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Research And Validation Of Gamefication Closed-loop Control Technology

Posted on:2024-09-09Degree:MasterType:Thesis
Country:ChinaCandidate:Q Y SunFull Text:PDF
GTID:2555307079462494Subject:Applied Psychology
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In recent years,electronic games have become an important means of enhancing cognitive function.Many studies have shown that training through special types of electronic games can significantly improve cognitive abilities such as memory,attention,and executive function.Using gamified software to enhance cognitive function has become one of the current hotspots in neuroscience research.Currently,there are some gamified training software available both domestically and abroad.However,existing training software still lacks a targeted adjustment of training parameters based on individual brain states to achieve optimal training effects.To address this issue,this study designed a closed-loop training system that implements a game-based regulatory system that automatically adjusts the training program based on individual states.The system includes a module for collecting brain signals,a module for real-time signal processing and transmission,and a gamified software module that reads the real-time results of brain signal analysis and adjusts the training difficulty based on the results.Additionally,the system implements multidimensional attention regulation for different age groups(adolescents and the elderly).The main achievements of this study include:1.Development of a gamified attention training software.This software was developed using a game engine(Unity engine)optimized for VR and designed to be challenging based on psychological principles.In the VR game,users need to hit objects at a certain speed and rhythm.Brain signals are collected in real-time during the game,and training parameters are adjusted based on the analysis of the signals.2.Verification experiments.To verify the effectiveness of the gamified attention training software,multiple experimental conditions were designed and questionnaire and brain signal data were collected.The experiment first collected 5 minutes of closed-eye resting-state EEG data,followed by 30 minutes of training using either the self-developed game(VR Saber)or the commercial game(VR Chat),with the order of the games balanced between participants.Finally,participants were asked to fill out a questionnaire about their experience.The questionnaire analysis results showed that the self-developed VR Saber game was better than VR Chat in terms of enjoyment and immersion.EEG analysis results showed that in the frontal and occipital lobes,the ratio of R3 power(θ/α)and θ frequency band power were significantly higher in VR Saber than in VR Chat,indicating effective improvement in attention with VR Saber.Both the questionnaire and EEG results confirm the effectiveness of this system for attention training.
Keywords/Search Tags:Virtual Reality Games, Gamification Enhanement, Electroencephalograph, Cognitive Function
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