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).