Biofeedback Augmented Gameplay: Criação de Uma Framework para o Desenvolvimento de Mecanismos de Interacção Fisiológica em Videojogos Comerciais

Detalhes bibliográficos
Autor(a) principal: David de Oliveira Rego
Data de Publicação: 2014
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/75132
Resumo: Since the video games were created, the way the user interacts with it hardly changed. The traditional controllers ( keyboard / mouse ) create a physical and emotional barrier between the videogame and the user , and thus , yield a less active and immersive gaming experience. However, in recent years there has been a growing interest in creating new mechanisms in seeking to extend the way we play video games, such as the natural interaction mechanisms. Even though these new mechanisms bring new experiences to users, they do not solve the paradigm of the physical and emotional barrier, because they ignore concepts such as the emotion of the user, among others . In order to fix these issues and make the user an integral part of the video game this project was designed, and aims to create a framework that implements mechanisms of biofeedback. This framework is designed to receive, process and map the physiological data from the user in game controllers, in order to create an immersive gaming experience.
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spelling Biofeedback Augmented Gameplay: Criação de Uma Framework para o Desenvolvimento de Mecanismos de Interacção Fisiológica em Videojogos ComerciaisEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringSince the video games were created, the way the user interacts with it hardly changed. The traditional controllers ( keyboard / mouse ) create a physical and emotional barrier between the videogame and the user , and thus , yield a less active and immersive gaming experience. However, in recent years there has been a growing interest in creating new mechanisms in seeking to extend the way we play video games, such as the natural interaction mechanisms. Even though these new mechanisms bring new experiences to users, they do not solve the paradigm of the physical and emotional barrier, because they ignore concepts such as the emotion of the user, among others . In order to fix these issues and make the user an integral part of the video game this project was designed, and aims to create a framework that implements mechanisms of biofeedback. This framework is designed to receive, process and map the physiological data from the user in game controllers, in order to create an immersive gaming experience.2014-07-182014-07-18T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/75132TID:201300699porDavid de Oliveira Regoinfo: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:RCAAP2023-11-29T13:14:14Zoai:repositorio-aberto.up.pt:10216/75132Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:36:19.055862Repositório 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 Biofeedback Augmented Gameplay: Criação de Uma Framework para o Desenvolvimento de Mecanismos de Interacção Fisiológica em Videojogos Comerciais
title Biofeedback Augmented Gameplay: Criação de Uma Framework para o Desenvolvimento de Mecanismos de Interacção Fisiológica em Videojogos Comerciais
spellingShingle Biofeedback Augmented Gameplay: Criação de Uma Framework para o Desenvolvimento de Mecanismos de Interacção Fisiológica em Videojogos Comerciais
David de Oliveira Rego
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Biofeedback Augmented Gameplay: Criação de Uma Framework para o Desenvolvimento de Mecanismos de Interacção Fisiológica em Videojogos Comerciais
title_full Biofeedback Augmented Gameplay: Criação de Uma Framework para o Desenvolvimento de Mecanismos de Interacção Fisiológica em Videojogos Comerciais
title_fullStr Biofeedback Augmented Gameplay: Criação de Uma Framework para o Desenvolvimento de Mecanismos de Interacção Fisiológica em Videojogos Comerciais
title_full_unstemmed Biofeedback Augmented Gameplay: Criação de Uma Framework para o Desenvolvimento de Mecanismos de Interacção Fisiológica em Videojogos Comerciais
title_sort Biofeedback Augmented Gameplay: Criação de Uma Framework para o Desenvolvimento de Mecanismos de Interacção Fisiológica em Videojogos Comerciais
author David de Oliveira Rego
author_facet David de Oliveira Rego
author_role author
dc.contributor.author.fl_str_mv David de Oliveira Rego
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 Since the video games were created, the way the user interacts with it hardly changed. The traditional controllers ( keyboard / mouse ) create a physical and emotional barrier between the videogame and the user , and thus , yield a less active and immersive gaming experience. However, in recent years there has been a growing interest in creating new mechanisms in seeking to extend the way we play video games, such as the natural interaction mechanisms. Even though these new mechanisms bring new experiences to users, they do not solve the paradigm of the physical and emotional barrier, because they ignore concepts such as the emotion of the user, among others . In order to fix these issues and make the user an integral part of the video game this project was designed, and aims to create a framework that implements mechanisms of biofeedback. This framework is designed to receive, process and map the physiological data from the user in game controllers, in order to create an immersive gaming experience.
publishDate 2014
dc.date.none.fl_str_mv 2014-07-18
2014-07-18T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://hdl.handle.net/10216/75132
TID:201300699
url https://hdl.handle.net/10216/75132
identifier_str_mv TID:201300699
dc.language.iso.fl_str_mv por
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dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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