Criação de uma Framework para Melhorar a Experiência de Jogo através de Biofeedback

Detalhes bibliográficos
Autor(a) principal: José Pedro Pereira Amorim
Data de Publicação: 2017
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/106490
Resumo: In the field of Human-Computer Interaction (HCI), there has been recently a strong interest in new forms of interaction that complement or replace traditional - keyboard and mouse. These new forms of interaction, such as biofeedback with the use of physiological signals, allow players a more immersive experience. Although already investigated the use of biofeedback mechanisms in the context of videogames, and especially the mechanisms of direct biofeedback where players perform actions in the game explicitly, it hasn't been studied the limitations that biofeedback mechanisms have when applied to already existing videogames. The objective of this dissertation is to study the effects of biofeedback mechanisms applied to preexisting commercial videogames - that is, to explore the variety of mechanisms that can be used with the same framework and to understand how the same sensor can serve different mechanics. It is also intended to identify the design and adaptation limitations of this to current games' mechanics. To accomplish this, a framework was developed capable of collecting and interpreting data from several physiological sensors, and provide a simple graphical interface for the configuration of activation rules of the game mechanics. Through the integration of this framework in the videogame Skyrim, it was possible to carry out a study case with 26 participants, where we compared two scenarios, one using traditional interaction and the other physiological interaction. Thus, it was possible to evaluate the impact of these mechanisms of interaction through questionnaires that allowed the evaluation of participants' experience in both scenarios, depending on the degrees of Fun, Usability, Originality, among others. The results of the dissertation allow us to conclude that the biofeedback version proved to be more fun, although the game mechanics in the original version are more user-friendly. The majority of participants gave preference to the videogame with biofeedback. This work highlights the advantages that the application of game mechanics allied to the use of biofeedback can bring to videogames.
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spelling Criação de uma Framework para Melhorar a Experiência de Jogo através de BiofeedbackEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringIn the field of Human-Computer Interaction (HCI), there has been recently a strong interest in new forms of interaction that complement or replace traditional - keyboard and mouse. These new forms of interaction, such as biofeedback with the use of physiological signals, allow players a more immersive experience. Although already investigated the use of biofeedback mechanisms in the context of videogames, and especially the mechanisms of direct biofeedback where players perform actions in the game explicitly, it hasn't been studied the limitations that biofeedback mechanisms have when applied to already existing videogames. The objective of this dissertation is to study the effects of biofeedback mechanisms applied to preexisting commercial videogames - that is, to explore the variety of mechanisms that can be used with the same framework and to understand how the same sensor can serve different mechanics. It is also intended to identify the design and adaptation limitations of this to current games' mechanics. To accomplish this, a framework was developed capable of collecting and interpreting data from several physiological sensors, and provide a simple graphical interface for the configuration of activation rules of the game mechanics. Through the integration of this framework in the videogame Skyrim, it was possible to carry out a study case with 26 participants, where we compared two scenarios, one using traditional interaction and the other physiological interaction. Thus, it was possible to evaluate the impact of these mechanisms of interaction through questionnaires that allowed the evaluation of participants' experience in both scenarios, depending on the degrees of Fun, Usability, Originality, among others. The results of the dissertation allow us to conclude that the biofeedback version proved to be more fun, although the game mechanics in the original version are more user-friendly. The majority of participants gave preference to the videogame with biofeedback. This work highlights the advantages that the application of game mechanics allied to the use of biofeedback can bring to videogames.2017-07-172017-07-17T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/106490TID:201800047porJosé Pedro Pereira Amoriminfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T16:12:39Zoai:repositorio-aberto.up.pt:10216/106490Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:39:04.366507Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Criação de uma Framework para Melhorar a Experiência de Jogo através de Biofeedback
title Criação de uma Framework para Melhorar a Experiência de Jogo através de Biofeedback
spellingShingle Criação de uma Framework para Melhorar a Experiência de Jogo através de Biofeedback
José Pedro Pereira Amorim
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Criação de uma Framework para Melhorar a Experiência de Jogo através de Biofeedback
title_full Criação de uma Framework para Melhorar a Experiência de Jogo através de Biofeedback
title_fullStr Criação de uma Framework para Melhorar a Experiência de Jogo através de Biofeedback
title_full_unstemmed Criação de uma Framework para Melhorar a Experiência de Jogo através de Biofeedback
title_sort Criação de uma Framework para Melhorar a Experiência de Jogo através de Biofeedback
author José Pedro Pereira Amorim
author_facet José Pedro Pereira Amorim
author_role author
dc.contributor.author.fl_str_mv José Pedro Pereira Amorim
dc.subject.por.fl_str_mv Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
topic Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
description In the field of Human-Computer Interaction (HCI), there has been recently a strong interest in new forms of interaction that complement or replace traditional - keyboard and mouse. These new forms of interaction, such as biofeedback with the use of physiological signals, allow players a more immersive experience. Although already investigated the use of biofeedback mechanisms in the context of videogames, and especially the mechanisms of direct biofeedback where players perform actions in the game explicitly, it hasn't been studied the limitations that biofeedback mechanisms have when applied to already existing videogames. The objective of this dissertation is to study the effects of biofeedback mechanisms applied to preexisting commercial videogames - that is, to explore the variety of mechanisms that can be used with the same framework and to understand how the same sensor can serve different mechanics. It is also intended to identify the design and adaptation limitations of this to current games' mechanics. To accomplish this, a framework was developed capable of collecting and interpreting data from several physiological sensors, and provide a simple graphical interface for the configuration of activation rules of the game mechanics. Through the integration of this framework in the videogame Skyrim, it was possible to carry out a study case with 26 participants, where we compared two scenarios, one using traditional interaction and the other physiological interaction. Thus, it was possible to evaluate the impact of these mechanisms of interaction through questionnaires that allowed the evaluation of participants' experience in both scenarios, depending on the degrees of Fun, Usability, Originality, among others. The results of the dissertation allow us to conclude that the biofeedback version proved to be more fun, although the game mechanics in the original version are more user-friendly. The majority of participants gave preference to the videogame with biofeedback. This work highlights the advantages that the application of game mechanics allied to the use of biofeedback can bring to videogames.
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