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Garrett Eastman

Towards the Development of an Affect-Sensitive Game - 0 views

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    Abstract: "The purpose of this study is to create a brain-computer interface-dependent game that relies on user affect as a method of control. The paper first summarizes the existing research into BCI-based applications. It then describes the steps the researchers have been taking in order to develop a game that makes use of the OCZ Neural-Impulse Actuator to retrieve brain signals from a user in order to manipulate different powers utilizing arousal."
Garrett Eastman

Development of a 3D immersive videogame to improve arm-postural coordination in patient... - 0 views

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    Traumatic brain injury (TBI) disrupts the central and executive mechanisms of arm(s) and postural (trunk and legs) coordination. To address these issues, we developed a 3D immersive videogame-- Octopus. The game was developed using the basic principles of videogame design and previous experience of using videogames for rehabilitation of patients with acquired brain injuries.
Garrett Eastman

From Brain Waves to Game Design: A Study on Analyzing and Manipulating Player Interest ... - 0 views

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    From the abstract: "Our goal is to create a better understanding on how to design encounters that affect interest levels in linear FPS games. Specifically, how exactly a player's interest levels can be raised intentionally. To accomplish this, we developed a method for measuring and comparing player interest levels based on electroencephalogram (EEG) data measured using a "Neurosky Mindset" unit, which is a commercially available EEG device. We measured player EEG data for the first 4 levels of the FPS game "Call of Duty: Modern Warfare 2" and calculated player interest levels for the entire length of gameplay. By referring to recorded gameplay videos, we were able to associate each increase in interest levels for each player to a specific point in game. From this data, we found and isolated points in each level where most players showed a rise in interest levels, and discovered that certain patterns existed between these situations. These findings led to another study where we further analyzed these situations and found out what factors caused most players to show a rise in interest levels. We were able to divide these factors into 6 different categories called Triggers: "Anticipation", "Concentration", "Surprise", "Frustration", "Overwhelm" and "Fear". As these triggers represent mutually exclusive elements that affect a player's interest levels, we found that in most situations where many test subjects showed a rise in interest levels, more than one trigger is present, a phenomenon we call Stacking. While our study is still ongoing, we believe that by using these triggers as guidelines, game designers will be able to intentionally plan and control the player's interest level for FPS games with a certain level of guarantee"
Garrett Eastman

BrainQuest: an active smart phone game to enhance executive function - 0 views

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    Abstract: "Brain Quest is an active smart phone game designed to promote both physical activity and executive function in 10-11 year old children. This paper describes the user centred design process which involved a team of psychologists, HCI experts, physical activity specialists and thirty four children over a period of 18 months. Results of two preliminary studies are promising, suggesting that BrainQuest is enjoyable, promotes moderate physical activity and has the potential to provide cognitive scaffolding of the key executive function (EF) skill of multitasking."
Garrett Eastman

Design and Development of an Affect-Sensitive Horror Game - 0 views

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    Using a brain-computer-interface, researchers attempt to discover what game elements evoke fear in players
Garrett Eastman

Treating schizophrenia: Game on : Nature News & Comment - 0 views

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    Michael Merzenich has a plan for how to convince sceptics of the worth of his brain-training video games: prove that the software can help people with schizophrenia.
Garrett Eastman

The Scientific Community Game - 0 views

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    "The key contribution of this paper is a simple protocol language which is at the heart of defining constructive claims through games. Our protocol language generalizes the class of claims that can be expressed in predicate logic. We build on the long tradition in logic and games of imperfect information: our protocol language can also express indeterminate claims, such as "I am better than you at solving this problem." The purpose of SCG is to provide a helpful framework to develop and disseminate the world's constructive claims in formal scientific domains. The development of claims is both collaborative and selfevaluating using the global brain."
Garrett Eastman

THE EVOLUTIONARY PSYCHOLOGY OF VIDEO GAMES: THE DIGITAL GAME AS SUPERNORMAL STIMULUS - 0 views

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    Abstract : "This paper explores how supernormal stimuli may have contributed to the remarkable popularity of several types of video games: first-person shooters (FPSs), massively multiplayer online role-playing games (MMORPGs), and Minecraft. Human culture, technology, and environments have advanced so rapidly in the last 10,000 years that the brains of Homo sapiens have not been able to keep up. Humans survive in the modern world, but still retain a mind stuck in the Pleistocene. Supercharged representations of ancient stimuli, which appealed to prehistoric human ancestors in the environment of evolutionary adaptedness (EEA), appear in many video games and may be hyper-stimulating humans' adaptive instincts. These supernormal stimuli appear to correlate with the remarkably engaging, pleasurable, and satisfying experiences human players derive from playing these games. This paper goes on to propose that greater recognition of the potential of supernormal stimuli, and experimentation with the creation of virtual worlds stand to improve not only digital games, but the way in which humans live, work, and play in the real world."
Garrett Eastman

UGA research team receives $500K NIH grant to develop interactive learning tools | Ge... - 0 views

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    Athens, Ga. - A team of University of Georgia researchers has been awarded a $500,000 small business grant from the National Institute of Mental Health to develop interactive educational software aimed at teaching high school students how the five senses work in the context of the brain and how neurons work.IS3D LLC, a partnership founded in 2010 by eight UGA faculty and staff members, will develop the software with input from high school teachers and students in Atlanta and northeast Georgia.IS3D will design a game based on the five senses, along with a series of interactive case studies that will allow students to explore how neurons work. The software will be tested in classrooms to gauge their effectiveness in helping students learn and whether they improve the students' engagement in science curriculum
Garrett Eastman

Gamer Heal Thyself With Jane McGonigal's SuperBetter - 0 views

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    Jane McGonigal used a game to help her heal from a traumatic brain injury and now makes it available to help others confront various physical ailments, in partnership with Zappos
Garrett Eastman

Beyond Gamification: 7 Core Concepts to Create Compelling Products - 0 views

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    Amy Jo Kim from Shuffle Brain speaks at the Web 2.0 conference
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