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I posted elsewhere an excerpt from their paper. Their game looks like a demo you'd create following a tutorial because it basically is.

The crux of their tech is just a game where you juggle two tasks and get distractions thrown at you, and the better you do, the more it tries to distract you. They probably barely modified a few stock assets and added a single chunk of code to implement that dynamic difficulty.

It really makes me want to re-implement this exact project. It's literally a weekend thing.

Of note, their test they supposedly improved on was TOVA, "Test of variable attention", and anecdotally more so tests your ability to stay focused on a response time test.

That is not confidence inspiring. Being able to do better on a response time test after playing a game that challenges your response time at higher difficulties is not new science. This also does nothing for those like me with utterly broken executive functioning.



> The crux of their tech is just a game where you juggle two tasks and get distractions thrown at you, and the better you do, the more it tries to distract you.

Huh. There are tests like that for pilots. Handling and prioritizing distractions is a crucial pilot skill. One pilots are drilled on. "Aviate, navigate, communicate". It's common in simulator training to have scenarios where there's a minor but time-consuming problem, and whether this distracts pilots from more important tasks is watched. Aircraft accident reports all too often show such situations.




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