{"height":"190","width":"100%","categories":[],"published":"2011-03-15 07:58:23","description":"Valve \u304c GDC 2011 \u3067\u767a\u8868\u3057\u3066\u3044\u305f\u4eba\u9593\u306e\u30d0\u30a4\u30aa\u30d5\u30a9\u30fc\u30c9\u30d0\u30c3\u30af(SCL, \u8996\u7dda\u8ffd\u8de1\u306a\u3069)\u3092\u30b2\u30fc\u30e0\u306b\u53cd\u6620\u3055\u305b\u3066\u307f\u305f\u5b9f\u9a13\u3078\u306e\u30ea\u30f3\u30af\u3067\u3059.Valve have presented how to biofeedback human inputs to game at GDC 2011. Here is a link for that document. \"Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience\" http://www.valvesoftware.com/publi\u2026","author_name":"hanecci","provider_url":"https://hatena.blog","version":"1.0","provider_name":"Hatena Blog","blog_url":"https://hanecci.hatenadiary.org/","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20110315%2F1300143503\" title=\"&quot;Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience&quot; - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","author_url":"https://blog.hatena.ne.jp/hanecci/","type":"rich","title":"\"Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience\"","url":"https://hanecci.hatenadiary.org/entry/20110315/1300143503","image_url":null}