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Scientific American article about SC2+Science - Page 6
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sQueez
12 Posts
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mmMacks
United States38 Posts
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hetchjay
United States8 Posts
On December 03 2011 00:19 bLah. wrote: By Sandra Upson -this part blew my mind http://knowyourmeme.com/memes/sup-son User was warned for this post | ||
Avan
Brazil121 Posts
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Treble557
United States221 Posts
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talismania
United States2364 Posts
On December 02 2011 22:22 FallDownMarigold wrote: I see what you are saying. I also appreciate you being clear on what I am unclear about: Here's a better way to present basic idea without letting the details confuse things: Although the motor component of SC2 -- the requirement of inputting commands into the game -- does not constitute all of the difficulty involved in playing SC2, there is no doubt that it does play an important role in performance given the fact that there is a relatively huge time delay between instantaneously issuing multiple commands vs. quickly issuing single commands. The article reinforces this concept and makes a point of highlighting the fact that there is a fine motor requirement in SC2. Someone with awful motor capacity will never compete with someone able to finely control and issue hundreds of finger commands based on suspected, highly plastic corticospinal neuronal plasticity. I agree with you and Talismania that obviously there is higher-order, pre-frontal processing that occurs, and this processing must happen very quickly and efficiently in order to be "the best" SC2 player. I agree that in order to REALLY be the absolute best at the game, one would have to perfect the processing that occurs on the higher-order level of thought. However, that is only relevant to the "strategy" component of RTS. The issue I'm addressing is relevant to the "real-time" component of SC2. In other words, NMP technology will not improve a chess player, given that chess has no "real-time" component like SC2 -- there is no "motor requirement" in chess. In SC2, however, the "real-time" component is tackled by endowing players with the ability to immediately enact commands at much higher rates than normal rate. Consequently, their play is only fettered by the higher order cognition to which you refer. So in a nutshell: If this tech is pursued the way I see it, you'd have a "real-time" strategy game game whereby the "real-time" component is actually closer to real-time in that every command you desire is realized immediately, rather than lagging by the process of you issuing single, rapid commands towards achieving a larger action or immediate goal. With regard to your second emboldened point, I argue that due to this lightening of burden, there is an increase in focus that can be given to the higher-order, strategical planning center. As a result, players can execute better, more fluid play. I agree that these changes would be consistent with each group, but my goal is not to pit NMP-assisted players vs. normal players. The goal is to analyze NMP-assisted players in comparison to themselves. One could analyze 1,000 games from Mvp using an NMP and see if his overall gameplay is significantly effected. I would be extremely surprised if it wasn't altered vastly due to all the reasons above, thus I'm really interested in this idea. Thanks for the reply. Cortical plasticity has been demonstrated in humans and other animals in response to altered behavior. If you had a drop off in one requirement of the game -- the motor requirement -- do you agree that it would be possible for one to become better at the other aspects of the game (intake and processing ability)? The cortical topography corresponding to higher-order processing could be expanded in response to a loss of the specificity required to implement such motor functions playing SC2. Therefore I think an NMP's effect on playing SC2 transcends mere mechanical advantage. Instead, I think the mechanical advantage conferred by an NMP will then further enable a player to drastically improve on the "cognitive", abstract processing involved in make choices in the game, given that the player is free to devote all playing capacity to that one area. I do believe this area could be pushed to a greater limit with less neuronal circuitry devoted to the motor component of the game. You need to explain how this proposed neuromotor prosthesis would work. I'm a neuroscience PhD student at UCSD, and while I don't work on brain-computer interfaces, I know other grad students that do and am familiar with the current technology in use. Here's why this is important: If you're using a skull cap of electrodes, the signal is too noisy and spatially-smeared to do fine motor control at least with present technology. Note that this is the only way currently to achieve something like what you're suggesting to study without having the subjects undergo brain surgery (which, by the way, no institutional review board would ever let you do brain surgery on healthy subjects). If you do use brain surgery, you can open up the skull and put a grid of electrodes on the surface of the brain. These can be very tightly spaced, allowing for both high spatial and temporal precision EEG recordings that could more easily be translated into. Great! Problem is - where do you place your grids? Ok, put them where the motor commands are issued. So now you have to put them on the primary motor cortex, over the subregions responsible for the right and left hands and fingers. Maybe even arm areas as well. That's probably several large grids, blah blah blah, point is now you're in business. So does the game of starcraft become easier? I don't think so. It's not like you're going to be sitting there going "Select that marine" in your head, and the marine gets selected. Not if you're putting the grids in motor cortex - no you'll actually have to imagine making the hand and arm motions necessary to select the marine. You'd be executing the same commands anyway in order for a BCI to detect that the command was given! So it's either A) Use your brain to generate a command and issue it using the existing brain-computer interface: your hands or B) Undergo brain surgery so that you can generate the same commands and issue them with about 100 ms less delay. You're not going to be issuing more commands, and issuing the commands isn't any easier, since you're using the same equipment (the primary motor cortex) to do it. If you want to explore ways to improve the interface between the brain and the game, maybe think about using eyetrackers. I can imagine selecting units would be much faster if you could make unit selection a combination of deriving 'where' information from the eye tracker and 'when' information from a button press. Eliminates the need to move the mouse, since moving your eyes is much faster and more precise. Of course it would be cheating, but hey... EDIT: One more thing: the delay between brain command and muscle action is somewhere around 100-200 ms. That means any BCI you build has to be able to, on the fly, decode the brain signals faster than 100-200ms in order for it to be worthwhile. This is NOT an insignificant feat. | ||
Sighstorm
Netherlands116 Posts
The article touches on a few 'skills' that are some of my stronger 'attributes'. I've been gaming most of my life and i'm 'old' compared to most people here... I feel there is merit to there hypothesis'. It would explain a lot about me! On December 02 2011 18:07 Derity wrote: Well the new thing is that with StarCraft they can do more research on stuff like multitasking, because everything is logged and it's a lot easier to gather than surveying pilots. This statistical analyses compliments existing research.The article doesn't tell anything new. Brain activity should look like the one of a musician. Pilots should have a pretty good 3d imagination as well and also have a good crisis management. I don't expect anything new from these studies about multitasking, only that games can be useful to train multitasking at a specific environment. So playing starcraft doesn't give you any better multitasking as team sports or sth else. I'm somewhat involved in a serious gaming project... the more research is available on the benefits of gaming, the more accepted gaming will be as a training tool. Which, as a gamer, i think is awesome. | ||
R0YAL
United States1768 Posts
On December 02 2011 09:44 Zzoram wrote: Basically they found APM and multitasking were the most strongly associated with winning. This suggests that mechanics are still the most important thing for a player in SC2. At the very least anyone new to Starcraft will likely acknowledge insane mechanics before deep strategy and mind-games since they will not be able to grasp all the brilliance that is actually happening. | ||
CrushDog5
Canada207 Posts
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Snuggles
United States1865 Posts
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nttea
Sweden4353 Posts
On December 09 2011 03:59 Snuggles wrote: Jenny Bates comments on that article are such BS =_=. At the highest levels of play there are very very legitimate examples of multitasking. Not mindless spamming, god we finished that argument a while ago. totally sounds like one of those "hey, i could beat all the pro's if i just practiced as much as them!" | ||
Kazeyonoma
United States2912 Posts
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Merfyn
United Kingdom945 Posts
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