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Title:
A DIVIDED VISUAL ATTENTION SPEED OF PROCESSING TASK FOR ENHANCING COGNITION
Document Type and Number:
WIPO Patent Application WO/2016/004016
Kind Code:
A1
Abstract:
Disclosed is a cognitive training exercise configured to train a speed of processing by a user through a divided visual attention paradigm in an intuitive, engaging, and adaptively challenging way to enhance cognition. This exercise engages users in a task where they must repeatedly identify a target, such as a target animal, from among a set of different targets, such as target animals, that rapidly appear and disappear at differing locations on an electronic screen. Users must identify the correct target from a group of potential targets to succeed. The speed at which a user identifies targets is a function of his or her memory and training. Thus the ability to identify targets quickly is a function of the success of the user's completion of the exercise.

Inventors:
KENNERLY DAVID ETHAN (US)
AHRONI BENJAMIN LEE (US)
KALUSZKA AARON (US)
Application Number:
PCT/US2015/038514
Publication Date:
January 07, 2016
Filing Date:
June 30, 2015
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
LUMOS LABS INC (US)
International Classes:
A63F13/00; A63F13/45; A63F13/80; G09B5/00
Foreign References:
US20070166675A12007-07-19
US20120238831A12012-09-20
US20120021811A12012-01-26
US20080057483A12008-03-06
US20080212032A12008-09-04
Attorney, Agent or Firm:
O'REGAN, Cecily, Anne et al. (One Maritime Plaza - 18th FloorSan Francisco, CA, US)
Download PDF:
Claims:
CLAIMS

WHAT IS CLAIMED IS:

1. A method of training a cognitive skill comprising:

providing, via a user computing device user interface display, training comprising at least one trial comprising:

displaying on the user interface display, via the user computing device, one or more randomly positioned stimuli on the user interface display;

removing from the user interface display, via the user computing device, the one or more randomly positioned stimuli;

displaying on the user interface display, via the user computing device, one or more randomly positioned subsequent stimuli on the user interface display wherein one of the subsequent stimuli is the same as one of the stimuli previously presented;

receiving, via a user interface input, a location of the of the subsequent stimuli; and

providing, via the user interface, an indicator that the user is correct when the location corresponds to the stimuli.

2. The method of claim 1, wherein the one or more randomly positioned stimuli are masked after a target amount of time.

3. The method of claim 1 wherein the indicator is an audible indicator.

4. The method of claim 1 further comprising determining whether the input received from the user is received within a target amount of time.

5. The method of claim 4 wherein the target amount of time is a function of a difficulty level of a trial.

6. The method of claim 1 further comprising increasing a difficulty of the trial when the location corresponds to the target stimulus location and decreasing the difficulty of the trial when the location does not correspond to the target stimulus location.

7. The method of claim 1 further comprising:

displaying a background on the user interface display, via the user computing device, wherein the background moves in a first direction or a second direction.

8. A cognitive skill training apparatus comprising:

a computing device in communication with a user interface display configured to:

provide training comprising at least one trial comprising: displaying on the user interface display, via the user computing device, one or more randomly positioned stimuli on the user interface display;

removing from the user interface display, via the user computing device, the one or more randomly positioned stimuli;

displaying on the user interface display, via the user computing device, one or more randomly positioned subsequent stimuli on the user interface display wherein one of the subsequent stimuli is the same as one of the stimuli previously presented;

receiving, via a user interface input, a location of the of the subsequent stimuli; and

providing, via the user interface, an indicator that the user is correct when the location corresponds to the stimuli.

9. The apparatus of claim 8, wherein the one or more randomly positioned stimuli are masked after a target amount of time.

10. The apparatus of claim 9 wherein the indicator is an audible indicator.

11. The apparatus of claim 8 further comprising determining whether the input received from the user is received within a target amount of time.

12. The apparatus of claim 8 wherein the target amount of time is a function of a difficulty level of a trial.

13. The apparatus of claim 12 wherein the target amount of time is a function of a difficulty level of a trial.

14. A machine readable medium containing instructions that, when executed by a computing device, cause the computing device to perform a method, the method comprising:

providing, via a user computing device user interface display, training comprising at least one trial comprising:

providing, via a user computing device user interface display, training comprising at least one trial comprising:

displaying on the user interface display, via the user computing device, one or more randomly positioned stimuli on the user interface display;

removing from the user interface display, via the user computing device, the one or more randomly positioned stimuli;

displaying on the user interface display, via the user computing device, one or more randomly positioned subsequent stimuli on the user interface display wherein one of the subsequent stimuli is the same as one of the stimuli previously presented;

receiving, via a user interface input, a location of the of the subsequent stimuli; and

providing, via the user interface, an indicator that the user is correct when the location corresponds to the stimuli.

