Psychophysiological Inference and Physiological
Computer Games
Physiological computing represents a category
of affective computing
that incorporates real-time software adaption to the psychophysiological
activity of the user. The main goal of this is to build a computer that
responds to user emotion, cognition and motivation. The approach is to enable
implicit and symmetrical human-computer communication by granting the software
access to a representation of the user's psychological status.
There are several possible methods to represent
the psychological state of the user (discussed in the affective computing
page). The advantages of using psychophysiological indices are that their
changes are continuous, measures are covert and implicit, and only available
data source when the user interacts with the computer without any explicit
communication or input device. These systems rely upon an assumption that the
psychophysiological measure is an accurate one-to-one representation of a
relevant psychological dimension such as mental effort, task engagement and
frustration.
Physiological computing systems all contain an
element that may be termed as an adaptive controller that may be used to
represent the player. This adaptive controller represents the decision-making
process underlying software adaptation. In their simplest form, adaptive
controllers are expressed in Boolean statements. Adaptive controllers encompass
not only the decision-making rules, but also the psychophysiological inference
that is implicit in the quantification of those trigger points used to activate
the rules. The representation of the player using an adaptive controller can
become very complex and often only one-dimensional. The loop used to describe
this process is known as the biocybernetic loop. The biocybernetic loop
describes the closed loop system that receives psychophysiological data from
the player, transforms that data into a computerized response, which then
shapes the future psychophysiological response from the player. A positive
control loop tends towards instability as player-software loop strives towards
a higher standard of desirable performance. The physiological computer game may
wish to incorporate both positive and negative loops into the adaptive
controller.[4]
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