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| Content Provider | ACM Digital Library |
|---|---|
| Author | Jaime, Zachary Egglestone, Stefan Rennick Tennent, Paul Benford, Steve Walker, Brendan Rowland, Duncan Marshall, Joe Harrison, Alexander |
| Abstract | This paper explores the potential for breath control as an interaction medium for gaming. In particular it examines the positioning of breath control within the stack of interface paradigms: As the only control, as a secondary control and as an ancillary or ambient control. It describes a technology developed using specially adapted gas masks to measure breath flow. By describing five simple games (or game modifications), each developed using breath in a somewhat different way, we show some of the possibilities of this unique interface paradigm. Crucially, the paper aims to demonstrate that breathing, though in principle a one dimensional interface medium, is actually a subtle and viable control mechanism that can be used either as a control mechanism in itself, or to enhance a more traditional game interface, ultimately leading to a satisfying and immersive game experience. |
| Starting Page | 1 |
| Ending Page | 8 |
| Page Count | 8 |
| File Format | |
| ISBN | 9781450308274 |
| DOI | 10.1145/2071423.2071496 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2011-11-08 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Gas masks Biofeedback Breath control |
| Content Type | Text |
| Resource Type | Article |
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