Author Archives: Kiel Gilleade

About Kiel Gilleade

I'm a computer scientist with a background in the development of physiological interactive systems. I have worked on a range of physiological interactive systems, including computer games, interactive artworks and life tracking. My research interests focus on the development and evaluation of physiologically interactive technologies. I currently based in Antibes, France.

Technical Difficulties

As some of you may of been aware we migrated the website to a new host today and as expected it didn’t exactly go to plan. When we updated the nameservers for our domain the WordPress database got nuked and so we’ve had to rebuild the site back up. While we’ve restored most of the site (barring the media library which we’ve lost) some parts of the site might still be inoperable as such we’d be grateful if you could let us know when something that was previously working no longer does so in the comments below.

CHI 2011 Workshop – Opening Talk and Session 1 “Input Control” Videos Online

While CHI2011 maybe over we’re still a while away before the bbiCHI2011 workshop can officially wrap-up. For the next four weeks we’ll be releasing the videos we took of the presentated papers (see here for the full list). This week see’s the release of the opening talk Introducing Meaningful Interaction presented by Stephen Fairclough and the three talks presented during the Input Control session.

To view all four talks please click here. For guidance about session 1 talks please consult the abstracts listed below.
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CFP – 1st Workshop on Augmenting Social Interaction through Affective Computing

Just a quick note, I’ll be doing an update on the workshop later on the week (i.e. after I recover from my upcoming jetlag which I’m hestiantly waiting for as I board my flight home). In the meantime check out the following workshop on augmented social interaction.

Workshop at ACII 2011

http://www.augmenting-social-interaction.org

http://www.acii2011.org

Augmenting Social Interaction through Affective Computing is the first workshop on affective computing that specifically aims to improve or enhance social interaction among humans. Social interactions, whether mediated or face-to-face, can benefit significantly from advances in affective computing and social signal processing. Example application areas include mental healthcare, training and coaching, negotiation, and close intimate interactions. To address this topic, we invite submissions on the relation between social interaction between humans and affective computing technologies.

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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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Time Keeps on a Slippin

Most people I know who work in the field of physiological computing purchase off-the-shelf sensors for their research. There’s nothing specifically wrong with this, most of us are not engineers and nor do we have the time to become one as our interests lie elsewhere. At LJMU all our equipment is off-the-shelf and we have some damn fine devices which we’ve used in our work (e.g. see my review of the BM CS-5 cheststrap). However I’ve noticed we place a lot of faith (and money) in these devices to do what they say on the tin (e.g. see the issue I raised last year about the software bundled with BioHarness). Personally I like to know the limitations of any equipment I’m using, and if I find anything outside the spec I’ll try to figure out why (sometimes to my detriment as you’ll see below). Its not that I’m particularly troubled if a sensor has any defects as I don’t expect them to be perfect, the problem I have is with defects I don’t know about as they can make things, problematic to say the least. For example the first off-the-shelf sensor I ever worked with was the WaveRider Pro a 4 channel biofeedback device which had a slight problem with counting time.

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CHI 2011 – Accepted Workshop Papers

EDIT: Workshop papers can be found here.

Well done everyone, looking forward to meeting you all in May.

  • Access and Analysis: the Ethics of Brain-Computer Interfaces (Chauncey, K., Peck, E.)
  • The ‘Aha’ Moment: Using Psychophysiological Measures to Identify IT Entrepreneurial Epiphanies (Randolph, A. B., Mourmant, G.)
  • Better Brain Interfacing for the Masses: Progress in Event-Related Potential Detection using Commercial Brain Computer Interfaces (Grierson, M., Kiefer, C.)
  • Biometric Storyboards visualising meaningful gameplay events (Mirza-Babaei, P., McAllister, G.)
  • Directions in Physiological Game Evaluation and Interaction (Nacke, L.)
  • Framing Meaningful Adaptation in a Social Context (Peck, E., Lalooses, F., Chauncey, K.)
  • Grasp Interaction Using Physiological Sensor Data (Wimmer, R.)
  • Issues inherent in controlling the interpretation of the Physiological Cloud (Gilleade, K., Lee, K.)
  • Let Me Listen to Your Brain – Physiology-based Interaction in Collaborative Music Composition (Mealla C, S., Väljamäe, A., Bosi, M., Jordà, S.)
  • Online single trial ERN detection as an interaction aid in HCI applications (Vi, C., Subramanian, S.)
  • Meaningful Human-Computer Interaction Using fNIRS Brain Sensing (Solovey, E., Jacob, R.)
  • “Movemental”: Integrating Movement and the Mental Game (Pope, A., Stephens, C.)
  • The role of physiological computing in counteracting loneliness (Janssen, J., Westerink, J., IJsselsteijn, W., van der Zwaag, M.)
  • Tangent Society – Persistent Mobile Multiplayer Activity Logging Game (Kuikkaniemi, K., Kosunen, I., Laitinen, T., Vilkki, M.)
  • Unobtrusive Mood Assessment for Training Applications (Wingrave, C., Hoffman, M., LaViola Jr., J., Sottilare, R.)