week 10 Flashcards

(34 cards)

1
Q

What are serious games?

A

Games designed for purposes beyond entertainment, such as therapy, education, or training.

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2
Q

What was NeuroRacer and its significance?

A

A 2013 Nature cover story that showed older adults could improve cognitive control via game-based training, leveraging neuroplasticity.

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3
Q

What is the FDA-approved version of NeuroRacer used for?

A

It was commercialized to evaluate and train ADHD patients in attention, working memory, and inhibition.

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4
Q

Why do the visual designs differ between NeuroRacer and its FDA-approved version?

A

Children prefer bright, exaggerated visuals, while adults favor abstract representations; designs are adapted for user demographics.

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5
Q

What does the camera perspective in a game influence?

A

It affects player immersion and engagement: first-person increases realism, third-person balances control, and side-scrolling reduces depth.

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6
Q

Why use VR in serious games?

A

VR provides strong rendering, increased immersion through first-person perspectives, and adaptability across age groups, enhancing engagement.

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7
Q

What is the biggest challenge in VR-based serious games?

A

Cybersickness (motion sickness from VR) is a key issue, especially for sensitive users.

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8
Q

What design adjustment helps with cybersickness?

A

Switching to third-person perspective can reduce symptoms for users prone to motion sickness.

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9
Q

What does research show about VR vs 2D for attention?

A

Studies demonstrate that VR significantly enhances attention levels compared to traditional 2D displays.

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10
Q

What EEG findings support VR’s cognitive benefit?

A

Increased theta power at Fz and reduced response times were observed in VR settings, indicating better cognitive engagement.

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11
Q

How long do VR’s cognitive effects last post-use?

A

Evidence shows neuroplastic effects persist for at least 30 minutes after VR exposure.

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12
Q

What algorithm was used to adapt game difficulty?

A

A staircase algorithm (1-up/3-down) based on EEG neurofeedback was used to maintain optimal challenge.

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13
Q

What is the role of the thresholding session?

A

It determines the player’s baseline attention level (behavioral or neural) to personalize the game difficulty.

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14
Q

What are the core reasons VR matters in serious games?

A

First-person perspective, flexible rendering for different users, and proven engagement enhancement through neural and behavioral data.

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15
Q

What is the metaphor used to describe VR serious game design?

A

It is likened to pharmaceutical development, with parallels like treatment area = game story, dose = game difficulty, and side effects = cybersickness.

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16
Q

What is the ‘therapeutic target’ in VR serious games?

A

The intended cognitive or behavioral outcome, represented by the game story and first-person immersion.

17
Q

What are ‘active ingredients’ in VR games?

A

The core game tasks or mechanics that drive behavioral or cognitive change, such as multitasking or selective attention.

18
Q

What represents the ‘dose’ in VR game design?

A

Game difficulty, which must be personalized to match user needs.

19
Q

What is considered the ‘delivery method’ in VR games?

A

The user interface—e.g., PC-based VR, mobile VR, or interfaces tailored for accessibility like voice or gaze control.

20
Q

What are the ‘adverse effects’ in VR serious games?

A

Side effects like cybersickness, which need to be minimized using design techniques such as slower motion or neuromodulation.

21
Q

What does the NeuroRacer VR case study focus on?

A

Enhancing visual selective attention through a tunnel travel scenario that requires multitasking and visuomotor tracking.

22
Q

What devices were used for the VR NeuroRacer?

A

PC-based VR with HP headset, and mobile VR on Meta Quest 2 and Quest 3.

23
Q

What method was used to reduce cybersickness?

A

Lower travel speed and neuromodulation as shown in Gang Li et al. (2024).

24
Q

What is BCI in the context of VR/XR?

A

Brain-computer interface—technology that reads (and writes) brain states in real-time to enhance interaction and adapt experiences.

25
What is an open-loop BCI system?
A one-way system where the user's brain state is read to adjust the environment, without feedback from the system to the user.
26
What is a closed-loop BCI system?
A two-way system that both monitors and manipulates brain states in real time, adapting dynamically.
27
What is a personalized closed-loop BCI?
A system that targets individual biomarkers to deliver adaptive neuromodulation or feedback based on unique brain responses.
28
What is neurofeedback in BCI systems?
A method where users receive real-time feedback on their brain state to self-regulate behavior or cognitive activity.
29
What does the Lab Streaming Layer (LSL) enable in XR?
Real-time integration of EEG data with XR platforms via signal processing in Unity/C#, enabling adaptive experiences.
30
What hardware is used in DIY XR BCI systems?
Affordable EEG headsets combined with Unity/C# and electronics like Arduino for under $200.
31
What benefits does BCI bring to HCI?
Real-time brain state tracking, intervention, personalization, and neurofeedback for improving safety and comfort.
32
How can BCI be used to reduce driver fatigue?
By detecting fatigue biomarkers with EEG and applying neuromodulation to disrupt them in real-time (personalized closed-loop BCI).
33
How can BCI enhance comfort in VR users?
By identifying cybersickness biomarkers and using group-level neuromodulation or neurofeedback to reduce discomfort.
34
What types of analysis are used in user study design for VR+BCI research?
Both parametric and non-parametric statistics, often via GLMM to account for fixed and random effects.