Augmenting the Sense of Social Presence in Online Video Games Through the Sharing of Biosignals

被引:0
|
作者
Hassan, Modar [1 ]
Kennard, Maxwell [2 ]
Yoshitake, Seiji [3 ]
Ishac, Karlos [4 ]
Takahashi, Shion [3 ]
Kim, Sunkyoung [5 ]
Matsui, Takashi [6 ]
Hirokawa, Masakazu [7 ]
Suzuki, Kenji [1 ]
机构
[1] Univ Tsukuba, Inst Syst & Informat Engn, Tsukuba, Ibaraki 3058573, Japan
[2] Univ Tsukuba, Grad Sch Sci & Technol, Tsukuba, Ibaraki 3058573, Japan
[3] Univ Tsukuba, Grad Sch Comprehens Human Sci, Tsukuba, Ibaraki 3058574, Japan
[4] Univ Technol Sydney, Fac Engn & Informat Technol, Broadway, NSW 2007, Australia
[5] Univ Tsukuba, Inst Lib Informat & Media Sci, Tsukuba, Ibaraki 3058550, Japan
[6] Univ Tsukuba, Inst Hlth & Sport Sci, Res & Dev Ctr Sport Innovat, Res & Dev Ctr Lifestyle Innovat, Tsukuba, Ibaraki 3058574, Japan
[7] NEC Corp Ltd, Data Sci Labs, Meguro ku, Tokyo 1088001, Japan
来源
IEEE ACCESS | 2024年 / 12卷
基金
日本科学技术振兴机构; 日本学术振兴会;
关键词
Heart rate; Games; Real-time systems; Image color analysis; Animation; Video games; Bioinformatics; Social presence; biosignals; online gaming;
D O I
10.1109/ACCESS.2024.3429247
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
This study outlines the development of a platform that enables real-time bio-information sharing between gaming partners regardless of the game of choice. The authors hypothesize that since biosignals contain information about a person's physiological and psychological state, sharing bio-information with easy-to-understand visual representations can augment the sense of social presence between online gaming partners. The proposed method uses the heart rate as a biosignal detected using a wrist-worn heart rate monitor, uploads these signals to a secure online real-time database, and creates visual representations of the gaming partner's heart rate on each gamer's screen. Comparative studies were conducted with 20 gamers. The results showed that sharing bio-information could elicit a sense of social presence similar to sharing real-time face videos in online settings. Furthermore, a synergetic effect was observed when bio-information was combined with face video sharing, leading to an even greater perceived social presence. Similar trends were not observed in co-presence in the participants of this study. However, grouping the participants' scores by emotional arousal level showed a similar trend in the high-arousal group, suggesting that the impact of bio-information sharing may be modulated by the intensity of the gaming experience. The obtained results underscore the potential of bio-information sharing to augment social presence in online gaming contexts.
引用
收藏
页码:98977 / 98989
页数:13
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