Framework for Biofeedback

Name
Vera Akinyi Onunda
Abstract
As technological innovations and digital transformations evolve, more enterprises are looking for digital strategies for workforce training, productivity, and data-driven business management while considering user engagement and experience. The study aims to bridge the gap between biofeedback, virtual reality, simulation training, and serious games and strategies to solve real-life training problems while considering the user’s and facilitator’s experience and how devices can be linked cost-effectively through the prototype. The proposed biofeedback prototype is modeled around a virtual environment (digital twin) that accurately captures and reflects bio-feedback data in virtual reality, simulation training, and serious games. The prototype displays real-time biofeedback data in both the Head-Up Display (HUD) and potentially in the facilitator’s screen in the virtual environment (Meta quest two) during virtual reality simulation training as part of serious games strategies and methods. The paper also suggests that serious games mimicking real-life stressful conditions should be developed and integrate the vital systems captured after improvement. The areas in the prototype that need further improvement include data synchronization, user experience through the use of images and animations to display vital signs and adding audio feedback and incorporating vital signs captured to the game rewarding and scoring system and testing it using the target group who need occupationally related stress management.
Graduation Thesis language
English
Graduation Thesis type
Master - Software Engineering
Supervisor(s)
Ulrich Norbisrath
Defence year
2022
 
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