Browse Prior Art Database

Heartrate Modified Gaming

IP.com Disclosure Number: IPCOM000239772D
Publication Date: 2014-Dec-01
Document File: 2 page(s) / 25K

Publishing Venue

The IP.com Prior Art Database

Abstract

A system and method to monitor a user's vital signals in order to increase (or decrease) the difficulty level of an interactive gaming environment is disclosed.

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Heartrate Modified Gaming

Disclosed is a system and method to monitor a user's vital signals in order to increase (or decrease) the difficulty level of an interactive gaming environment.

The disclosed system and method can be applied to online learning, learning programs, flight simulators, and other simulation technologies in which a machine learns over time and makes adjustments to the experience. Gaming is one example of its application.

Implementation

User attaches a wearable controller that is known in the art.


1.

The user sets preferences within the game or across a peer collaborative gaming environment on


2.

adjustments based on biometric changes.
Biometric changes that might indicate a game is too difficult:


1.

increased heart rate


1.

increased perspiration


2.

flexing of muscles


3.

slow reaction times


4.

etc.

5.

Biometric changes that might indicate a game is too easy


2.

decreased heart rate


1.

quick reaction times


2.

etc.

3.

Based on the biometrics, the game might be determined to be:


3.

Game is too difficult -- keep users from giving up


1.

reduce complexity before losing


1.

user might be granted less "points" when adjustments are made

2.

Game is too easy -- keep users engaged


2.

auto increment level


1.

in-game route suggestion. ex. take a longer more difficult route when there is a choice in


2.

paths
user might be granted more "points" when adjustments are made


3.

more bad guys

4.

Just right, game continues as planned.

3.

When one of the biometric changes are recognized using the wearable controller, the system


4.

adjusts the game accordingly.

The system records the biometric patterns for user(s) over time, and based on the detected


5.

patterns, characterizes users as {Very competitive, Neutral, Plays for fun, ...}. Using these profiles, the system matches players in a game. For example, very competitive users are matched with other very competitive users, while users who pla...