Announcing the CHI 2011 Workshop – Brain and Body Interfaces: Designing for Meaningful Interaction

I’m proud to announce the launch of the official webpage for Brain and Body Interfaces: Designing for Meaningful Interaction a workshop running at CHI 2011 May 7-11th 2011. You can subscribe to the workshop RSS feed here, where we will be posting all the latest workshop updates (social networking feeds will be following shortly).

EDIT
I’ve created a subdomain to host the webpage to make it easier to remember http://brainandbody.physiologicalcomputing.net.

Revised Physiological Computing FAQ

This is a short post to inform regular readers that I’ve made some changes to the FAQ document for the site (link to the left).  Normally people alter the FAQ because the types of popular questions have changed.  In our case, it is my answers to those questions that have changed in the time since I wrote my original responses – hence the need to revise the FAQ.

The original document firmly identified physiological computing with affective computing/biocybernetic adaptation.  There was even a question making a firm division between BCI technology and physiological computing.  In the revised FAQ, I’ve dumped this distinction and attempted to view BCI as part of a broad continuum of computing devices that rely on real-time physiological data for input.  This change has not been made to arrogantly subsume BCI within the physiological computing spectrum, but to reconcile perspectives from different research communities working on common measures and technologies across different application domains.  In my opinion, the distinction between research topics and application domains (including my own) are largely artificial and the advancement of this technology is best served by keeping an open mind about mash-ups and hybrid systems.

I’ve also expanded the list of indicative references to include contributions from BCI, telemedicine and adaptive automation in order to highlight the breadth of applications that are united by physiological data input.

The FAQ is written to support the naive reader, who may have stumbled across our site, but as ever, I welcome any comments or additional questions from domain experts.

Physiological Computing: increased self-awareness or the fast track to a divided ego?

In last week’s excellent Bad Science article from The Guardian, Ben Goldacre puts his finger on a topic that I think is particularly relevant for physiological computing systems.  He quotes press reports about MRI research into “hypoactive sexual desire response” – no, I hadn’t heard of it either, it’s a condition where the person has low libido.  In this study women with the condition and ‘normals’ viewed erotic imagery in the scanner.  A full article on the study from the Mail can be found here but what caught the attention of Bad Science is this interesting quote from one of the researchers involved: “Being able to identify physiological changes, to me provides significant evidence that it’s a true disorder as opposed to a societal construct.”

Continue reading

BioS-Play 2010 Workshop Experience Report – Part 1 of 2

Admin: Workshop papers can be found here.

Last month I attended the BioS-Play workshop at the Fun and Games 2010 conference over in Leuven, Belgium. I was presenting Physiology as XP – Bodyblogging to Victory, a position paper I co-wrote with Steve in which we extended the body blogging concept to computer games. In part 1 of this 2 part series of posts on BioS-Play I’ll be re-counting my experiences at the conference, as well as providing my thoughts on the likely research direction physiological games will take in the future.

EDIT

The post is rather large so I’ve made a few quick links to provide readers a taster of what’s contained within.

  • EmRoll:  A 2 player co-operative children’s game which uses a mixture of gestures and biological interactions to control Gamboo, a 2 headed monster. What the Xbox 360 Kinetic might offer in the future.
  • Study investigating the effect of sharing physiological information in collocated and networked environments on measures of presence and emotion. Following on from Steve’s Valve post, what measurable benefits might shared physiology actually bring to multiplayer games like Left for Dead.
  • Workshop discussion, covers such issues as: how do we design meaningful physiological interactions and how do we evaluate the efficacy of the user experience of a physioloigcal interface?

The Workshop Theme

BioS-Play was aimed at exploring the use of biological signals (e.g. brain waves) in both a multiplayer and social gaming environment. For full details see the workshop proposal. Over the past decade there has been an up turn in using this class of physiological input in computer games, however the majority of such systems are designed for single player experiences. This is not really surprising, although such signals have been utilised by games since the 70’s,  bio-adaptive interaction was only used in a limited therapeutic capacity. It was not until the late 90’s, a period that saw the emergence of Affective Computing,  that we saw player physiology being used in more interesting ways (e.g. see MIT Media Lab Europe projects on affective feedback).
Continue reading

Valve experimenting with physiological input for games

This recent interview with Gabe Newell of Valve caught our interest because it’s so rare that a game developer talks publicly about the potential of physiological computing to enhance the experience of gamers.  The idea of using live physiological data feeds in order to adapt computer games and enhance game play was first floated by Kiel  in these papers way back in 2003 and 2005.  Like Kiel, in my writings on this topic (Fairclough,   2007; 2008 – see publications here), I focused exclusively on two problems: (1) how to represent the state of the player, and (2) what could the software do with this representation of the player state.  In other words, how can live physiological monitoring of the player state inform real-time software adaptation?  For example, to make the game harder or to increase the music or to offer help (a set of strategies that Kiel summarised in three categories, challenge me/assist me/emote me)- but to make these adjustments in real time in order to enhance game play.

Continue reading

VIP visit at Liverpool John Moores University and issues with BioHarness

Last Tuesday the former chancellor of the university, Cherie Booth visited our place of work in the School of Psychology at Liverpool John Moores University to see the labs in action. During our demo we were running two BioHarness chest-straps and the Enobio wireless EEG while myself (red/white shirt) and a volunteer (blue/white shirt) went head to head on Wii boxing.

Photos of the rest of the tour around the department can be found at LJMU’s Facebook page.
Continue reading

Mobile Monitors and Apps for Physiological Computing

I always harbored two assumptions about the development of physiological computing systems that have only become apparent (to me at least) as technological innovation seems to contradict them.  First of all, I thought nascent forms of physiological computing systems would be developed for desktop system where the user stays in a stationary and more-or-less sedentary position, thus minimising the probability of movement artifacts.  Also, I assumed that physiological computing devices would only ever be achieved as coordinated holistic systems.  In other words, specific sensors linked to a dedicated controller that provides input to adaptive software, all designed as a seamless chain of information flow.

Continue reading

Technical Difficulties

The Moody Web and Bodyblogger project are currently down for the time being as we transition to the new Twitter API. Should be back online over the weekend.

EDIT:

And we’re back online. Was expecting it take longer than my lunch break. Trying to sort this yesterday at Jelly Liverpool was a disaster as I’d somehow corrupted the mysql library trying to install CURL on the web server.