Multi-Sensorial Biofeedback Augmented Horror Games

Detalhes bibliográficos
Autor(a) principal: Gabriel Martins Souto
Data de Publicação: 2017
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://repositorio-aberto.up.pt/handle/10216/107774
Resumo: Throughout the history of video games, there has been an enormous evolution in their graphic capabilities. However, for a long the interaction with the player was only made with the same types of peripherals, namely with a mouse and keyboard or with a command. It was only decades later that other innovative devices started to appear, beginning with Eye Toy (2003), eventually expanding to other devices such as Kinect (2010), Oculus Rift (2013) and Biofeedback devices. The introduction of this type of devices has altered the potential of video games as it has allowed them to have a greater immersion capability. Biofeedback arose in the 1980s and it can be split in two types, direct or indirect. Direct Biofeedback, which requires conscious user participation (for example, by moving your body), knowing how your data affects the program, or indirect, that involves collecting data from the player without it (measuring heart rate or the skin's conductivity), the latter being of great interest because it is possible, from these sensors, to infer the player's emotions and to adapt the game itself to the player's emotional states, allowing a more personalised and realistic experience.To make the experience as captivating as possible, different peripherals will be used in situations where they make more sense, that is, when an in-game action should be more difficult or a special skill.These peripherals will be integrated in a horror game, having as a study case an experimental comparison between the different combinations of game mechanics to see which will provide greater immersion, how exhaustive these combinations would be and the advantages and disadvantages of such combinations.
id RCAP_f2abf0290b157051cd71d62d63d4b3b3
oai_identifier_str oai:repositorio-aberto.up.pt:10216/107774
network_acronym_str RCAP
network_name_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository_id_str 7160
spelling Multi-Sensorial Biofeedback Augmented Horror GamesEngenharia electrotécnica, electrónica e informáticaElectrical engineering, Electronic engineering, Information engineeringThroughout the history of video games, there has been an enormous evolution in their graphic capabilities. However, for a long the interaction with the player was only made with the same types of peripherals, namely with a mouse and keyboard or with a command. It was only decades later that other innovative devices started to appear, beginning with Eye Toy (2003), eventually expanding to other devices such as Kinect (2010), Oculus Rift (2013) and Biofeedback devices. The introduction of this type of devices has altered the potential of video games as it has allowed them to have a greater immersion capability. Biofeedback arose in the 1980s and it can be split in two types, direct or indirect. Direct Biofeedback, which requires conscious user participation (for example, by moving your body), knowing how your data affects the program, or indirect, that involves collecting data from the player without it (measuring heart rate or the skin's conductivity), the latter being of great interest because it is possible, from these sensors, to infer the player's emotions and to adapt the game itself to the player's emotional states, allowing a more personalised and realistic experience.To make the experience as captivating as possible, different peripherals will be used in situations where they make more sense, that is, when an in-game action should be more difficult or a special skill.These peripherals will be integrated in a horror game, having as a study case an experimental comparison between the different combinations of game mechanics to see which will provide greater immersion, how exhaustive these combinations would be and the advantages and disadvantages of such combinations.2017-07-242017-07-24T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://repositorio-aberto.up.pt/handle/10216/107774TID:201797968engGabriel Martins Soutoinfo: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:RCAAP2023-11-29T14:30:31Zoai:repositorio-aberto.up.pt:10216/107774Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:02:45.847876Repositório 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 Multi-Sensorial Biofeedback Augmented Horror Games
title Multi-Sensorial Biofeedback Augmented Horror Games
spellingShingle Multi-Sensorial Biofeedback Augmented Horror Games
Gabriel Martins Souto
Engenharia electrotécnica, electrónica e informática
Electrical engineering, Electronic engineering, Information engineering
title_short Multi-Sensorial Biofeedback Augmented Horror Games
title_full Multi-Sensorial Biofeedback Augmented Horror Games
title_fullStr Multi-Sensorial Biofeedback Augmented Horror Games
title_full_unstemmed Multi-Sensorial Biofeedback Augmented Horror Games
title_sort Multi-Sensorial Biofeedback Augmented Horror Games
author Gabriel Martins Souto
author_facet Gabriel Martins Souto
author_role author
dc.contributor.author.fl_str_mv Gabriel Martins Souto
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 Throughout the history of video games, there has been an enormous evolution in their graphic capabilities. However, for a long the interaction with the player was only made with the same types of peripherals, namely with a mouse and keyboard or with a command. It was only decades later that other innovative devices started to appear, beginning with Eye Toy (2003), eventually expanding to other devices such as Kinect (2010), Oculus Rift (2013) and Biofeedback devices. The introduction of this type of devices has altered the potential of video games as it has allowed them to have a greater immersion capability. Biofeedback arose in the 1980s and it can be split in two types, direct or indirect. Direct Biofeedback, which requires conscious user participation (for example, by moving your body), knowing how your data affects the program, or indirect, that involves collecting data from the player without it (measuring heart rate or the skin's conductivity), the latter being of great interest because it is possible, from these sensors, to infer the player's emotions and to adapt the game itself to the player's emotional states, allowing a more personalised and realistic experience.To make the experience as captivating as possible, different peripherals will be used in situations where they make more sense, that is, when an in-game action should be more difficult or a special skill.These peripherals will be integrated in a horror game, having as a study case an experimental comparison between the different combinations of game mechanics to see which will provide greater immersion, how exhaustive these combinations would be and the advantages and disadvantages of such combinations.
publishDate 2017
dc.date.none.fl_str_mv 2017-07-24
2017-07-24T00:00:00Z
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://repositorio-aberto.up.pt/handle/10216/107774
TID:201797968
url https://repositorio-aberto.up.pt/handle/10216/107774
identifier_str_mv TID:201797968
dc.language.iso.fl_str_mv eng
language eng
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
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
repository.mail.fl_str_mv
_version_ 1799135952055042049