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These flashcards cover key vocabulary related to the assessment of flow states in virtual reality environments.
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Flow
A state of complete immersion, focus, and enjoyment, crucial for learning, productivity, and well-being.
Beat Flow
A VR music rhythm game designed to evoke distinct flow states tailored to participants' skill levels.
EEG
Electroencephalography, a method to record electrical activity of the brain.
GSR
Galvanic Skin Response, a measure of the electrical conductance of the skin, often used as an indicator of emotional arousal.
PPG
Photoplethysmography, a non-invasive method to measure blood volume changes in the microvascular bed of tissue.
3D Flow Scale (3FS)
A VR-native self-report tool for efficient flow assessment in virtual environments.
Adaptive Skill Test
A method used in Beat Flow to automatically adjust gameplay difficulty according to each user's skill level.
Temporal Patterns
Patterns that represent how data points are arranged over time, significant in detecting flow states.
Self-supervised Pre-training
A strategy in deep learning where the model learns representations from the data itself before fine-tuning on labeled data.
Multi-channel Flow Detection Model
A proposed model that uses physiological data from various channels to classify flow states.
Psychological Flow
A mental state where a person is fully immersed and focused on the activity at hand.
Challenge-skill balance
The alignment between the difficulty of a task and the user's skill level, essential for inducing flow.
Intrinsic Reward
The self-reinforcing satisfaction derived from engaging in an activity for its own sake.
Effort-less Control
A feeling of mastery where tasks are performed with minimal effort and high confidence.
Time Distortion
A subjective perception of time that can be altered in immersive virtual experiences.
GameFlow model
A framework used in game design to evaluate player enjoyment based on several key elements like concentration and feedback.
Dynamic Difficulty Adjustment (DDA)
A method to adjust the game's difficulty in real-time based on players' skill levels and performance.