15. A cognitive skill training apparatus means comprising:

a user computing device means for providing training comprising at least one trial comprising:

the user computing device means including a user interface display means for displaying on the user interface display means, via the user computing device means, one or more randomly positioned stimuli on the user interface display wherein one of the randomly positioned stimuli is a target stimulus;

the user computing device means including a user interface display means for removing from the user interface display means, via the user computing device means, the one or more randomly positioned stimuli; the user computing device means including an input receiving means for receiving, via a user interface input means, a location of the target stimulus; and

the user computing device means including a user interface display means for providing, via the user interface means, an indicator that the user is correct when the location corresponds to the target stimulus and an indicator that the user is incorrect when the location does not correspond to the target stimulus.

16. The apparatus means of claim 15, wherein the one or more randomly positioned stimuli are masked after a target amount of time.

17. The apparatus means of claim 16 wherein the indicator is an audible indicator.

18. The apparatus means of claim 15 further comprising determining whether the input received from the user is received within a target amount of time.

19. The apparatus means of claim 15 wherein the target amount of time is a function of a difficulty level of a trial.

Description:
A DIVIDED VISUAL ATTENTION SPEED OF PROCESSING TASK

FOR ENHANCING COGNITION

CROSS-REFERENCE

[0001] This application claims the benefit of U.S. Provisional Application

No .62/01^896, filed June 30, 2014, entitled ^ Divided Visual Attention Speed of Processing Task for Enhancing Cognition, which application is incorporated herein by reference.

BACKGROUND

[0002] Speed of processing refers to the time it takes the brain to perform simple or automatic cognitive tasks such as recognition. This cognitive function is required for everyday activities that involve quick identification, such as shopping and driving, as well as more specialized activities such as photography and sports. As a critical part of cognition, enhancing this capacity is highly desirable.

[0003] Researchers have used a task called the Useful Field of View to both measure and improve speed of processing by exercising divided visual attention. In these tasks, users are instructed to pay attention to visual stimuli in the center of a screen, while other stimuli appear in the periphery. Training with this task has been shown to improve real-world outcomes, such as reducing accidents and reducing the time required to perform basic tasks such as looking up a phone number. This promising approach demonstrates the appeal of speed of processing training, however, such training is not without its limitations. Due to requiring identification of both the center and peripheral target, current approaches involve long inter-trial delays, reducing the amount of training that can be accomplished in a given timeframe, and creating a disjointed experience.

[0004] The visual processing required to perform such tasks recruits several areas of the brain, including the visual cortex, hippocampus, and prefrontal cortex, and the contribution of these areas changes with age. Directed training is expected to enhance the operation of these critical neural pathways.

SUMMARY

[0005] Disclosed is a cognitive training exercise configured to train a speed of processing by a user through a divided visual attention paradigm in an intuitive, engaging, and adaptively challenging way to enhance cognition. This exercise engages users in a task where they must repeatedly identify a target, such as a target animal, from among a set of different targets, such as target animals, that rapidly appear and disappear at differing locations on an electronic screen. Users must identify the correct target from a group of potential targets to succeed. The speed at which a user identifies targets is a function of his or her memory and training. Thus the ability to identify targets quickly is a function of the success of the user's completion of the exercise.

[0006] An aspect of the disclosure is directed to a method of training a cognitive skill. Suitable methods comprise: providing, via a user computing device user interface display, training comprising at least one trial comprising: displaying on the user interface display, via the user computing device, one or more randomly positioned stimuli on the user interface display; removing from the user interface display, via the user computing device, the one or more randomly positioned stimuli; displaying on the user interface display, via the user computing device, one or more randomly positioned subsequent stimuli on the user interface display wherein one of the subsequent stimuli is the same as one of the stimuli previously presented; receiving, via a user interface input, a location of the of the subsequent stimuli; and providing, via the user interface, an indicator that the user is correct when the location

corresponds to the stimuli. In some configurations, the one or more randomly positioned stimuli are masked after a target amount of time. Additionally, the indicator can be an audible indicator. Moreover, determining whether the input received from the user can be evaluated to determine whether the input was received within a target amount of time. The target amount of time, in at least some

configurations, can be a function of a difficulty level of a trial. A difficulty of the trial can be increased when the location corresponds to the target stimuli location and decreased when the difficulty of the trial when the location does not correspond to the target stimuli location. A background can also be displayed on the user interface display, via the user computing device, wherein the background moves in a first direction or a second direction.

[0007] Another aspect of the disclosure is directed to a cognitive skill training apparatus comprising: a computing device in communication with a user interface display configured to: provide training comprising at least one trial comprising:

displaying on the user interface display, via the user computing device, one or more randomly positioned stimuli on the user interface display; removing from the user interface display, via the user computing device, the one or more randomly positioned stimuli; displaying on the user interface display, via the user computing device, one or more randomly positioned subsequent stimuli on the user interface display wherein one of the subsequent stimuli is the same as one of the stimuli previously presented; receiving, via a user interface input, a location of the of the subsequent stimuli; and providing, via the user interface, an indicator that the user is correct when the location corresponds to the stimuli. In some configurations, the one or more randomly positioned stimuli are masked after a target amount of time. Additionally, the indicator can be an audible indicator. Moreover, determining whether the input received from the user can be evaluated to determine whether the input was received within a target amount of time. The target amount of time, in at least some

configurations, can be a function of a difficulty level of a trial. A difficulty of the trial can be increased when the location corresponds to the target stimuli location and decreased when the difficulty of the trial when the location does not correspond to the target stimuli location. A background can also be displayed on the user interface display, via the user computing device, wherein the background moves in a first direction or a second direction.

[0008] Yet another aspect of the disclosure is directed to a machine readable medium containing instructions that, when executed by a computing device, cause the computing device to perform a method, the method comprising: providing, via a user computing device user interface display, training comprising at least one trial comprising: providing, via a user computing device user interface display, training comprising at least one trial comprising: displaying on the user interface display, via the user computing device, one or more randomly positioned stimuli on the user interface display; removing from the user interface display, via the user computing device, the one or more randomly positioned stimuli; displaying on the user interface display, via the user computing device, one or more randomly positioned subsequent stimuli on the user interface display wherein one of the subsequent stimuli is the same as one of the stimuli previously presented; receiving, via a user interface input, a location of the of the subsequent stimuli; and providing, via the user interface, an indicator that the user is correct when the location corresponds to the stimuli.

[0009] Still another aspect of the disclosure is directed to a cognitive skill training apparatus means comprising: a user computing device means for providing training comprising at least one trial comprising: the user computing device means including a user interface display means for displaying on the user interface display means, via the user computing device means, one or more randomly positioned stimuli on the user interface display wherein one of the randomly positioned stimuli is a target stimuli; the user computing device means including a user interface display means for removing from the user interface display means, via the user computing device means, the one or more randomly positioned stimuli; the user computing device means including an input receiving means for receiving, via a user interface input means, a location of the target stimuli; and the user computing device means including a user interface display means for providing, via the user interface means, an indicator that the user is correct when the location corresponds to the target stimuli and an indicator that the user is incorrect when the location does not correspond to the target stimuli. In some configurations, the one or more randomly positioned stimuli are masked after a target amount of time. Additionally, the indicator can be an audible indicator. Moreover, determining whether the input received from the user can be evaluated to determine whether the input was received within a target amount of time. The target amount of time, in at least some configurations, can be a function of a difficulty level of a trial. A difficulty of the trial can be increased when the location corresponds to the target stimuli location and decreased when the difficulty of the trial when the location does not correspond to the target stimuli location. A background can also be displayed on the user interface display, via the user computing device, wherein the background moves in a first direction or a second direction.

INCORPORATION BY REFERENCE

[0010] All publications, patents, and patent applications mentioned in this

specification are herein incorporated by reference to the same extent as if each individual publication, patent, or patent application was specifically and individually indicated to be incorporated by reference. See, also

US 2014/0322685 Al published October 30, 2014 to Kennerly et al. for Systems and Methods for Enhancing Cognition Via a Physically Intuitive Spatial Visualization Task; US 2013/0101975 Al published April 25, 2013 to Hardy et al. for Systems and Methods for Targeting Specific Benefits with Cognitive Training. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] The novel features of the invention are set forth with particularity in the appended claims. A better understanding of the features and advantages of the present invention will be obtained by reference to the following detailed description that sets forth illustrative embodiments, in which the principles of the invention are utilized, and the accompanying drawings of which:

[0012] FIG. 1 illustrates a screen shot wherein a training session presents multiple stimuli for a target duration for the user to remember and select which stimuli had appeared in the prior trial;

[0013] FIG. 2 illustrates a screen shot after a brief duration an animated mask interferes with the silhouette of the stimuli presented on the screen;

[0014] FIG. 3 illustrates a screen shot where selecting the stimulus shown in the prior trial results in a correct feedback animation;

[0015] FIG. 4 illustrates a screen shot where an incorrect response results in an animation that highlights the stimulus that was selected and the stimulus that had actually appeared in the prior trial;

[0016] FIG. 5 illustrates a game flow diagram;

