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2: Underwater post-processing effects with blue tinting and distance-based blurring.  

2: Underwater post-processing effects with blue tinting and distance-based blurring.  

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(arXiv abridged abstract) In the last two decades, videogames have evolved in a nearly explosive way from the pixelated graphics to today's near-realistic 3D environments. The interaction devices traditionally used in videogames have not evolved with the same intensity, but recent HCI studies have explored biofeedback interaction - the explicit man...

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... The advent of the inclusion of Bio-feedback in games in either forms i.e. direct or indirect Bio-feedback, gave gaming a new direction with the development of various games having the controls based on physiological sensor data rather than conventional keyboard/mouse/ joystick based game controls [1]. An approach in [2] discusses the usage of Electromyography (EMG), Temperature and Respiration sensors as Bio-feedback control mechanisms. Nacke et al. [3] uses Galvanic Skin Response (GSR), respiration, Electrocardiogram (EKG), EMG and temperature sensor to control the developed game whereas Ambinder [4] uses Skin Conductance Level (SCL) to control the game. ...
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Physiotherapy is a rehabilitation specialty that helps alleviate physical impairments and promotes patient’s mobility and quality of life. It consists of equipment and personnel to provide mechanically forced movements and various exercises that help retain and enhance motor movements in patients suffering from physical injuries or ailments like Parkinson’s disease, Arthritis, Carpal Tunnel Syndrome, Stroke, etc. This paper proposes an entertaining way to perform routine exercises, which do not require physical intervention, by packaging them into a Virtual Reality (VR) game environment for such patients to enhance joint and muscle mobility while also providing continuous monitoring of vital signs using Bio-sensors. The game provides various degrees of muscle exercises and Microsoft Kinect (Optical Sensor) is used to track patient’s skeletal movements. Prompt measures are also provided if the data from Bio-sensors (mounted on patient’s body and connected wirelessly to the processing unit) starts to deviate from medically accepted normal ranges. We have developed the prototype using Unity 3D alongwith the VR headset Oculus Rift. The proposed prototype has immense significance in the field of rehabilitation and improving quality of daily life activities for the elderly. While experimenting with the prototype it was found that the used Bio-sensors provided an error no greater than one unit of measurement, which is negligible for the purpose of physiotherapy exercise monitoring considering the span of the normal range values. Moreover, the Kinect provided an error of just 5 mm during skeletal measurements thereby engendering robust deployment of the proposed unit.
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The graphical quality of modern videogames are the result of a steep evolution of hardware over the last two decades, but the game controls that are part of mainstream gaming did not change much in the same time period. To change this, biofeedback techniques using physiological sensors are being studied as possible replacements for traditional videogame interaction devices. In this paper, we continue on-going research by introducing unimodal and, for the first time, multimodal biofeedback game mechanics aiming at enhanced depth and expanded game design possibilities. We developed a First-Person Shooter to test these concepts against traditional unimodal mechanisms, and conducted an empirical study with 32 players. Both unimodal and multimodal variants provided high levels of fun to players, with subtle differences suggesting that these types are best leveraged depending on the interaction context on which they are applied.