Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
150e5424b5 |
BIN
IMG_9134.jpg
Normal file
BIN
IMG_9134.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 335 KiB |
BIN
IMG_9135.jpg
Normal file
BIN
IMG_9135.jpg
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 339 KiB |
82
PROPOSAL_20240935.md
Normal file
82
PROPOSAL_20240935.md
Normal file
@@ -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).
|
||||
|
||||
<!-- I want to make atypical infinite runner game usually made for ADHD children. When I was in China, I had a chance to play ADHD-DTx game made for ADHD children and proven to improve their condition. You can't download or even find information about it outside the research paper, so I wanted to make one for myself, cause I drift a lot and would like to train my attention somehow.
|
||||
This is an extreme multitasking game, requiring you to do various things at once and fast.
|
||||
The game has 5 lanes instead of typical 3, when game starts there will be text presented about which things you have to be collecting - various things will be falling along the game so you will have to hit only the ones you were instructed to at the beginning of the game, also one in a while you will have to pass through 'gates' and you're supposed to pass through the one that is answer to the question given several seconds before, you also have to gather basic awards along the lanes and avoid basic obstacles.
|
||||
In the original game that we played, there is an EEG headset that goes along the tablet that records the level of attentiveness to track, however I am thinking it can be just a something that gets reduced when you make too many mistakes.
|
||||
I want to make it using three.js, because my reason for taking this course is to eventually be able to use three.js. -->
|
||||
|
||||
# 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/).
|
||||
|
||||
<img src="./IMG_9134.jpg" width="45%">
|
||||
<img src="./IMG_9135.jpg" width="45%">
|
||||
|
||||
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.
|
||||
|
||||
@@ -1,41 +0,0 @@
|
||||
# My Proposal
|
||||
|
||||
- Name: Tomas Horsky
|
||||
- Student ID: 20256426
|
||||
- Email: tomashorsky@kaist.ac.kr
|
||||
- URL to forked repository: https://git.prototyping.id/20256426/homework5
|
||||
|
||||
## Table of Contents
|
||||
- [My Proposal](#my-proposal)
|
||||
- [Table of Contents](#table-of-contents)
|
||||
- [The Game](#the-game)
|
||||
- [Optional Features](#optional-features)
|
||||
- [Implementation and Challenges](#implementation-and-challenges)
|
||||
|
||||
## The Game
|
||||
|
||||
I want to create an endless vertical platform jumping game, similar to [Doodle Jump](https://doodlejump-2.io/). The goal of the game will be to jump on small platforms and get as high as possible without falling down.
|
||||
|
||||
The game will be controlled only by moving left and right, jumping will be handled automatically by the game periodically. The "map" of the game will be endless, and will be generated on the go, so every game will have unique platform arrangements. The higher the player goes, the more special platforms will appear, and the game will get harder. After the player dies, the score (height) will be saved to a leaderboard and will also be displayed during future games as a reference line.
|
||||
|
||||
The types of platforms will be:
|
||||
1. **Basic platform**
|
||||
2. **Moving platform**
|
||||
3. **Spring platform** (the player's next jump will be 3× higher)
|
||||
4. **One-time platform** (disappears after one jump)
|
||||
5. **Combined platforms** (moving spring platform, one-time moving platform, etc.)
|
||||
|
||||
## Optional Features
|
||||
|
||||
After implementing the base game, I may add some of the following features:
|
||||
- **Power-ups** – such as a jetpack (which boosts height) or an extra life
|
||||
- **Monsters and shooting** – monsters will spawn on platforms, and players will be able to shoot them by pressing the *up arrow*, monsters will kill the player by touching them
|
||||
- **Cosmetics** – players will be able to customize their character
|
||||
- **Multiplayer** – an option for two players on one PC competing against each other
|
||||
- **Camera control** – an option to control the game using a camera, which will track the player's hand movement to move left or right
|
||||
|
||||
## Implementation and Challenges
|
||||
|
||||
I want to learn [Svelte](https://svelte.dev/), so I will develop the game using it. From other features taught in class, I am planning to use the [p5.js](https://p5js.org/) library for rendering the game, event handling to get the player's input and definitely some higher-order functions.
|
||||
|
||||
I think the main challenge will be managing player movement and the upward movement of the game world so that everything feels smooth and responsive. Another challenge will be generating platforms in a way that makes the game progressively harder without becoming impossible.
|
||||
Reference in New Issue
Block a user