Key result
A multi-sensor biofeedback driving game yielded a System Usability Scale score of 72.333 and demonstrated significant changes in galvanic skin resistance during gameplay (p=0.026).
A multi-sensor biofeedback system in a driving game demonstrated good usability and significant physiological responses, suggesting potential for measuring reflexes and attention.
Hypothesis-generating for attention and reflex monitoring; leaves open clinical utility pending validation studies.
This paper presents a multi-sensor system for implementing biofeedback as a human-computer interaction technique in a game involving driving cars in risky situations. The sensors used are: Eye Tracker, Kinect, pulsometer, respirometer, electromiography (EMG) and galvanic skin resistance (GSR). An algorithm has been designed which gives rise to an interaction logic with the game according to the set of physiological constants obtained from the sensors. The results reflect a 72.333 response to the System Usability Scale (SUS), a significant difference of p = 0.026 in GSR values in terms of the difference between the start and end of the game, and an r = 0.659 and p = 0.008 correlation while playing with the Kinect between the breathing level and the energy and joy factor. All the sensors used had an impact on the end results, whereby none of them should be disregarded in future lines of research, even though it would be interesting to obtain separate breathing values from that of the cardio.
No takes yet. Share an insight, caveat, or question.
Uriarte et al. (2015) studied this question. Multi-sensor biofeedback system in a driving game was evaluated on System Usability Scale (SUS) response. A multi-sensor biofeedback driving game yielded a System Usability Scale score of 72.333 and demonstrated significant changes in galvanic skin resistance during gameplay (p=0.026).
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: