Samira Poudratchi, K. Pouralvar, S. Roohi, Y. Sekhavat
{"title":"Mind Wandering Detection and Application of a Computer Game (Focus) as an Intervention to Return Attention During Readings","authors":"Samira Poudratchi, K. Pouralvar, S. Roohi, Y. Sekhavat","doi":"10.1109/isgs51981.2020.9375391","DOIUrl":null,"url":null,"abstract":"Mind-wandering is a condition in which attention shifts from the current main task to task-unrelated thoughts. There are different types for attention, one of the most important of which is sustained attention. Its function is to keep brain attention on the task during a particular time. Two methods are applied to prevent mind-wandering. The first approach tries to reinforce attentional ability through different approaches to reduce the occurrence of mind wandering; however, in the second approach, we aim to return attention to the main task through controlling methods during readings. This article aims to introduce the cognitive game “Focus” as an intervention to examine mind wandering occurrence during reading passages. In this project, mind-wandering detection is done automatically through eye movements by an eye tracker. We developed a 2-d platformer game in unity engine software whose main character is in search of the related elements to the reading subject. As time passes, the difficulty of the game increases to keep attention over time. The data were gathered by a questionnaire given to ten experts in the fields of multimedia, game design, and cognitive science. The results indicate that Focus can, first, identify mind-wandering and, then, intervene it to reinforce sustained attention.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 International Serious Games Symposium (ISGS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/isgs51981.2020.9375391","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Mind-wandering is a condition in which attention shifts from the current main task to task-unrelated thoughts. There are different types for attention, one of the most important of which is sustained attention. Its function is to keep brain attention on the task during a particular time. Two methods are applied to prevent mind-wandering. The first approach tries to reinforce attentional ability through different approaches to reduce the occurrence of mind wandering; however, in the second approach, we aim to return attention to the main task through controlling methods during readings. This article aims to introduce the cognitive game “Focus” as an intervention to examine mind wandering occurrence during reading passages. In this project, mind-wandering detection is done automatically through eye movements by an eye tracker. We developed a 2-d platformer game in unity engine software whose main character is in search of the related elements to the reading subject. As time passes, the difficulty of the game increases to keep attention over time. The data were gathered by a questionnaire given to ten experts in the fields of multimedia, game design, and cognitive science. The results indicate that Focus can, first, identify mind-wandering and, then, intervene it to reinforce sustained attention.