Jonathan Jason C. King Li Tricia Angela A. Monsod
Jan 02, 2016
Jonathan Jason C. King LiTricia 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?
Current researches only explored BCIs through proofs-of-concept but no actual game has been created… yet.
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
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
What Did We Do?
Two-Fold Objective: Affect-Sensitive Game Development▪ Using appropriate brain wave signals ▪ Plot creation
Game Agent Creation▪ Neurofeedback▪ Motivational Dialogue
Instruments and Intent
OCZ Neural-Impulse Actuator & Brainfingers Access Software
Not for profit
So why create an AGENT?
Novelty of the modality Implausible incorporation of rules in
a BCI-dependent game Different brain activity patterns
The Game’s Job
Neurofeedback Set a goal.▪ Read brain signals.▪ Show to user his/her distance from goal.▪ Repeat until goal is achieved.
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…Now make some fancy applications…
Tadaa! The game interface
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.
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.
What does the agent do?
Plot NarrationPlayer Aid
Provide feedback Give hints▪ “Think chaotic thoughts”, “Try doing math
problems”, “Think of a calm, blue ocean”…
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
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)
GAME TIME!Any VOLUNTEERS?