Visual music Z
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We are the 4th generation of the Visual Music team, which represents the Technological Innovation Club of our cherished Escuela Preparatoria NĂºmero Uno - UAEH in the Robofest World Championship.
SORANE is a rhythmic videogame prototype developed in the following languages:
SORANE's design is based on solid neuroscientific theories. Each of our tests is closely linked to the development of neuropsychological tests and cognitive phenomena. we include Stroop effect, simon test,
Stroop is a psychological phenomenon
that generates cognitive interference when presented with contradictory stimuli
(e.g., the word "red" written in blue).
This effect works with divided attention, working memory, and information processing speed
by requiring players to filter out stimuli.
Kinetic interaction with users allows us to better understand the brain state of the 'player.' Many studies link motor abilities, concentration, or coordination with neurodivergence or even symptoms of brain trauma or other types of damage. By implementing a game mode with signs, this stimulates the brain and allows us to evaluate the user.
Through an artificial vision program we can make an evaluation of the users emotions, this looking forward to process a relation between the user and the game and how someone reacts to the game. Allowing us too make a better
A set of 4 custom buttons act as the hardware core, we use 4 Arduinos Leonardo to manage the button inputs and coordinating the programmable LED strips on each button. The PLA-printed mechanisms, contained in PVC tubing and springs are part of the buttons' physical system.
This 4 Arduino boards will recive the buttons outputs and send a Keyboard letter to the game. Making user interaction with the game more dynamic
Led strips are used to create visual effects when the game is played, making the game more visual, attractive to users and giving them visual stimulation
Here we display the game and the information obtained during the game
Use a series of neuropsycho-
logical test to place to classify the user on a list of certain brain functions
The user data is to be used for psychological research, users can choose to just play or to keep a track of their progress and save the data
Promote the creation of music, the recognition of certain music patterns, overall music love.
Create through music a way to improve general brain capabilities