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Electrodermal Response in Gaming
Author(s) -
J. Christopher Westland
Publication year - 2011
Publication title -
journal of computer networks and communications
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.355
H-Index - 23
eISSN - 2090-715X
pISSN - 2090-7141
DOI - 10.1155/2011/610645
Subject(s) - computer science , scripting language , skin conductance , reading (process) , human–computer interaction , cognitive psychology , resistance (ecology) , psychology , medicine , ecology , law , political science , biomedical engineering , biology , operating system
Steady improvements in technologies that measure human emotional response offer new possibilities for making computer games more immersive. This paper reviews the history of designs a particular branch of affective technologies that acquire electrodermal response readings from human subjects. Electrodermal response meters have gone through continual improvements to better measure these nervous responses, but still fall short of the capabilities of today's technology. Electrodermal response traditionally have been labor intensive. Protocols and transcription of subject responses were recorded on separate documents, forcing constant shifts of attention between scripts, electrodermal measuring devices and of observations and subject responses. These problems can be resolved by collecting more information and integrating it in a computer interface that is, by adding relevant sensors in addition to the basic electrodermal resistance reading to untangle (1) body resistance; (2) skin resistance; (3) grip movements; other (4) factors affecting the neural processing for regulation of the body. A device that solves these problems is presented and discussed. It is argued that the electrodermal response datastreams can be enriched through the use of added sensors and a digital acquisition and processing of information, which should further experimentation and use of the technology

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