Dekstar
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During GDC there was a 'Biofeedback in Gameplay' talk. Valve's experimental psychologist Mike Ambinder displayed the ways Valve are looking at using our own bodies to significantly enhance their games, and not just in a gimmicky way either. Biometrics is shown after the jump, so click through to see the entire post.[br]
[br]Read more on costs, NPC interaction and L4D2 using biometrics
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Valve showed off what a piece of $10,000 eye-tracking hardware can do when hooked up to Portal 2. The player would control the general view of the character the same way (mouse and keyboard/game-pad), but actual aiming of the reticule would be handled by where you were looking. Ambinder noted, "The eye tracker is used to extract eye's X Y position. This data is updated at 60hz, before being fed back into the game engine."[br]The 60hz here seems pretty vital, as usually in an FPS, the eye can be darting about pretty quickly, so I suppose the hardware estimates the eye's position allowing for smooth aiming. There is a video below to properly show how this works in Portal 2, though I can see this giving a huge advantage to people who play competitive games like Counter-Strike: Source.[br]Eye Tracking
[br]Read more on costs, NPC interaction and L4D2 using biometrics
Moving back a bit from the high-cost range, Valve experimented with many ways to monitor people's heart-rate and skin conductivity (sweat, basically), from heartbeat-measuring mice, to "a mouse that senses skin conductance, it's easy to use, pretty cool."[br]Biometrics
In the end though, Valve decided on a cheap ($10) set of two metal contacts on a strip that you can attach with a piece of tape, or bandage. The current between them (which varies with stress levels) is measured and sent via USB to your PC. The video is below.
[br]Mike suggested many applications for stress feedback, such as sensing when team-mates are in trouble in co-operative games (like if you're being swarmed by tanks in Left 4 Dead), or even NPCs in single-player games who "know how you're feeling - Hey Mike, why are you so sad?"[br]Mainly, Left 4 Dead's AI director was shown adjusting enemy spawns, weapon drops, and health packs depending on if a player is bored, or stressed. Another use of it that Mike talked about was "Watching the arousal patterns of competitive players--just knowing if the competitors were aroused--could be interesting"[br]I'm certainly aroused right now, but what do you think? Would you splash out $10 or even more for these kinds of experiences? Do you think they would even add enough to games to be more than a mere gimmick? Let us know by leaving a comment.