Hyper 3D N-back update

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Fredo Corleone

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Nov 17, 2024, 12:30:21 PM11/17/24
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Hello everyone,

I want to share some updates I've made to my Proof of Concept for the 9-dimensional N-back game.

Updates:

  • Store settings to ensure they are preserved on page reloads
  • Introducing a new statistics view for insight
  • Customize key bindings to suit your preferences
  • Additional parameters are now available in the options slide menu
  • Simplified end-game recap view
  • Reset all parameters to the default "factory" configuration at your convenience

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Mike

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Nov 19, 2024, 3:15:34 AM11/19/24
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It would be better if the Letters > Buttons randomly changed on every trial (length of session after you press the 'Play' button).

Add it as an on/off option.

This also directly trains associational learning. 

I would also use the same letters as below to create more cognitive interference (stroop effect).

Example:
example.png



There's no actual good that comes from learning what keys correspond to what after it goes into long term memory.



Interesting game.




ในวันที่ วันจันทร์ที่ 18 พฤศจิกายน ค.ศ. 2024 เวลา 4 นาฬิกา 30 นาที 21 วินาที UTC+11 Fredo Corleone เขียนว่า:

ys

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Nov 23, 2024, 4:16:11 PM11/23/24
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It's very nice. But it seems like the spatial's key does not work anyway. I don't know if it's just me or if it's not working for everyone else.  

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Fredo Corleone

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Nov 24, 2024, 9:22:39 AM11/24/24
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It was a bug, should be working now! Could you please try it again? Thanks

Ledroit

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Nov 24, 2024, 4:59:31 PM11/24/24
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Thank you, Fredo, thank you a thousand times for your help and contribution.

I had an idea.

If we implement a mode where feedback is more impactful than what is currently in place were to be implemented to encourage/condition the mind to retain information:

     •           Positive feedback would trigger when the player has retained all the information.

     •           Negative feedback would trigger when the player has not retained all the information or has retained some information that doesn’t exist.

 

I have several ideas regarding the feedback model:

 

Idea 1: the rpg mode 

When the session starts, an “experience bar” appears. By default, it is filled to 100% (in blue, gray, or another color, but not red or green). For every correct response (where all information is retained), the substance of the experience bar remains intact. To illustrate this maintenance, a green color temporarily fills the bar (to illustrate the temporary nature : like in Call of Duty when you score a headshot and get a temporary +100 on the screen). If an answer is wrong (for instance, the player forgets to retain some information or retains information that doesn’t exist), the bar loses points. Naturally, a proportional points system would need to be established to ensure the logic of the system.

 

Idea 2 : basic mode 

Positive feedback triggers as soon as all information is retained. This is represented by a green (transparent) color spreading across the entire screen for a few seconds.

 

Negative feedback (represented by a red transparent color spreading) triggers as soon as:

     •           An information is retained but doesn’t exist, or

     •           Not all information is retained.

 

Idea 3 : current mode 

The current feedback in the game is great, but it just needs an added feedback system for the missing information that the player failed to retain.

ys

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Nov 24, 2024, 10:38:20 PM11/24/24
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Yes, it's working now! Perfect! I love it. Thanks a lot.

Fredo Corleone

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Nov 25, 2024, 5:22:36 PM11/25/24
to Dual N-Back, Brain Training & Intelligence
@Ledroit I'm not a big fan of in-game feedback, I think they are distracting, I've put them there just because people like it.
@ys thanks for giving it another try ;)

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