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                  indicated that average response levels were lowest for the multimodal interface,
                  followed by speech and then gesture interfaces. For all three interfaces, the total
                  response increased with task complexity. This was interpreted as providing evi-
                  dence for the utility of using GSR to indicate cognitive loads. Analysis of specific
                  recordings found GSR peaks to be correlated with stressful or frustrating events,
                  with responses decreasing over time. Peaks were also correlated with major events
                  that were thought to be cognitively challenging, including reading instructions and
                  competing tasks (Shi et al., 2007).
                     Another study used both galvanic skin response (GSR) and blood-volume pres-
                  sure (BVP) to measure user frustration in an explicit attempt to develop methods for
                  using multiple sensing technologies. The experimental design involved a game with
                  several puzzles. Participants were told that the experimenters were interested in
                  how brightly colored graphics would influence physiological variables in an online
                  game. Unbeknown to the participants, the game software was rigged to randomly
                  introduce episodes of  unresponsiveness. As participants were being timed and had
                  been offered a reward if they had the fastest task completion times, these delays
                                                1
                  would presumably cause frustration.  BVP and GSR responses were used to de-
                  velop models that could distinguish between frustrating and nonfrustrating states
                  (Scheirer et al., 2002).
                     Interaction with computer games is a natural topic for physiological data. As any-
                  one who has played video games knows, players can become excited while driving
                  race cars, hunting aliens, or playing basketball on the computer. However, the fast-
                  paced nature of these games limits the applicability of many techniques. Intrusive
                  data collection techniques, such as “think-aloud” descriptions, interfere with the
                  game-playing experience and posttest questionnaires fail to recapture all of the nu-
                  ances of the playing experience (Mandryk and Inkpen, 2004).
                     One study used various physiological data sources—GSR, EKG, cardiovascular
                  rate, respiration rate, and facial EMG—to measure responses to computer games
                  played against a computer and against a friend. Starting from the premise that the
                  physiological data would provide objective measures that would be correlated to
                  players' subjective reports of experiences with video games, the researchers hypoth-
                  esized that preferences and physiological responses would differ when comparing
                  playing against a computer to playing against a friend. Specifically, they hypoth-
                  esized that participants would prefer playing against friends, GSR and EMG values
                  would be higher (due to increased competition), and that differences between GSR
                  readings in the two conditions would correspond to subjective ratings (Mandryk and
                  Inkpen, 2004).
                     To test these hypotheses, they asked participants to play a hockey video game,
                  against the computer and against a friend. Participants were recruited in pairs
                  of friends, so each person knew their opponent. The hypotheses were generally


                  1
                   This experimental design is an example of deception (see Chapter 15). At the end of each session,
                  participant  debriefing  explained  the  true  purpose  of  the  experiment.  Participants  were  offered  the
                    opportunity to withdraw their data after the debriefing (Scheirer et al., 2002).
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