Bio Feedback Technology
14 September 2009 1 Comment
We’ve just purchased a set of Bio feedback technology that has been used by other research to look specifically at emotional responses to gaming. The product is ProComp Biograph Infniti and we’ve bought it with a number of different sensors to pick up things such as Surface Electromyography, Skin Conductivity and EKG heart rate monitoring.
This rich data can be provided alongside other types of data and we’re therefore going to use it with our purpose built Research Labs along with eye tracking technology and other video data that we capture during our testing work. This should allow us to get a much more detailed picture of the level of engagement and immersion within game play and indeed other forms of online interaction such as within virtual worlds and other online web environments. I’m really looking forward to trying it out. We’ve got plans to also extend this work beyond the labs themselves so we can look at monitoring people in their own social contexts and seeing if this makes a difference.
We are also considering developing a joint research bid with the Speckled Computing people again extending the work we do in the labs out into the real world and looking at how to use the ‘intant feedback’ that this technology provides to assist people in both how they work and in their personal and social lives. I’m very excited about the possibilities that these technologies provide.
Some quick example or two to explain what I mean.
1. We can use Bio feedback to assist people in dealing with stressful situations and conflict. We can use VR or video simulations to mock up events and work through issues with individuals in a ‘controlled’ way, for example training social workers.
2. We can use Bio feedback and speckled computing at assist with rehabilitation, and with improving balance in people who have mobility issues, for example those who have had hip replacement surgery to learn to walk correctly again and improve freedom of movement.
3. We can assist with pandemic outbreaks by sending ‘specks’ to affected people to gauge whether or not they have the illness and to monitor their recovery. This avoids having to involve expensive health care practitioners and it also allows us to accurately measure the spread of a pandemic.
There are many more, Sports Science, Gaming etc.. the possibilities are many and varied and the opportunity for using this technology to benefit our society is very much within our grasp.