict • Unequal outcome • Agent • Computer System • Autonomous in a Virtual Environment • Achieves its Design Objectives

  6. What Did We Do? • Two-Fold Objective: • Affect-Sensitive Game Development • Using appropriate brain wave signals • Plot creation • Game Agent Creation • Neurofeedback • Motivational Dialogue

  7. Instruments and Intent • OCZ Neural-Impulse Actuator & Brainfingers Access Software • Not for profit

  8. So why create an AGENT? • Novelty of the modality • Implausible incorporation of rules in a BCI-dependent game • Different brain activity patterns

  9. The Game’s Job • Neurofeedback • Set a goal. • Read brain signals. • Show to user his/her distance from goal. • Repeat until goal is achieved.

  10. Brain Activity Explained • Brain Activity • “Is the user relaxed or agitated?” • Create a meter for it. • If the user is relaxed, the meter goes to the left. • If the user is agitated, the meter goes to the right. • Now make some fancy applications…

  11. Tadaa! The game interface

  12. So what’s the game about? • School of Thought is basically a story-driven game that revolves around a titular character gifted with three powers (pyro, ghost and telekinesis) that has been kidnapped for experimentation with the goal of escaping the castle while utilizing their powers to get past obstacles.

  13. Power Icons: Were you paying attention? Pyro – Burns objects such as candles, locks, and torches. Ghost – Allows the player to pass through walls. Telekinesis – Moves heavy objects to clear a path.

  14. What does the agent do? • Plot Narration • Player Aid • Provide feedback • Give hints • “Think chaotic thoughts”, “Try doing math problems”, “Think of a calm, blue ocean”…

  15. Some Analysis • Elements of a Good Affect-Sensitive Game • Providing a challenge (controls and tasks to be performed) • Aesthetics of the game • Parameters of Human Control • Arousal/relaxation – staple description of high beta and alpha waves • Alternatives: physical gestures or facial muscles • A matter of experimentation • Affect-Sensitive Agent Implementation • Con: text-based agents tend to be ignored • But there are better ways of implementing it

  16. Interested in helping out? • Better game plot • Wider array of motivational dialogues • To account for varying ways of thought from individual to individual • Implementing more challenging elements for the game • Moving targets • More Control Methods • Using different devices • Giving the player full control via the device (eliminate conventional controls)

  17. Any VOLUNTEERS? GAME TIME!

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