Flow State in Virtual Reality

0.0(0)
studied byStudied by 0 people
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
Card Sorting

1/16

flashcard set

Earn XP

Description and Tags

These flashcards cover key vocabulary related to the assessment of flow states in virtual reality environments.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

17 Terms

1
New cards

Flow

A state of complete immersion, focus, and enjoyment, crucial for learning, productivity, and well-being.

2
New cards

Beat Flow

A VR music rhythm game designed to evoke distinct flow states tailored to participants' skill levels.

3
New cards

EEG

Electroencephalography, a method to record electrical activity of the brain.

4
New cards

GSR

Galvanic Skin Response, a measure of the electrical conductance of the skin, often used as an indicator of emotional arousal.

5
New cards

PPG

Photoplethysmography, a non-invasive method to measure blood volume changes in the microvascular bed of tissue.

6
New cards

3D Flow Scale (3FS)

A VR-native self-report tool for efficient flow assessment in virtual environments.

7
New cards

Adaptive Skill Test

A method used in Beat Flow to automatically adjust gameplay difficulty according to each user's skill level.

8
New cards

Temporal Patterns

Patterns that represent how data points are arranged over time, significant in detecting flow states.

9
New cards

Self-supervised Pre-training

A strategy in deep learning where the model learns representations from the data itself before fine-tuning on labeled data.

10
New cards

Multi-channel Flow Detection Model

A proposed model that uses physiological data from various channels to classify flow states.

11
New cards

Psychological Flow

A mental state where a person is fully immersed and focused on the activity at hand.

12
New cards

Challenge-skill balance

The alignment between the difficulty of a task and the user's skill level, essential for inducing flow.

13
New cards

Intrinsic Reward

The self-reinforcing satisfaction derived from engaging in an activity for its own sake.

14
New cards

Effort-less Control

A feeling of mastery where tasks are performed with minimal effort and high confidence.

15
New cards

Time Distortion

A subjective perception of time that can be altered in immersive virtual experiences.

16
New cards

GameFlow model

A framework used in game design to evaluate player enjoyment based on several key elements like concentration and feedback.

17
New cards

Dynamic Difficulty Adjustment (DDA)

A method to adjust the game's difficulty in real-time based on players' skill levels and performance.