[0017] FIG. 6 illustrates a screen shot where lower levels contain fewer stimuli of greater difference in color and shape that are closer together and appear for a longer duration;

[0018] FIGS. 7A-B illustrate screen shots where higher levels contain more stimuli of lesser difference in color and shape that are closer together and appear for a shorter duration;

[0019] FIG. 8 illustrates a tutorial flow diagram;

[0020] FIGS. 9A-B illustrate screen shots of a tutorial describing the method of interaction through a series of prompts; FIGS. 9C-D illustrate screen shots wherein the tutorial provides interactive feedback to the user;

[0021] FIG. 10 illustrates a screen shot wherein the tutorial ends by describing the game's strategy;

[0022] FIG. 11 illustrates a screen shot of a heads-up display indicates the remaining time (or number of trials), cumulative score for correct responses, and the level of difficulty;

[0023] FIG. 12 illustrates a screen shot wherein a measure of progress is indicated visually; [0024] FIG. 13 illustrates a screen shot wherein the final result screen containing the user's score, number correct and level of difficulty; and

[0025] FIG. 14 illustrates a flow diagram directing players to play the tutorial and setting game difficulty.

DETAILED DESCRIPTION

[0026] The disclosed exercises are configured to cause a user to direct attention to multiple stimuli while remembering which stimulus was seen in a previous trial.

During the exercise users should quickly observe simultaneous stimuli and remember their salient visual properties. By swapping stimuli appearance and positions in a continuous and graduated manner, it becomes unnecessary to use discrete call and response trials to exercise divided visual attention.

[0027] A gameplay mechanism involves self-paced trials of viewing a two or more stimuli simultaneously. The presented two or more stimuli are configurable to appear for a target duration on the screen. The duration of presentation can vary depending on the skill of the user. The user then selects one of the presented stimuli that had appeared during the previous trial. A physically intuitive representation of stimuli can be used. The stimuli can be represented by, for example, various animals emerging from a river, although other representations could be substituted without departing from the scope of the disclosure. Turning now to FIG. 1, a screen 100 displays an environment 110 which includes a first stimuli 120, and a second stimuli 122 that is visually different than the first stimuli 120. A summary of the time 102, score 104, and level of game play 106 can also be displayed. The user then selects from the first stimulus 120, and the second stimulus 122 presented on the screen 100. Selection can be achieved by pointing and clicking the location of the one of the stimuli with a computer mouse or other pointing device in 2D or 3D space, or by touching the location desired on a touch-sensitive input device. Additionally, at the time of selection by the user the stimuli can be visually apparent on the screen or no longer apparent, in which case the user indicates where the stimulus was last visually apparent. The stimuli can be represented by any suitable iconic illustrations, such as illustrations of animals in various colors. Other physical representations could be substituted, such as fireflies in a marsh, animals in a desert, or suspects in a dark alley, without departing from the disclosure. [0028] In some configurations, only one stimulus 120 is presented to the user. For example, during a first trial, or after a mistaken trial, the stimulus appears and then may automatically disappear after a short duration of time or target time (e.g. or after the user provides input acknowledging the stimulus). A target time is from 20 seconds to 0.1 seconds. The disappearance animation is configurable so that it masks most of the silhouette of the stimuli. See FIG. 2, which displays an environment 210 on the screen 200, with a first silhouette of the stimuli 230, and a second silhouette of the stimuli 232. Thus, for example, a mask can interfere with an after-image of the stimuli due to saturation of the receptors in the retinas of the user that could otherwise confound the task. The location of the selection from the user is then compared to all the locations for the stimuli. The next trial begins by showing the user the correct stimulus and one or more incorrect stimulus of a different appearance. When a location is selected by the user that is nearest to the stimuli that had appeared in the prior trial (e.g., immediately prior trial), audio feedback can be provided that can be heard by the user to indicate the correct response. As shown on the screen 300 illustrated in FIG. 3, a first stimulus 320 and a second stimulus 322 is shown in an environment 310. When the user selects the second stimulus 322, which is the correct selection in the trial, a correct symbol 350 appears. The correct symbol can be a check mark, a circle surrounding the symbol, etc. The nearest stimulus is selected by the user if, for example, the selected stimulus is within an approximate range of the user's activation (e.g., location on a touch screen that the user touches, or cursor location when a user activates a mouse click). Audio can also accompany the correct selection.

