AES San Francisco 2012
Game Audio Track Event G2

Friday, October 26, 2:00 pm — 3:30 pm (Room 123)

Game Audio: G2 - The Future Is Now: Mind Controlled Interactive Music

Adam Gazzaley, Neuroscience Imaging Center, UCSF - San Francisco, CA, USA
Jim Hedges, Zynga
Kyle Machulis, Nonpolynomial Labs
Nicolas Tomasino, IGN Entertainment
Richard Warp, Leapfrog

If one thing is clear from the games industry over the last 20 years, it is that consumers are seeking an ever-more immersive environment for their gaming experience, and in many ways biofeedback is the "final frontier," where a player’s emotions, reactions, and mood can directly influence the gameplay. Whether the feedback comes from autonomic processes (stress or arousal, as in Galvanic Skin Response) or cognitive function (EEG signals from the brain), there is no doubt that these "active input" technologies, which differ from traditional HCI inputs (such as hardware controllers) in their singular correspondence to the individual player, greatly enhance the contextual responsiveness and "reality" of a game. These technologies are already robust enough to be integrated via audiovisual mappings into the immersive world of gaming. Things are about to get a lot more real.

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