Spaceship Shenanigans
Contents
Summary
This game resembles the arcade game Missile Command. Tests focus on the Posner paradigm, distribution and shifting of attention, and the effect of multimodal (auditory and visual) stimuli.
Premise
The colony is in need of raw material resources. You are in control of the colony's Resource Gatherer. Use its tractor beam to collect as many resources as possible.
Objective
Collect as many resources as possible.
Characters
Colony Resource Gatherer
Resource/Ore:
Gameplay
The game consists 2 phases.
Gathering Phase focuses on the Posner paradigm.
Phases
Gathering Phase
Player
The player controls the Resource Collector, at the bottom-center of the screen, floating somewhere in space. This can rotate left and right. The Resource Collector is capable of firing a tractor beam. The player presses the Up-arrow key to fire the tractor beam.
Resource Detection System
Display a large, 10 hz (50% duty cycle) flashing arrow at the bottom of the screen, under the location that the stimulus will appear. The arrow appears either 100 ms (one flash) or 800 ms (eight flashes) prior to the materialization of the cargo and remains until the cargo materializes.
The resource detection system is fallible. 20% of the time, it indicates an invalid alert. (TODO: determine position of invalid warning)
This aspect of the task combines a variation of a centrally cued Posner attention paradigm (testing effects of cue validity and cue-target onset asynchrony) (Posner et al. 1987).
Starfield Passive Stimulus
The background of space is cluttered with stars.
Prior to the cue-target appearing, random stars blink/sparkle at 10 blinks/sparkles per second. (TODO: Determine distance/distribution)
Resource Stimulus
Following the resource detection alert, a resource will appear on the screen. At this time, the player will have control to rotate and activate the tractor beam. The first button pressed will be considered the reaction. (TODO: Determine random resource distribution)
The resource will slowly lose point value over time, disappearing over the duration of 6000 ms. A subtle particle affect will convey the resource as disintigrating. Once the tractor beam has been actived or the duration has elapsed, the player will no longer be able to move.
Unimodal vs. Multimodal Phase
An system activates a stimulus in one of three different conditions of sensory modality:
Unisensory Visual
Multisensory Audiovisual
The arrow is accompanied by a klaxon (100 hz square wave modulated at 10 hz in synchrony with the arrow).
Unisensory Auditory
The klaxon alone.This aspect of the task is a test of multimodal (audiovisual) integration. (Senkowski, Molholm, Gomez-Ramirez, Foxe)(auditory_visual_integration_2006.pdf)
Scoring
Cash is awarded for each resource collected. (The cash values will be determined along with the Colony Simulator design)