In most biofeedback interfaces, the user learns his/her biometric reading, but does not need it to guide consequent motor control. Here we demonstrate a game that requires the user to actively adjust his/her play in response to his/her heartbeat. The game is based on Jenga, where players take turns removing a wooden block from a tower of blocks and putting it on the top without causing the tower to collapse. Heartbeat Jenga’s added biofeedback component changes the difficulty of the game based on real time monitoring of the player’s heart rate during the player’s turn. If heart rate increases (indicating that the player is not calm), the platform holding the blocks shakes and the room lights dim, making the game harder to play. Through such manipulation, the player actively prompts him/herself to calm down, while improving coordination.
CITATION STYLE
Huang, Y. C., & Luk, C. H. (2015). Heartbeat jenga: A biofeedback board game to improve coordination and emotional control. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9188, pp. 263–270). Springer Verlag. https://doi.org/10.1007/978-3-319-20889-3_25
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