2018 IEEE Games, Entertainment, Media Conference (GEM) (August 2018).
Biofeedback games are often developed to teach self-management skills to children. Unfortunately, the underlying system for many of these games are designed for laboratory environments and are not built to accommodate sensor movement and noise that are common in an applied setting. This paper describes a gesture controlled biofeedback virtual reality game designed to train participants to lower their physiological arousal that incorporates sensor fusion for increased system resilience.
1 Charles River Analytics
2 University of Rhode Island
For More Information
(Please include your name, address, organization, and the paper reference. Requests without this information will not be honored.)