Physiologically Adaptive Games
This project explores how real-time biosignals—such as heart rate, brain activity, and muscle movement—dynamically shape gameplay. By integrating wearable sensors and adaptive algorithms, we design interactive experiences that respond to players' emotions, stress levels, and cognitive states, creating more immersive, personalized, and engaging digital environments. Our research applies this technology to serious games, rehabilitation, training, and well-being, pushing the boundaries of human-computer interaction.
Collaborators: Alan T. Pope, Luis E. Velez, Sergi Bermudez



Keywords: Biofeedback, Adaptive Systems, Intelligent Adaptation, Dynamic Difficulty Adjustment, Biocybernetic Loop, Closed-Loop, Brain-Computer Interface
Research Projects
Our projects integrate adaptive systems, physiological data, serious games, social robots, and simulations to create interactive experiences for personalized gaming, training, and rehabilitation.
Serious Games for Rehabilitation
Our research in Serious Games for Rehabilitation and Well-being explores how interactive and immersive games can support physical, cognitive, and emotional health. By integrating adaptive gameplay and Exergaming methodologies, we design engaging experiences that promote motor recovery, stress management, and active aging. These games provide personalized, motivating, and accessible rehabilitation solutions, enhancing traditional therapy and fostering long-term well-being through play.
Collaborators: Jennifer Boger, Shi Cao, Felipe Villada



Keywords: Exergaming, Serious Games, Rehabilitation, Biofeedback, Virtual Reality, NeuroRehabilitation, Electromyography - EMG, Floor-Projection.
Immersive Training in Public Safety
Our research in Immersive Training for Public Safety leverages virtual reality (VR), physiological sensing, and adaptive simulations to enhance decision-making, stress management, and skill development for first responders. By creating realistic, high-pressure training environments, we explore how biometric feedback and AI-driven adaptation can improve situational awareness, resilience, and performance in law enforcement, firefighting, and emergency response scenarios.
Collaborators: Jennifer Lavoie, Lisa Whittingham, J&F Alliance



Keywords: Immersive, Virtual Reality, Stress, Psychophysiology, Performance, De-escalation, Firearms, Motion Capture, Adaptive Training
Robo Ludens: Games in HRI
Our Robo Ludens research explores the role of games in human-robot interaction (HRI) to foster collaboration, learning, and social engagement. By integrating adaptive gameplay, embodied systems, and interactive robotics, we design experiences where humans and robots cooperate, compete, and communicate in meaningful ways. This research advances social robotics, intergenerational play, and assistive technologies, enhancing how people interact with intelligent systems.
Collaborators: Kerstin Dautenhahn, Alex Aroyo, Shruti Chandra


Keywords: Immersive, Virtual Reality, Stress, Psychophysiology, Performance, De-escalation, Firearms, Motion Capture, Adaptive Training

Publications
Castillo, J. F. V., Vega, M. F. M., Muñoz, J. E., Lopez, D., Quiñones, L., Gallo, O. A. H., & Lopez, J. F. (2024). Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study. JMIR Serious Games, 12(1), e48900. Link
Muñoz, J.E., Muñoz, J. E., Ali, F., Basharat, A., Mehrabi, S., Barnett-Cowan, M., Cao, S., ... & Boger, J. (2023). Development of Classifiers to Determine Factors Associated With Older Adult's Cognitive Functions and Game User Experience in VR Using Head Kinematics. IEEE Transactions on Games. Link Pdf
Basharat, A., Mehrabi, S., Muñoz, J. E., Middleton, L. E., Cao, S., Boger, J., & Barnett-Cowan, M. (2023). Virtual reality as a tool to explore multisensory processing before and after engagement in physical activity. Frontiers in Aging Neuroscience, 15, 1207651. Link
Bermúdez i Badia, S., Avelino, J., Bernardino, A., Cameirão, M. S., Muñoz, J. E., Cardoso, H., ... & Sousa, H. (2023). Development and Validation of a Mixed Reality Exergaming Platform for Fitness Training of Older Adults. In Everyday Virtual and Augmented Reality (pp. 119-145). Cham: Springer International Publishing. Link Pdf
Pasquali, D., Kothig, A., Aroyo, A. M., Muñoz, J. E., Dautenhahn, K., Bencetti, S., & Sciutti, A. (2023, December). That's not a Good Idea: A Robot Changes Your Behavior Against Social Engineering. In Proceedings of the 11th International Conference on Human-Agent Interaction (pp. 63-71). Link
Mehrabi, S., Basharat, A., Mazen, S., Cao, S., Boger, J., Barnett‐Cowan, M., Muñoz, J.E., & Middleton, L. E. (2023). Age in Place, Move in VR: Investigating the Feasibility and Usability of a Custom‐made Virtual Reality Exergame to Promote the Well‐being of Community‐Dwelling Older Adults. Alzheimer's & Dementia, 19, e082051. Link
Muñoz, J.E., Mehrabi, S., Li, Y., Basharat, A., Middleton, L. E., Cao, S., Barnnet-Cowan, M., & Boger, J. (2022). Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic. JMIR Serious Games, 10(1), e29987. Link
Mehrabi, S., Muñoz, J. E., Basharat, A., Boger, J., Cao, S., Barnett-Cowan, M., & Middleton, L. E. (2022). Immersive Virtual Reality Exergames to Promote the Well-being of Community-Dwelling Older Adults: Protocol for a Mixed Methods Pilot Study. JMIR research protocols, 11(6), e32955. Link
Montoya, M. F., Villada, J. F. V., Cardona, J. E. M., Gallo, O. A. H., & López, J. F. (2022). Diseño contextual para la creación de videojuego basado en Realidad Virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular. Revista EIA, 19(38), 3817-pp. Link
Muñoz, J.E., Montoya, M. F., & Boger, J. (2022). From exergames to immersive virtual reality systems: serious games for supporting older adults. In Smart Home Technologies and Services for Geriatric Rehabilitation (pp. 141-204). Academic Press. Link Pdf
Ghafurian, M., Muñoz, J., Boger, J., Hoey, J., & Dautenhahn, K. (2022). Socially interactive agents for supporting aging. In The Handbook on Socially Interactive Agents: 20 years of Research on Embodied Conversational Agents, Intelligent Virtual Agents, and Social Robotics Volume 2: Interactivity, Platforms, Application (pp. 367-402). Link Pdf
Quintero, L., Papapetrou, P., Muñoz, J. E., De Mooij, J., & Gaebler, M. (2022, March). Excite-O-Meter: an Open-Source Unity Plugin to Analyze Heart Activity and Movement Trajectories in Custom VR Environments. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 46-47). IEEE. Link Pdf
Sanoubari, E., Cardona, J. E. M., Houston, A., Young, J., & Dautenhahn, K. (2022). Designing an Anti-Bullying Serious Game: Insights from Interviews with Teachers. In Joint International Conference on Serious Games (pp. 102-121). Springer, Cham. Link Pdf