diff --git a/IMG_9134.jpg b/IMG_9134.jpg new file mode 100644 index 0000000..fdebd69 Binary files /dev/null and b/IMG_9134.jpg differ diff --git a/IMG_9135.jpg b/IMG_9135.jpg new file mode 100644 index 0000000..01a791b Binary files /dev/null and b/IMG_9135.jpg differ diff --git a/PROPOSAL_123456789.md b/PROPOSAL_123456789.md deleted file mode 100644 index 1a602df..0000000 --- a/PROPOSAL_123456789.md +++ /dev/null @@ -1,3 +0,0 @@ -# My proposal - -Lorem ipsum diff --git a/PROPOSAL_20240935.md b/PROPOSAL_20240935.md new file mode 100644 index 0000000..2469d3b --- /dev/null +++ b/PROPOSAL_20240935.md @@ -0,0 +1,82 @@ +# My proposal + +My name is Makhabbat, and I am a sophomore at KAIST doing my Bachelor's degree in Industrial Design (ID: 20240935). The URL to the forked repository: [git.prototyping.id](https://git.prototyping.id/20240935/homework5). + + + +# NeuroRunner: A Multitasking Cognitive Training Game + +NeuroRunner is an atypical, **cognitively demanding** _infinite runner_ inspired by digital therapeutics (DTx) designed for children with ADHD. +In Zhejiang University Summer Program, I had the chance to play a clinically tested ADHD-focused game that significantly improved sustained attention, but the **game isn’t publicly available** and information about it exists only inside [research papers](https://pubmed.ncbi.nlm.nih.gov/41490776/). + + + + +This project is my attempt to recreate that idea for myself — as someone who often drifts and wants a way to actively train attention through gameplay. +The result is an extreme multitasking runner built with three.js, designed to overload and strengthen attentional control, working memory, and task-switching. + +# Core Concept + +NeuroRunner is not a typical runner with 3 lanes — it uses 5 lanes, faster pacing, and continuous task switching. +Players must constantly track multiple rule sets at the same time, rewarding precision and penalizing mind-wandering. + +The goal is to maintain cognitive engagement. + +# Gameplay Description + +1. Five-Lane Movement + + - move between 5 horizontal lanes instead of the standard 3. + - forces higher spatial attention. + +2. Instruction Phase + + At the start of each run: + + - The player is shown a **type of target item they must collect**. + - Throughout the game, objects fall randomly on the screen. + - Players must collect only the instructed items and avoid irrelevant ones using the **hit putton** on the right. + + This trains selective attention and working memory + +3. Cognitive Gate Questions + + Every now and then: + + 1. A question appears (simple math or logic). + 2. Several seconds later, gates along all 5 lanes appears ahead. + 3. The player must pass through the gate corresponding to the correct answer. + + This trains delayed **recall, task switching, and decision-making under pressure** + +4. Rewards & Obstacles + + - Basic pickups that increase score + - Standard obstacles that must be avoided + +5. Attentiveness Meter + +The original DTx game used an EEG headset to track attentiveness in real time. + +For this project, I replace that hardware with a mistake-based attentiveness meter. +The meter decreases when: + - You collect wrong items + - You miss target items + - You pass through the wrong gate + - You hit obstacles +When the meter reaches zero → game over. + +This approximates attentional lapse tracking without requiring EEG hardware. + +# Library Used + +I've been wanting to learn three.js since previous semester, so I want to try learning it, using this project. + +# Challenges + +Since this is a multitasking game, there will be a lot of things going on at once, I can't even imagien how I am gonna do that. +