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The Legend of Holy Sword: An Immersive Experience for Concentration Enhancement

Hirosuke Asahi, Ryoma Sonoyama, Chihiro Shoda, Nanami Kotani

TL;DR

The paper tackles the challenge of improving concentration without disruptive feedback by presenting a VR-based multimodal biofeedback system. It combines real-time estimation of concentration from frontal EEG $alpha$ activity in the $8$–$13$ Hz band with gaze data to drive synchronized visual, auditory, and haptic cues, embedded in an immersive holy-sword pulling scenario. The key contributions include a two-part architecture (measurement and feedback), a wind-reinforcement mechanic, and a framework for evaluating modality effectiveness and feedback mappings. This approach offers a practical pathway to non-intrusive concentration training in immersive environments, with potential benefits for sports and other attention-intensive tasks.

Abstract

Concentration is significant for maximizing potential in any activity. However, traditional methods to improve it often lack direct and natural feedback. We propose an innovative and inspiring VR system to experience and improve concentration. In the experience of pulling out the holy sword, which cannot be achieved simply by force, the player receives multimodal concentration feedback in visual, auditory, and haptic senses. We believe that this experience will help the user confront his/her concentration and improve the ability to control it consciously.

The Legend of Holy Sword: An Immersive Experience for Concentration Enhancement

TL;DR

The paper tackles the challenge of improving concentration without disruptive feedback by presenting a VR-based multimodal biofeedback system. It combines real-time estimation of concentration from frontal EEG activity in the Hz band with gaze data to drive synchronized visual, auditory, and haptic cues, embedded in an immersive holy-sword pulling scenario. The key contributions include a two-part architecture (measurement and feedback), a wind-reinforcement mechanic, and a framework for evaluating modality effectiveness and feedback mappings. This approach offers a practical pathway to non-intrusive concentration training in immersive environments, with potential benefits for sports and other attention-intensive tasks.

Abstract

Concentration is significant for maximizing potential in any activity. However, traditional methods to improve it often lack direct and natural feedback. We propose an innovative and inspiring VR system to experience and improve concentration. In the experience of pulling out the holy sword, which cannot be achieved simply by force, the player receives multimodal concentration feedback in visual, auditory, and haptic senses. We believe that this experience will help the user confront his/her concentration and improve the ability to control it consciously.
Paper Structure (6 sections, 1 figure)

This paper contains 6 sections, 1 figure.

Figures (1)

  • Figure 1: System architecture