• 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