Needed a break from job hunting, so decided to record some video of a biofeedback mod I wrote a few weeks back for Left 4 Dead 2. Ideally I wanted to record another mod I developed while at LJMU, but iPad’s are a little more tricky to work with. Continue reading →
Ever since working on Body Blogger, a project I developed involving the year long data collection and live streaming of my own heartbeat rate, I’ve had an interest in the visualisation of physiological data. Over the years I’ve experimented with an assortment of different methods of visualising physiological data and one of the most fun experiences I’ve had is in the visualisation of group activity: from visualising the experience of a couple of people visiting the theater to a group of people walking about the streets of Liverpool. Continue reading →
Advances in Physiological Computing, the research collection I’ve been working on the past few years will be available for purchase from April 30th from Springer. Chapter previews are now online including the foreword by Dr Alan Pope of NASA Langley Research Center.
I’ve been trying out MyndPlay, a video-based neurofeedback training platform which embeds neurofeedback exercises into interactive movies. Think Dragon’s Lair but your using your mind instead of a joystick. Of all the NeuroSky apps I’ve tried its my favorite so far, owing a lot to it feeling like an actual product rather than a tech demo. The user interface is slick and provides all the necessary information one would expect from such a product e.g. a live EEG signal. Continue reading →
Last year I consulted on a Creative Exchange funded art project called Rhythmanalysis. The project was interested in the artistic expression of the biological rhythms of people from different work cultures based in Liverpool. In this case employee’s from Minsky’s hairdresser’s and Sony’s game testing lab. The project was exhibited at FACT Liverpool and has recently published a report about the venture. The report includes a short essay I wrote based on my involvement with the project which I’ve reprinted below. Continue reading →
Video of a neurofeedback game mechanic I’ve been working on for Strike Suit Zero.
Need to spend some time developing a calibration procedure for the measure I use but otherwise a serviceable mechanic. And perhaps spend some time practicing with the keyboard flight controls, I’m a terrible pilot!
Lin Chung Combat is a Flash based BCI game developed by Moonscoop*. Lin Chung Combat is a rhythm game, similar in style to Dance Dance Revolution, which incorporates a neurofeedback game mechanic. Players are tasked with pressing certain arrow keys when they scroll over the horizontal black bar at the top of the game interface. Points are awarded when the player presses keys at the correct time and energy is lost when they don’t. The neurofeedback element takes the form of a special ability called Mighty Ray. Mighty Ray is a game character who hides in the scenery; when triggered he turns the player invincible for a short duration while adding a score multiplier to correct key presses.