Well, that's just it. I'm sure the actual readings are accurate, but it's a question of trying to tie increases in activity down to a specific cause that's less reliable. We're investigating it with playing games right now in order to find out what the right questions are. Like you said earlier, identification of specific emotions is hard.
"Moronic cynicism is a kind of naïveté. It's naïveté turned inside-out. Naïveté wearing a sneer." -Momus
Actually, CRPGs are probably the most appropriate genre to what we're using it for, since the tech we're developing is basically strongly influenced by the role of the GM in a PnPRPG.
"Moronic cynicism is a kind of naïveté. It's naïveté turned inside-out. Naïveté wearing a sneer." -Momus
Oh great. Reacting to the player instead of the character. Nice job!
Highly applicable for cRPGs. For example, if/when the system detects delta wave patterns during play, the game would do the right thing and turn itself off.
Jokes aside, i think there could be some pretty cool applications. Wouldn't it be interesting if, the player's in-game performance is affected in some way by the player's heart rate? For example, in a FPS if your heart rate and breathing is through the roof your aim would jitter. This could work pretty well in a horror game. It could also work in platformers, either of the Tomb Raider variety or the Mirror's Edge variety. Panicky players would have a hard type negotiating a tight-rope/thin beam sequence unless they collected their nerves and calmed themselves. I think something like that could really add an interesting new level to games.