[0029] If the selection by the user is out of range, then the answer (i.e., user selection) is judged to be incorrect. When an incorrect stimuli or out of range selection is made by a user, then the stimuli are revealed and the correct stimulus is highlighted. As shown in FIG. 4, the screen 400 displays a first stimulus 420 and a second stimulus 422. If the first stimulus 420 is the correct answer and the user selects the second stimulus 422, which would then be incorrect, an incorrect symbol can be displayed over the incorrect answer or the correct stimulus can be highlighted by a highlighter 450, such as a circle around the correct answer. After a correct stimulus is selected and the feedback has completed, a next trial can be presented that repeats this process of displaying stimuli, awaiting input, and displaying feedback on the correctness. During each subsequent trial there may only be one stimulus that was observed in the immediately previous trial. [0030] The system is configurable such that the trials repeat with varying colors and shapes of stimuli. Either a time limit or trial limit ends the exercise with an indication that time was exhausted. If using a time limit, an audio sound can be provided that warns the user that the time limit is almost at an end. Turning to FIG. 5, an exemplar flow diagram 500 is shown. As a first step, the flow diagram starts 510 and determines if the user response was correct 512 (i.e., did the user select the correct stimulus from the stimuli presented). If an incorrect response was received from the user, then an incorrect indicator is displayed 514. If the correct response was received from the user, then a correct indicator is displayed 520. Once a correct response is received, a score for the user is increased 522. In at least some configurations, the level of the game is increased proportionally to the response speed of the user 526. Thereafter, the flow ends 530. Additionally, in at least some configurations, the increase in difficulty proportional to speed of response and can take into consideration minimum and maximum limits. Thus, if a correct answer is received but it is not received within the expected time, instead of decreasing the level, the system can make a proportional change to the increase in difficulty. In general, the level of difficulty will either increase or decrease but will not stay the same.

[0031] In other configurations, if the response was not received within an expected time frame, or if the response received was incorrect, then the level of difficulty of the game is decreased.

[0032] In one configuration, correct responses increase the score by a factor. The factor of increase can, for example, be the square of the current trial level of difficulty multiplied by a scaling factor. This scale is a quarter (0.25) for trials that show one stimulus, one (1.0) for trials with two stimuli, and then equal to the number of stimuli for three or more stimuli. So, for example, if another constant multiplication and the number of levels (current implementation of 200) and the average response time conform median session scores to a five digit number, between 10,000 and 99,999. The current session score is displayed to the user in a heads-up display. For example, if the current trial level is 1, and only one stimulus is shown, the scale of increase would be (100) 2 x 0.25 = 2500The score can be rounded to the nearest ten in order to keep the number of significant figures below 5. At the end of the session, the session score is the cumulative total of the score of each trial.

[0033] In another exemplar configuration, correct responses increase the score by the current trial level of difficulty multiplied by a constant factor (which in our im lementation is 2), then multiplied again by the number of stimuli in the level, and rounded up to the nearest 10. Example: if the current trial level is 10, and two stimuli are shown, the score increase would be 10 * 2 * 2 = 40.

[0034] As will be appreciated by those skilled in the art, left and right edges of the screen illustrating the environment (shown as environment 110, 210, 310, 410, 610, 710, 910 in FIGS. 1-4, 6, 7 and 9) can be left vacant to provide room for a decorative background. The environment can be illustrated to correspond to a background that corresponds to the stimuli presented. Where the stimuli are animals that might appear in a river, the environment can be illustrated as a river with the edge of the river appearing on one or more sides (e.g., plants, rocks, etc.). As the user increases in level of difficulty, the background can be configurable to scroll to visualize this progress toward the highest level of difficulty. Thus, for example, the environment can be changing as the environment would change with motion down a river. As the user makes an incorrect response, which decreases difficulty, the background scrolls in regress (e.g., backwards) to visually depict that the difficulty has adjusted to the user's performance. The decorations along the side also roughly correspond to how difficult the level is. In an implementation this can be represented by, for example, more treacherous and/or majestic terrain and climate on the side of a mountain.

[0035] As shown in the screen 600 depicted in FIG. 6, other representations could be used to depict a level of current difficulty. Task difficulty can be moderated by a set of parameters, which adaptable to increase based on a skill level of the user. The parameters can be a number of stimuli, the vertical and horizontal extent of where stimuli may appear, the number of milliseconds to display the stimuli before the stimuli disappears, the palette of colors available, the range of differences in the color spectrum, the range of differences in stimuli morphology, and the number of consecutive trials for which the target stimulus remains constant. A first stimulus 620 and a second stimulus 622 appear close together in the background environment 610 which represents an easier game level. The background can appear to move in a first direction 640 and a second direction 642. In at least some configurations the first direction and second directions are in opposing directions. Turning to FIGS. 7A-B, a first stimulus 720 and a second stimulus 722 can be positioned in close proximity as shown in FIG. 7A. For a more difficult game trial, three stimuli are shown 724, 726, 728 in an environment 710. [0036] FIG. 8 illustrates a flow diagram for training 800. The training starts 810, then a task is described 812. The system then displays an example with instructions 814. Thereafter the user makes a response 816. The system determines if the response is correct 818. If the response is not correct, the system notes the incorrect response 820 and displays another example with instructions 814 and repeats the training flow. If a correct response is received, the system displays a correct indicator 822. The system then determines if more examples are recommended or desired 824. If more examples are desired, the system displays examples with instructions 814 and repeats the flow. If no more examples are desired, then the strategy is described 826 and the tutorial ends 830.

