Games

Five games ("Collecting nectar", "Flight of a butterfly", "Sunken ship", "In search of treasure", "Neuroball") are integrated into a single shell (Fig. 1).

To start working with the program, it is enough to calibrate the device once.


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Fig.1. A single shell for the games with the neurointerface "Optorhythmograph".

“Collecting nectar.”

The goal of the game is to plant the butterfly on the flower and keep it in this state for as long as possible. The butterfly moves vertically at this level. The position of the butterfly on the flower corresponds to the relaxed state of the brain activity (determined by the sensors of the device). The goal is achieved if the butterfly has been held on the flower for a given time (selected in the program) (Fig. 2).


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Fig.2. The program "Collecting nectar."

"Flight of a butterfly."

The goal of the game is to help the butterfly to start from one flower and plant it to another one following a certain trajectory. The butterfly moves at this level both vertically and horizontally. To move the butterfly in the horizontal direction, the player must relax (the sensors fix a relaxed state of the brain activity). For vertical movement, the player must be activated (the sensors fix the increased state of the brain activity). The goal is achieved if the butterfly has moved along a given trajectory and appeared on the nearby flower (Fig. 3).

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Fig.3. The program "Flight of a butterfly."

"Sunken ship."

The goal of the game is to move the submarine vertically in order to highlight with its searchlight the name of the sunken ship "WANDERER" and keep it in this state for as long as possible. The submarine at this level moves only vertically. The name of a sunken ship is illuminated by the submarine searchlight in a relaxed state of the brain activity (determined by the sensors of the device). The goal is achieved if the ship name "WANDERER" has been kept illuminated for a specified time (Fig. 4).

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Fig.4. The program "Sunken ship."

"In search of treasure"

The goal of the game is to help the submarine to start from the shore, collect 3 kinds of treasures, and transport them to the surface ship-base following a certain trajectory. The submarine at this level moves both vertically and horizontally. The horizontal movement of the boat is achieved by the player transferring the brain to the "relaxed" state. When the brain activity increases, the boat turns into a vertical movement. The goal is achieved if the submarine has transported all the treasures to the ship-base (Fig. 5).

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Fig.5. The program "In search of treasure."

Mini football

 

A computer game based on the biofeedback

The user manages the objects in the game by regulating her/his internal state.

An object reflects the current internal state of the user: the object is moved at the moment when the transition from the activation state to the relax state occurs, and vice versa. When the state is activated due to the processes occurring in the brain, the object successfully passes the stages of the game. Activation can occur through the execution of various tasks for logical thinking, counting, visualization of the desired object trajectory, or visualization of abstract geometric objects. There are also such factors as emotional motivation for victory and relaxing through muscular activation, pronouncing, and breathing.

Effect from the game

Increased brain activity and human body adaptation, as well as increased stress resistance and willpower.