Neuroergonomics: The Brain at Work
Neuroergonomics: The Brain at Work
ACM SIGGRAPH 2007 educators program
Automated SAF adaptation tool (ASAT)
FAC'07 Proceedings of the 3rd international conference on Foundations of augmented cognition
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The advances in sophisticated, immersive and highly engaging video gaming technology have resulted in the introduction of "serious gaming" as platforms for training. A virtual environment that mimics reality as closely as possible is an effective instructional medium and also serves as a performance improvement/evaluation platform. However, the current methodologies suffer from several limitations: 1) conventional qualitative evaluation techniques that are removed from the trainee's actual experience in both time and context 2) open loop platforms fail to support adaptive training and scenarios or leverage repeatability to accelerate training 3) failure to adapt to individual's current psychophysiological state, limiting skill acquisition rates 4) multi-person tasks that lack tools for objective assessment and prediction of team cohesion or performance. As part of our initiative to invent a suite of Interactive Neuro-Educational Technologies (I-NET), we have developed a Neurogaming platform that will help resolve many of these limitations.