This technology is an offshoot of LaRC-developed technologies using physiological measures for assessing pilot stress, sustained attention, engagement, and awareness in a laboratory flight simulation environment. The technology allows modulation of player inputs to a video game or simulation from a user interface device based on the player’s psychophysiological state. It exploits current wireless motion-sensing technologies to utilize physiological signals for input modulation. These signals include, but are not limited to, heart rate, muscle tension, and brain wave activity. The invention is a technology for training teams to maintain functional states that are conducive to effective performance of manual tasks such as flight control, by physiologically modulating operator input devices to simulations. The invention also permits individuals who are physically challenged to participate in electronic game play by collaborating with a player who is able to manipulate controls that the challenged player cannot, and enables individuals with different skill sets and interests (physiological self-control vs. physical performance skills) to join together in rewarding game play. Besides gaming, this technology has application in athletic training and mind-body medicine.

The capability has been successfully prototyped using the Nintendo WiiTM console and wireless WiiTM remote. Prototypes have been designed to extend the capabilities to the PlayStation® Move, Xbox Kinect, and other similar game platforms.

This work was done by Alan Pope, Chad Stephens, and Nina Blanson of NASA Langley Research Center, and Olafur S. Palsson of University of North Carolina School of Medicine. LAR-17869-1/95-1/951-1