[0037] A user can start at the lowest level in a tutorial, or skip the tutorial and proceed to the next lowest level after the tutorial levels, or, in sessions beyond the first, at a last trial level of a previous session minus a constant number or percentage of levels. Thus, each session is adaptable to the previous session performance for a user. In the scenario where a user performed poorly, to prevent one outlying poor performance from discouraging training in the future while still adapting to any long-term decline in performance, the next session starting level is the average of their trial sessions, minus a constant. Increasing several levels during a session causes a display of an animated milestone of progress, which is shown after gameplay concludes. The milestones are evenly distributed across the range of levels. For example, in an implementation there are 10 milestones distributed across 200 levels, so there are 20 levels between each milestone. Other numbers could be substituted.

[0038] The level of difficulty is presented to the user as a distance traveled along a straight river, although other representations could be substituted. To increase the drama of play, the levels are multiplied by a constant to represent the number of feet traveled along the river. For example, a level of 20 could be multiplied by a constant of 50 feet to yield a level text of 1000 feet.

[0039] The parameters can be configured to increase the difficulty gradually over several levels of difficulty, which in our current implementation is 200 levels, although other numbers of difficulty level parameters could be generated. When major parameters that comprise the difficulty of a level are incremented, minor parameters are reset back to an easier setting. For example, when the minimum color index increments, which restricts the color range that is displayed on the screen, then the column and row count decreases so that stimuli appear nearer to the center of the displayed environment. A narrow field of view and a shorter distance for selection partially compensates for the more similar and difficult color range.

[0040] The number of stimuli can also vary, with increasing number of stimuli present increasing the difficulty. In at least some configurations, the minimum number of stimuli is two and the maximum stimuli is four, although other numbers could be substituted without departing from the scope of the disclosure. During game play, the user is expected to remember all combinations of color and shape of one or more stimuli presented while comparing them to a second set of combinations of color and shape of a previous set of presented stimuli and committing these new items to memory. The vertical and horizontal extent that stimuli may occupy constrains the maximum distance between stimuli. Higher difficulties allow the greatest possible distance.

[0041] The process is as follows:

[0042] Step 1 : view a set of one or more stimuli in an environment;

[0043] Step 2: the set of one or more stimuli in an environment disappear from view;

[0044] Step 3 : view another set of one or more stimuli in an environment where at least one of the stimuli is the same as the stimuli presented in Step 1 ;

[0045] Step 4: select one stimulus from the set of stimuli in step 3 which is the same as a stimuli presented in Step 1 ;

[0046] Step 5 : determine correctness of selection;

[0047] Step 6: repeat steps 1-5 one or more additional times.

[0048] The system can present the stimuli for a specified time. For example, the stimuli can be presented for a specified number of milliseconds with a margin of error to allow for the user's computer display. A display time can range, for example, from thousands of milliseconds at the easiest difficulties to tens of milliseconds in the hardest difficulties. When the stimuli disappear, a mask can be provided to occlude the prior location of the stimuli as shown in FIG. 2. Alternatively, the stimuli can disappear and a representation of a continuation of environment can appear in place. The mask can also be a continuation of the environment. The speed at which a user may increase their level from a correct response can be derived in part from the duration of the stimuli. There is an upper bound and a lower bound to the maximum response time which would increase the next trial level. Answering much faster can increase the trial level more, which is also derived from the stimuli duration. Thus, the speed at which a response of a user is registered and/or the speed of an answer compared to earlier speeds, can increase the trial level. In an implementation, the maximum number of trial levels that could be ascended in a single trial response is 3. The durations for response times to increase the next trial level is a bounded fraction of the stimuli duration. The animations of the stimuli entrance, exit, correct response, wrong response also scale within bounds according to the stimuli duration. On a trial with one stimulus or the immediately following trial that has a long duration, after a few seconds an animation hints at the correct response.

