ON-TARGET IFEEDBACK IS THE KEY TO EFFECTIVE TRAINING: The On-Target Feedback Option is a discrte threshold-based feedback procedure. To make it work you first need to finde-tune the controls. The controls are activated in two steps. First HIGHLIGHT the ON-TARGET SCORE BARS. Then click on SPECIAL PROPERTIES button. The SCORE Proerties window opens up.
SPECIAL PAUSE SPEEDS LEARNING: The most important feature to understand is the checkboxes for Special Pause. When enabled, a correct response will immediately create a post-reinforcement screen-display pause. The screen freezes for a brief time,usually 2 seconds. This is determined by the TimeOut after Score window. A two-second screen pause stops everything, and helps the client consolidate what is learned. This is used in EEG, and is available in non-EEG applications as well.
ON-TARGET_FEEDBACK
MODIFY SETTINGS: VARIES WITH OBJECT HIGHLIGHTED- SCORE PROPERTIES, BREATH WAVE PROPERTIES, ETC.
MODIFY ON TARGET FEEDBACK SOUNDS
FEEDBACK IS CONTROLLED BY THE SCORE BAR, ‘ON TARGET”
Highlight the bar.
Click on Modify Settings Icon.
Adjust Score Properties as needed.
Timeout Between Steps
Response Time per Step
Steps to Score
Timeout After Score
[x] Special Pause Between Steps
[x] Special Pause After Score
[x] Special Pause Between Steps
[x] Special Pause Afte r Score .
'Special Pause,' when checked, adds a brief 'pause' [ or 'freeze'] to a bar or graph. The time is determined by the Timeouts.
The purpose is to briefly stop the display to signal the cleint that they made a correct response.
This consolidates and speeds up learning. Used in neurofeedback, and works just as well for other signals. Explain it to your client first.
SPECIAL PAUSE

Feedback Time Settings for On Target [Score]
To modify feedback parameters from the default preset values, click 'On Target' Score at the bottom of the screen, then the Modify Settings button in the left toolbar.
In the Properties window you can set the number of steps to complete a screen, specify time intervals, and setup feedback sounds.
The top time variable, Steps to Score, is the number of success state intervals required to complete a set (fill the Score indicator bar). An appropriate number Steps to Score is determined by the type of game being used. Some games require a fixed number of steps to operate properly and, in many cases, the number of steps will be preset by the game. We recommend you accept these default values.
The Response Time Per Step is the length of time in seconds that all thresholds must be continuously green to generate a step in the game and move one step- increment on the Score indicator bar. The client must keep signals within threshold parameters for the interval you set in order for feedback to occur. Response Time Per Step is normally set from .25 to .5 of a second.
The Timeout Between Steps is the dead time after a step has been completed.
The Timeout Between Steps is normally set from 0 to 1 second.
Timeout After Score is the timeout after a set has been completed.
Feedback Time Settings for Games
To modify feedback parameters from the default preset values, click ON-TARGET [Score] at the bottom of the screen, then the Modify Settings button in the left tool bar.
In the Properties window you can set the number of steps to complete a screen, specify time intervals, and setup feedback sounds.
The top time variable, Steps to Score, is the number of success state intervals required to complete a set (fill the Score indicator bar).
SIDEBAR: STEPS EQUALS MOSAIC TILES: An appropriate number Steps to Score is determined by the type of game being used. Some games require a fixed number of steps to operate properly and, in many cases, the number of steps will be preset by the game. We recommend you match these values. If a Game uses a 3x2 Mosaic, then set Steps to Score to 6 for the session. However it is not necessary to match the pictures if you explain that the fill sequence will not match the mosaic sequence. It is up to the operator.
The Response Time Per Step is the time required for the signals to be On Target. This is the MINIMUM length of time in seconds that all thresholds must be continuously green to generate a step in the game and move one step- increment on the Score indicator bar. The client must keep signals within threshold parameters for the interval you set in order for feedback to occur. Response Time Per Step is normally set from .25 to .5 of a second.
The Timeout Between Steps is the dead time after a step has been completed.
* To enable this function, the box, special Pause Between Steps, must be checked. If unchecked, there will be no pause after reinforcement.
* The Timeout between steps is normally set from 0 (checkbox off) to 0.5 or 2 seconds. Longer times are possible, but you will likely have to lower thresholds to keep the signal On Target for a longer time.
Timeout After Score is the timeout after a set has been completed. In some cases it is made longer so that a loner tune, a melody can be played, or a rest period or instruction can be played.
NOTES: Response Time per Step: Feedback takes a continuous signal and sets a threshold requirement and a time-above-threshold requirement. This is a version of 'discrete trials' learning. The feedback-above-threshold time-requirement is we call the Response Time per Step. In practice, it is often set by a manufacturer or programmer at 0.25 or 0.5 seconds, to make it easier for most people to achieve feedback and users can not change it.
J&J allows you to shape longer times above threshold, a more demanding task that just raising threshold. This page goes into the entire feedback timing process, including Response Time per Step .