Learn More
—A closed-loop system that offers real-time assessment and manipulation of a user's affective and cognitive states is very useful in developing adaptive environments which respond in a rational and strategic fashion to real-time changes in user affect, cognition, and motivation. The goal is to progress the user from suboptimal cognitive and affective states(More)
Given the prevalence of traumatic brain injury (TBI), and the fact that many mild TBIs have no external marker of injury, there is a pressing need for innovative assessment technology. The demand for assessment that goes beyond traditional paper-and-pencil testing has resulted in the use of automated cognitive testing for increased precision and efficiency;(More)
There are many virtual environments found in the serious game community that simulate real world scenarios. There is a broad range of fidelity and experimental controls among these serious games. An important component to most evaluations is the extent to which level of fidelity impacts the persons immersed in the serious game. While a great deal of virtual(More)
Visuospatial function and performance in interactions between humans and computers involve the human identification and manipulation of computer generated stimuli and their location. The impact of learning on mental rotation has been demonstrated in studies relating everyday spatial activities and spatial abilities. An aspect of visuospatial learning in(More)
The present study examined the physiological responses collected during a route-learning and subsequent navigation task in a novel virtual environment. Additionally, participants were subjected to varying levels of environmental threat during the route-learning phase of the experiment to assess the impact of threat on consolidating route and survey(More)
The present study examined physiological measures of affect when viewing images from the International Affective Picture System (IAPS), computer-generated still images, and computer-generated videos of feared and non-feared stimuli. Twenty low fear (LF) and twelve high fear (HF) individuals viewed static and moving images of spiders and snakes. In both LF(More)
  • 1