http://www.autismcollaborative.org/wiki/index.php?title=Important_Neuroscientific_Considerations_in_Game_Design_for_Autism&feed=atom&action=historyImportant Neuroscientific Considerations in Game Design for Autism - Revision history2024-03-29T12:07:25ZRevision history for this page on the wikiMediaWiki 1.24.4http://www.autismcollaborative.org/wiki/index.php?title=Important_Neuroscientific_Considerations_in_Game_Design_for_Autism&diff=632&oldid=prevBelmonte: added a caution about maximum-likelihood psychophysical threshold estimation2012-09-14T13:45:28Z<p>added a caution about maximum-likelihood psychophysical threshold estimation</p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 13:45, 14 September 2012</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>'''Log event codes for everything - absolutely everything.'''</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>'''Log event codes for everything - absolutely everything.'''</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>This is another consideration for EEG analysis.  Did the weapons just fire (even though the firing key is being held down constantly)?  That's an event.  Did some sort of motion start or stop or change speed?  That's an event.  Absolutely everything that happens in the game should be reported with an event code.  (See "Game/Engine/Logger.cs".)  We can always ignore event codes if we decide that they aren't of interest in our analysis.  What we can't do is go back and insert event codes after the data have been recorded.  So put everything in.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>This is another consideration for EEG analysis.  Did the weapons just fire (even though the firing key is being held down constantly)?  That's an event.  Did some sort of motion start or stop or change speed?  That's an event.  Absolutely everything that happens in the game should be reported with an event code.  (See "Game/Engine/Logger.cs".)  We can always ignore event codes if we decide that they aren't of interest in our analysis.  What we can't do is go back and insert event codes after the data have been recorded.  So put everything in.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">'''DO NOT use a maximum-likelihood method when estimating psychophysical thresholds.'''</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Although Pentland's "Best PEST" maximum-likelihood statistical estimator is theoretically optimal, it assumes that a human is an invariant system, one whose attention never wanders, one who never is distracted or bored, one who never blinks at a crucial moment.  Psychophysical estimators in general also assume that s subject's missing a stimulus is as informative and beneficial as detecting a stimulus - and the maximum-likelihood method amplifies this shortcoming by converging not on a 75%- or 80%-correct threshold but on the 50% point.  At the 50% point, the slope of the psychometric function is maximal and there is a fine line between successful and unsuccessful detection.  It is therefore at this 50% point that estimated thresholds are most prone to error, and experimental subjects cum game players most prone to frustration.  In a game context, these properties make for a boring game.  Because the maximum-likelihood method considers all stimuli ever presented to the subject, the level of difficulty in detection will not adapt much to shorter-term trends in the subject's acuity.  This lack of adaptation to changes in the subject's acuity can make for a frustrating game sequence in which all or nearly all stimuli go undetected, placing the player in a situation where it seems impossible to succeed.  Even the best of circumstances, a game in which fully half of the trials are missed can likewise become very boring very quickly.  To avoid such pitfalls, we recommend eschewing maximum-likelihood "Best PEST" and Bayesian QUEST algorithms, and instead hewing to a more traditional adaptive-staircase procedure such as described by Garcia-Perez (1998):</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">http://dx.doi.org/10.1016/S0042-6989(97)00340-4</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>'''SEE ALSO'''</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>'''SEE ALSO'''</div></td></tr>
</table>Belmonte