[0049] The stimuli colors and morphologies are arranged into a spectrum, such that the most similar colors are adjacent, and likewise such that the most similar silhouettes are adjacent. In our current implementation, there are six colors and nine shapes, although other numbers could be illustrated and animated. The difficulty level determines the size of the step. A smaller step represents more similar stimuli, which makes it more difficult for the user to quickly discriminate between the stimuli. At higher levels, the step size of the color converges to zero. At a minimum color step size of zero, all the colors are the same. To avoid color bias and provide a physically intuitive theme, the color white was selected, although other colors could be substituted. The shape spectrum step functions analogously by the same basic algorithm, a wider step at easier levels and progressing to a smaller step. In our implementation, the widest color step is one of the six colors, although other numbers could be substituted. The widest shape step is two of nine, although other numbers could be substituted. If the step were constant, then the sequence of stimuli could be memorized and the attention component of the exercise would be circumvented. To avoid this, on rare random trials, the step size increases to a larger number. When a step in color or shape would reuse the same color or shape as the previous trial when the step size is one or greater for the respective property, the step size increases until a unique color and shape are found.

[0050] To graduate the training of working memory and attention, the number of consecutive trials of the same target stimulus is specified at each level of difficulty. In an implementation, this number can range from about sixteen to zero. At a number of one or greater, when stimuli are selected, the target is preserved for the next trial until the number of consecutive trials exceeds the number allotted for that level of difficulty, and is consequently reset with a transition to the next target stimuli. To disambiguate the transition, when the number of consecutive trials on the same target is one or greater, an interstitial trial has exactly one stimuli. At a highest difficulty, when the number of consecutive trials on the same target stimuli is zero, there is no interstitial, and there are two or more stimuli at each trial, in which the target swaps.

[0051] The user can be introduced to the training exercise via a short interactive tutorial describing the gameplay elements. The tutorial can also prompt the user to complete a series of simple game configurations with guided messages and prompts. FIGS. 9A-9D illustrates a series of screens that can be displayed during the tutorial. Each screen 900 can give the user the option to skip tutorial 902. The environment 910 and one or more stimuli 920, 922, 924, 926 are displayed at different times during the tutorial. Gameplay features such as the appearance and disappearance of stimuli and any rules for selecting the previously seen stimuli are explained with animations. For example, an initial instruction 960 can be provided which instructs the user "In this game you track animals that emerge from the river. Remember the SHAPE and COLOR of this animal, then click the animal." Another instruction 962 can be "When you see TWO animals, remember both. Then click the one you saw last time." Moving forward in the tutorial the user can be instructed 964 "When you see TWO animals, remember both. Then click the one you saw last time." Another instructions 966 could be "Now, the animals will DISAPPEAR. Click the animal or where the animal was before it disappeared." As the animal disappears 952, it fades. Interactive feedback informs users of their success in understanding the task, and players are given the chance to retry after selecting an incorrect stimulus. As shown in FIG. 10 the user is given feedback 1068, such as "Nice work. Be as quick and accurate as possible to get to higher levels. At higher levels animals disappear quickly."

Thereafter, the user can press play 1070 to continue to a game play. After a number of successful trials (such as 4 correct out of the last 5 trials), the player can be invited to start the game. The tutorial may be recalled in the future if a player needs to be reminded how to play and dismissed if not needed.

[0052] A heads-up display 1100 can be provided during game play which indicates the remaining time 102 or trials, the current difficulty level 104, and a current score 106. The heads-up display can appear at all times, select times, or on demand.

[0053] Before the main gameplay, the user can be presented with high-level status screen 1200 of progress through levels of difficulty. The user can be provided with a current level 1210 and a plurality of markers illustrating available difficulty levels, e.g., difficulty levels 1220, 1222, 1224. Once the user sees the current level, the user can select a marker to indicate a lower level of difficulty, or can proceed on the current level. In either case, the user selects a next button 1250.

[0054] After finishing a number of trials or exceeding a time limit, a review screen can be provided that displays the score for pickups and an optional time bonus if the user finished early. A summary screen 1300 can provide a summary of a plurality of information items which can include, for example, game title 1310, score summary 1320, and a continue button 1350.

[0055] FIG. 14 illustrates a flow for determining level of game play 1400. The flow starts 1410 and presents a title screen 1412. The system then determines whether the user has played the game before 1414. If the user has not played the game before, then the tutorial is played 1416. Once the tutorial is played an initial game play level is loaded 1418 and the game is played 1424. If the user has played the game before, then the system recommends the user commence game play at the same level previously played 1420. The user has the option of continuing at the recommended level, or selecting a different level 1422. Thereafter the game is played 1424. Once the game has been completed, the system displays the results 1426. Game results are then stored 1428 and the flow ends 1430.

