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MaSK: Sound and biofeedback in games

MASK: Sound and biofeedback in games 

A top-down approach that uses the player's psychophysiology to synthesize and process sounds in the game during gameplay. Much of this is directed towards measuring emotions particularly fear — using the psychophysiological data from the headset to create sounds that are even more scary if the game engine senses that the player is not frightened enough, for example. The Obel Family Foundation founds the project.