IAT 402/403 Project Description
TITLE: Mind-Body Games: Using Bio-Computer to teach Children Mind-Body Awareness
CLIENT: Drs. Alissa Antle (SIAT), Diane Gromala (SIAT)
OVERVIEW: This project is one part of the SSHRC funded research project investigating new methods of evaluated embodied forms of interaction with interactive technologies. The objective of the IAT 402/403 portion of the project is to design and implement one or more multiplayer bio-sensing-based games for older children (ages 8-13) using an existing immersive dome tent environment (see figure 1) and commercially available physiological and/or brain sensing technologies.
RESEARCH PROJECT GOALS: New forms of bio-computer games utilize information about player’s neurology (e.g., brain waves) or physiology (e.g., heart rate, galvanic skin response) as system input by using simple biofeedback technologies. These new forms of interactive technologies utilize mind-body-based or embodied interaction. Little is known about how to design and evaluate the impact of these new forms of mind-body-based interactive technologies and the resulting human computer interactions. The goal of the larger research project is to focus on the development and testing of a set of evaluation methods which can be used to evaluate children’s experiences with new forms of bio-computing interactive technologies. This requires to design and development of one or more biofeedback games that can be used to study different user evaluation methods.
PROJECT DESCRIPTION: The focus of this project is to design and implement a robust, functional biofeedback (brain and/or body) immersive game which supports the learning and awareness of the connection between the mind, body and emotions in 8 to 13 year old children (and others). We have already developed two prototype games: one in which the player controls their heart rate to control a net for catching butterflies and a second where heart rate is used to control a physical pinwheel.
For an example a body-based biofeedback game see:
For an example of a mind-sensing technology see:
DELIVERABLES: The main focus of the project is a working prototype that can be used in pilot studies with adults and children in the late spring and early summer of 2009. Deliverables will include: weekly or bi-weekly meeting status reports, design requirements document, game specification document, concept design, design mock-ups, initial and final versions of prototype and well as final prototype and code documentation.
SKILLS REQUIRED: A well rounded team with members from media arts, design and programming is required for this project. See key roles required:
For more information, contact Alissa Antle email@example.com