This paper aims at describing an experimental platform used to evaluate the performance of individuals at training
immersive physiological games. The platform proposed is embedded in an immersive environment in a CAVE of Virtual
Reality and consists on a base frame with actuators with three degrees of freedom, sensor array interface and physiological
sensors. Physiological data of breathing, galvanic skin resistance (GSR) and pressure on the hand of the user and a
subjective questionnaire were collected during the experiments. The theoretical background used in a project focused on
Software Engineering, Biomedical Engineering in the field of Ergonomics and Creative Technologies in order to presents
this case study, related of an evaluation of a vehicular simulator located inside the CAVE. The analysis of the simulator
uses physiological data of the drivers obtained in a period of rest and after the experience, with and without movements at
the simulator. Also images from the screen are captured through time at the embedded experience and data collected
through physiological data visualization (average frequency and RMS graphics). They are empowered by the subjective
questionnaire as strong lived experience provided by the technological apparatus. The performed immersion experience
inside the CAVE allows to replicate behaviors from physical spaces inside data space enhanced by physiological properties.
In this context, the biocybrid condition is expanded beyond art and entertainment, as it is applied to automotive engineering
and biomedical engineering. In fact, the kinesthetic sensations amplified by synesthesia replicates the sensation of
displacement in the interior of an automobile, as well as the sensations of vibration and vertical movements typical of a
vehicle, different speeds, collisions, etc. The contribution of this work is the possibility to tracing a stress analysis protocol
for drivers while operating a vehicle getting affective behaviors coming from physiological data, mixed to embedded
simulation in Mixed Reality.
Our proposal in Bioart and Biomedical Engineering for a ective esthetics focuses on the expanded sensorium and investigates problems regarding enactive systems. These systems enhance the sensorial experiences and amplify kinesthesia by adding the sensations that are formed in response to the physical world, which aesthetically constitutes the principle of synaesthesia. In this paper, we also present enactive systems inside the CAVE, con guring compelling experiences in data landscapes and human a ective narratives. The interaction occurs through the acquisition, data visualization and analysis of several synchronized physiological signals, to which the landscapes respond and provide immediate feedback, according to the detected participants' actions and the intertwined responses of the environment. The signals we use to analyze the human states include the electrocardiography (ECG) signal, the respiratory ow, the galvanic skin response (GSR) signal, plantar pressures, the pulse signal and others. Each signal is collected by using a speci cally designed dedicated electronic board, with reduced dimensions, so it does not interfere with normal movements, according to the principles of transparent technologies. Also, the electronic boards are implemented in a modular approach, so they are independent, and can be used in many di erent desired combinations, and at the same time provide synchronization between the collected data.
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