[0056] The systems and methods according to aspects of the disclosed subject matter may utilize a variety of computer systems, communications devices, networks and/or digital/logic devices for operation. Each may in turn utilize a suitable computing device which can be manufactured with, loaded with and/or fetch from some storage device, and then execute, instructions that cause the computing device to perform a method according to aspects of the disclosed subject matter. A computing device can include without limitation a mobile user device such as a mobile phone, a smart phone and a cellular phone, a personal digital assistant ("PDA"), such as a BlackBerry® or iPhone®, a tablet, a laptop and the like. In at least some configurations, a user can execute a browser application over a network, such as the Internet, to view and interact with digital content, such as screen displays. Access could be over or partially over other forms of computing and/or communications networks. A user may access a web-browser, e.g., to provide access to applications and data and other content located on a web-site or a web-page of a web-site.

[0057] A suitable computing device may include a processor to perform logic and other computing operations, e.g., a stand-alone computer processing unit ("CPU"), or hard wired logic as in a microcontroller, or a combination of both, and may execute instructions according to its operating system and the instructions to perform the steps of the method. The user's computing device may be part of a network of computing devices and the methods of the disclosed subject matter may be performed by different computing devices, perhaps in different physical locations, cooperating or otherwise interacting to perform a disclosed method. For example, a user's portable computing device may run an app alone or in conjunction with a remote computing device, such as a server on the Internet. For purposes of the present application, the term "computing device" shall include any and all of the above discussed logic circuitry, communications devices and digital processing capabilities or combinations of these.

[0058] Certain embodiments of the disclosed subject matter may be described for illustrative purposes as steps of a method which may be executed on a computing device executing software, and illustrated, by way of example only, as a block diagram of a process flow. Such may also be considered as a software flow chart. Such block diagrams and like operational illustrations of a method performed or the operation of a computing device and any combination of blocks in a block diagram, can illustrate, as examples, software program code/instructions that can be provided to the computing device or at least abbreviated statements of the functionalities and operations performed by the computing device in executing the instructions. Some possible alternate implementation may involve the function, functionalities and operations noted in the blocks of a block diagram occurring out of the order noted in the block diagram, including occurring simultaneously or nearly so, or in another order or not occurring at all. Aspects of the disclosed subject matter may be implemented in parallel or seriatim in hardware, firmware, software or any

combination(s) of these, co-located or remotely located, at least in part, from each other, e.g., in arrays or networks of computing devices, over interconnected networks, including the Internet, and the like.

[0059] A machine readable medium is also disclosed storing instructions that, when executed by a computing device, can cause the computing device to perform a method, which may comprise: conducting a training session which may comprise: presenting a variable stimuli go/no-go behavior response exercise, which may comprise: establishing an assembly platform containing an outline of component parts of a final assembled item; presenting a plurality of component delivery platforms; delivering a component corresponding to at least one of the plurality of components of the final assembled item to at least one of the component delivery platforms;

allowing the user to select or not select the component on the at least one of the plurality of component delivery platforms according to at least one selection criteria; and scoring the correctness of the user selecting or not selecting the component according to the at least one selection criteria. The method may further comprise wherein the at least one selection criteria includes one of whether the component fits into the representation of the outline of the assembled components of the final assembled item, whether the component has been indicated to be ready for assembly to the final assembled item, whether the component has already been assembled onto the final assembled item and whether the component is a broken component.

[0060] The instructions may be stored on a suitable "machine readable medium" within a computing device or in communication with or otherwise accessible to the computing device. As used in the present application a machine readable medium is a tangible storage device and the instructions are stored in a non-transitory way. At the same time, during operation, the instructions may at some times be transitory, e.g., in transit from a remote storage device to a computing device over a communication link. However, when the machine readable medium is tangible and non-transitory, the instructions will be stored, for at least some period of time, in a memory storage device, such as a random access memory (RAM), a read only memory (ROM), a magnetic or optical disc storage device, or the like, arrays and/or combinations of which may form a local cache memory, e.g., residing on a processor integrated circuit, a local main memory, e.g., housed within an enclosure for a processor of a computing device, a local electronic or disc hard drive, a remote storage location connected to a local server or a remote server access over a network, or the like. When so stored, the software will constitute a "machine readable medium," that is both tangible and stores the instructions in a non-transitory form. At a minimum, therefore, the machine readable medium storing instructions for execution on an associated computing device will be "tangible" and "non-transitory" at the time of execution of instructions by a processor of a computing device and when the instructions are being stored for subsequent access by a computing device.

[0061] While preferred embodiments of the present invention have been shown and described herein, it will be obvious to those skilled in the art that such embodiments are provided by way of example only. Numerous variations, changes, and

substitutions will now occur to those skilled in the art without departing from the invention. It should be understood that various alternatives to the embodiments of the invention described herein may be employed in practicing the invention. It is intended that the following claims define the scope of the invention and that methods and structures within the scope of these claims and their equivalents be covered thereby.