DocumentCode
2807375
Title
Neuroscience and simulation int erface for adaptive assessment in serious games
Author
Parsons, Thomas D. ; Reinebold, James
Author_Institution
Inst. for Creative Technol., Univ. of Southern California, Los Angeles, CA, USA
fYear
2011
fDate
2-3 Nov. 2011
Firstpage
93
Lastpage
96
Abstract
While advances in military relevant simulations provide potential for increasing assessment of Soldier readiness to Return-to-Duty (e.g., following a blast injury), little has been done to develop these simulations into adaptive virtual environments (AVE) for improved neurocognitive and psychophysiological assessment. Adaptive assessments offer the potential for dynamically adapting the difficulty level specific to the patient´s knowledge or ability. We present an iteration of the Virtual Reality Cognitive Performance Test (VRCPAT) that proffers a framework for adapting scenarios in the Virtual Battlespace 2 (VBS2) game engine based upon the user´s neurocognitive (task performance) and psychophysiological (e.g., heart rate, skin response, heart rate, and pupil diameter) states.
Keywords
cognition; computer games; military computing; neurophysiology; virtual reality; VRCPAT; Virtual Battlespace 2; adaptive assessment; adaptive virtual environments; military clinicians; neurocognitive assessment; psychophysiological assessment; serious games; simulation interface; soldier readiness; virtual reality cognitive performance test; Adaptation models; Games; Skin; Solid modeling; Stress; Virtual environments;
fLanguage
English
Publisher
ieee
Conference_Titel
Games Innovation Conference (IGIC), 2011 IEEE International
Conference_Location
Orange, CA
Print_ISBN
978-1-4577-0258-7
Type
conf
DOI
10.1109/IGIC.2011.6114953
Filename
6114953
Link To Document