There are many computer games in the world, but generally game players challenge either the computer, or real players in the case of many person games. In view of the strong connectivity advocated between communication and entertainment in the field of entertainment computing, the use of biological signals for computer games is of interest. Here, a novel type of game using biological signals was developed as an entertainment device. The change in skin conductance caused by sweating was measured as a signal reflecting the player's agitation during the game. This type of game incorporates various characteristics relating to communication. First, players of the game challenge themselves because they are able to view their detected biological signals. In this situation, a kind of self-reference system is constructed. Second, the environments in which the game is played changed how the game was enjoyed. Third, the game system reveals differences of context between player and observer. From these characteristics, it is considered that the use of biological signals is attractive for entertainment computing.
Objective: Biofeedback therapy using electrodermal activity (EDA) is a new non-invasive therapy for intractable epilepsy. However, the characteristics of EDA in patients with epilepsy are little known; therefore, we assessed the EDA characteristics in patients with epilepsy. Methods: A cross-sectional observational study was conducted in 22 patients with epilepsy and 24 healthy individuals. We collected information on demographic characteristics, EDA, and state anxiety from both groups, and epilepsy diagnosis, seizure number per month, disease duration, and number of anti-epileptic drugs (AED) from the epilepsy group. A wristband device was used to measure resting EDA from both wrists for 10 minutes under controlled temperature and humidity. We compared the EDA levels between the epilepsy group and the control group and examined correlations between EDA and epilepsy-associated factors in the epilepsy group. Results: A decreasing trend in EDA was observed during the first 1 minute from the start of the measurement in 22 epilepsy patients (with or without seizures) compared with healthy controls (P = 0.12). However, a significant decrease in EDA was found in 18 epilepsy patients with seizures compared with healthy controls (-0.48 versus-0.26; P = 0.036). Furthermore, seizure frequency showed a significant inverse correlation with EDA in the epilepsy group (ρ =-0.50, P = 0.016). However, neither disease duration nor the number of drugs prescribed correlated with EDA in the epilepsy group. Significance: Marginally decreased EDA was observed in patients with epilepsy, and significantly decreased EDA was found in patients with a higher seizure frequency. The present findings shed light on the appropriateness of EDA-biofeedback therapy in epilepsy.
Abstract. The purpose of this study is to develop a game system that uses biofeedback to provide an attractive entertaining game. In general, negative biofeedback is used for relaxing users; however, in our game system positive biofeedback is used for arousing them. We assumed that the latter biofeedback method could affect the users' emotional states effectively; that is why we call it positive biofeedback. We used skin conductance response (SCR) as a biofeedback signal in our game system because SCR can effectively reflect the mental agitation of users. Therefore, we developed a teddy bear robot to be the motion media for providing feeding back the measured SCR information to users. When the value user SCR increases during interaction with this robot, the robot starts moving its arms and head in relation to the transition of SCR values so that it appears to be agitated. We then conducted two experiments to measure the participants' SCR transitions. From the results of these experiments, we can state that the users' emotional attachment to the robot and the robot's behaviors in reaction to user biological signals are important cues that create positive biofeedback.
Today, wearable devices, that can constantly support us by being worn on a daily basis, are gathering attention. In contrast, although we can also find an increase of personal robots in daily life, "wearable robots" are not so prevalent.We developed a wearable robot as a partner, that moves on the human body autonomously. As daily support, the robot has an application to correct wearers' sitting posture. It estimates wearers' body state from some sensors, and if it perceives wearers' bad posture or habit, points them out by moving to a region of the problem directly. We may be able to make use of it, not only to correct our posture or bad habit, but especially, to train children.
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