Contents - Index


Appendix 17:  Feedback and Reward Modes

 

 

EEGer has both "feedback modes" and "reward modes".  "Feedback modes" describe (control) the signal routing and processing of inputs, displays, and (game) outputs.  Various modes are available depending on the specific layout (screen configuration).

 

Internal processing blocks:

Lowpass  - lowpass filter (IIR)

Bandpass - bandpass filter (IIR) with one or sum of two inputs

Differ    - bandpass filter (IIR) with difference of two inputs

Synch   - Synchrony computation between two bandpass (IIR) values

Comod - Comodulation computation between two bandpass (IIR) values

Glocom - Comodulation computation between two lowpass (IIR) values

AminusB - Difference between two bandpass integral outputs

Ratio   -various ratios

DiffSum -ratio of (A-B) to (A+B)

Unity   - 1- (ratio of absolute value(A-B) to (A+B))

 

SMR reward  - determines when a "reward" is to be issued

AT reward     - determines when "reward" tones are to be issued

 

Available feedback modes:

 

SingleA - Input data comes from channel A; reward is SMR reward

SingleB  - Input data comes from channel B; reward is SMR reward

Sum   - Input data is sum of  A and B; reward is SMR reward

Differ   - Input is A lowpass value minus B lowpass value; reward is SMR reward

Psync - Input is A & B lowpass values; reward is SMR reward

Async - Input is A & B lowpass values; reward is SMR reward

GAsync - Input is A & B lowpass values; reward is SMR reward

AminusB - Input is A & B lowpass values; reward is SMR reward

BminusA - Input is A & B lowpass values; reward is SMR reward

PDelta - Input is A & B lowpass values; reward is deviation of phase difference between A & B

RatioA - Input is A; reward is ratio of reward trace to inhibit trace just above reward trace

RatioB - Input is B; reward is ratio of reward trace to inhibit trace just above reward trace

RatioAB - Input is A & B; reward is ratio of A amplitude to B amplitude

RatioBA - Input is A & B; reward is ratio of B amplitude to A amplitude

D/S-Ratio -Input is A & B; reward is ratio of (A-B) amplitudes to (A+B) amplitudes

Unity   -Input is A & B; reward is 1-ratio of absolute value(A-B) amplitudes to (A+B) amplitudes

Dual    - Input is A & B lowpass values (A feeds 3 traces, B feeds 3 traces); 

    reward is SMR

MonitorA - Input is A lowpass value; No rewards or game outputs

MonitorAB - Input is A & B lowpass values; 6 traces from A, and 6 from B;

    No rewards or game outputs

MonitorB - Input is B lowpass value; No rewards or game outputs

 

If the zscore option is available, the following reward modes are possible:

ZAsymm

ZCohere

ZPhase

ZAbsPwrA

ZAbsPwrB

ZRelPwrA

ZRelPwrB

ZPRatioA

ZPRatioB

 

See the zscore appendix for a discussion of these modes

 

Available reward modes (assuming there ARE some reward outputs):

 

Rwrd   - Reward condition is integral value at or above target threshold.

Down - Reward condition is integral value at or below target threshold.

Cntr - Reward condition is when difference between current value and average value is less than target threshold.

Elev - Same as Rwrd but game output value is limited to threshold value.

DevU - Deviation is absolute difference between average and instantaneous integral.  

                   Reward is when this smoothed value is at or above target threshold.

DevD  - Deviation is absolute difference between average and instantaneous integral.  

                   Reward is when this smoothed value is at or below target threshold.

Band   - Reward condition is signal level between band offsets from theshold (set by Band Control popup).