Tag Archives: Wii

CHI 2011 Workshop – NASA does Biofeedback Gaming on the Wii

In our final workshop video Alan Pope presents “Movemental”: Integrating Movement and the Mental Game (PDF). For the uninitiated Alan Pope co-authored a paper back in the early 90’s which introduced the concept of  bio-cybernetic adaptation which has become a key work for us in the field of Physiological Computing. It was with much excitement that we received a paper submission from Alan and it was great to have him talk shop at the event.

Alan’s latest work with his colleague Chad Stephens described several new methods of adapting controller interfaces using physiology, in this case a Wii game controller. I was going to release the original footage I recorded during the workshop, however the camera failed to pick up any of the game demo’s that were shown. As one of my particular research fancies are biofeedback based game mechanics (e.g. lie-detection, sword fighting) I’ve remade the video with Alan’s permission using his power point presentation and so the demo’s can be enjoyed in all their glory.

(Pope, A., Stephens, C.) “Movemental”: Integrating Movement and the Mental Game (PDF)

A videogame or simulation may be physiologicallymodulated to enhance engagement by challenging the user to achieve a target physiological state. A method and several implementations for accomplishing this are described.

So that’s the end of our workshop video series. I hope you’ve all enjoyed them, for now I’m going to hibernate for a month to recover from the editing process.

Will the Wii Vitality every reach 99% of all customers?

At a recent investor conference, Nintendo was rumoured to of stated that the reason the Wii Vitality has not been released was because it only works for 80% of players and before they release it they want it to work for 99%. If this issue concerns the physiological game mechanic (i.e. only 80% of players can control their physiology according to the requirements of the game mechanic), then the product will be on hold for a very long time.

Note: For the purposes of this post I’m going to assume Nintendo are experimenting with a heartbeat (HR) rate based biofeedback relaxation game which they’ve alluded to previously at E3 2009. However what I’m going to say applies equally to all physiological game mechanics I know of and should be borne in mind when developing your own physiological game.
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