SELECT SIGNAL SOUNDS
SOUNDS ON/OFF
MODIFY SETTINGS
SELECT SECOND (DUAL) SCREEN
SHOW/HIDE SUBWINDOWS
SELECT FILES(GAME WINDOWS
SHOW TASK MEANS(WINDOW)
ON-TARGET SOUNDS MUST BE VERY BRIEF. When a sound is triggered, it plays to the end. If during the playing, another successful biofeedback response was made, it would not repeat the sound. A ten-second ocean wave is pleasant, but impractical for most discrete trials feedback. We provide defaiult sounds that are very brief to avoid this problem. By the way, you can play longer sounds if you insert the long sounds in 'Score' box AND increase the 'TimeOut after Score' to equal the number of seconds to play your new sound.
Be aware that when you exit an application, it reverts to the default sound. You will have to re-install the new sound at each new session. A future version will correct this.
On-Target SOUNDS - Set RESPONSE TIME PER STEP
MODIFY SETTINGS: VARIES WITH OBJECT HIGHLIGHTED- SCORE PROPERTIES, BREATH WAVE PROPERTIES, ETC.
ENABLE SPEAKER (SOUND ON) BUTTON.
Sound problems?
1. Some sounds are only on while Recording. Are you recording?
2. Laptops and Desktops with 'ordinary' sound cards are easily 'saturated' by more than one sound, and shut down. The only solution is to shut down and restart.
3. A permanent solution is to buy and plug in an external USB sound/speaker card. These cards have better electronics, do not saturate, and work better with all applications, not just J&J. Prices range from $25 to $100 or more.
4.VISTA USERS- Vista sound is not XP sound - adding a USB sound/speaker device is the only way to reliably get sounds form the J&J system.
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.




Score Sounds play when 'On Target' is achieved.
The Response Complete Sound must be very short and discrete, like a chirp, a coo, a ding.
Longer more 'soothing' sounds like ocean sounds, brooks babbling, [and other continuous sounds] in theoryalso play, but the sounds would not turn off and the result is a choppy sound that would not to be pleasant. Use longer sounds for 'Score Sounds.'
Feedback Sound Settings for Games
The sounds associated with Score are selectable from pull-down lists and can be individually turned on and off for the following functions:
Start New Game Sound occurs once only at the start of a Score set. An example would be a game whistle.
Response Start Sound is played any time all of the thresholds are simultaneously green with no time delay. It indicates that the threshold conditions have been met. This sound should be short (less than the Response Time Per Step).
Response Complete Sound occurs when all of the thresholds have been held for the required time (Response Time Per Step). This occurs at the same time that the feedback display is triggered.
Score Sound occurs at the end of a Score set (Score Bar filled - feedback display completed)


