Enhancing video game performance through an individualized biocybernetic system

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2010-01-01
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Bohner, Ross
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Nir Keren
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Agricultural and Biosystems Engineering

Since 1905, the Department of Agricultural Engineering, now the Department of Agricultural and Biosystems Engineering (ABE), has been a leader in providing engineering solutions to agricultural problems in the United States and the world. The department’s original mission was to mechanize agriculture. That mission has evolved to encompass a global view of the entire food production system–the wise management of natural resources in the production, processing, storage, handling, and use of food fiber and other biological products.

History
In 1905 Agricultural Engineering was recognized as a subdivision of the Department of Agronomy, and in 1907 it was recognized as a unique department. It was renamed the Department of Agricultural and Biosystems Engineering in 1990. The department merged with the Department of Industrial Education and Technology in 2004.

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1905–present

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  • Department of Agricultural Engineering (1907–1990)

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Agricultural and Biosystems Engineering
Abstract

Biocybernetic systems are physiological software systems that explicitly utilize physiological signals to control or adapt software functionality (Pope et al., 1995.) These systems have tremendous potential for innovation in human computer interaction by using physiological signals to infer a user's emotional and mental states (Allanson & Fairclough, 2004; Fairclough, 2008). Nevertheless, development of these systems has been ultimately hindered by two fundamental challenges. First, these systems make generalizations about physiological indicators of cognitive states across populations when, in fact, relationships between physiological responses and cognitive states are specific to each individual (Andreassi, 2006). Second, they often employ largely inconsistent retrospective techniques to subjectively infer user's mental state (Fairclough, 2008).

An individualized biocybernetic system was developed to address the fundamental challenges of biocybernetic research. This system was used to adapt video game difficulty through real-time classifications of physiological responses to subjective appraisals. A study was conducted to determine the system's ability to improve player's performance. The results provide evidence of significant task performance increase and higher attained task difficulty when players interacted with the game using the system than without. This work offers researchers with an alternative method for software adaptation by conforming to the individual characteristics of each user.

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Fri Jan 01 00:00:00 UTC 2010