The system certainly sounds more leisurely than the kinds of grueling physical training to which commandos are accustomed. In last week's announcement, the agency noted NeuroTracker's prospects as "a profiling tool," to "evaluate the perceptual-cognitive ability of potential command members." The agency also wants to collect "individual and group data" to parse top performers from those still in need of improvement. Among them, according to SOCOM's announcement, would be the "simultaneous perception of several targets," "reduced response time," and "predict future movements." Second, NeuroTracker could be used to weed out individuals whose perceptual prowess simply doesn't measure up. First, the system would be used to train up commandos, and track their improvements at various tasks.
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the same way that muscle cells improve with physical conditioning." As a result, the brain – much like our quadriceps or biceps – should be capable of "increases in performance ability" as it continues to undergo increasingly difficult challenges.įor SOCOM, NeuroTracker would have two primary uses. The principle by which NeuroTracker works, according to literature provided by CogniSens, is that "the brain structurally rewires itself if stimulated intensively and repeatedly. NeuroTracker, though, would be somewhat different from those earlier investments – especially because it wouldn't involve any kind of simulated combat environment. And a new Army program, unveiled a few months ago, would actually create an ongoing virtual-reality training realm, including a digital doppleganger for every soldier.
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Two years back, for example, the Pentagon announced plans to invest in war simulations that would use EEGs (brain scans) to keep tabs on how a soldier made decisions, and then guide the gameplay in an effort to improve those skills. This latest venture is one of the military's many recent forays into sophisticated computer-based training systems.
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The "Overload" variation, for example, is "a maximum intensity workout" that involves fast-moving, highly unpredictable ball movement, while the "Challenger" variation pits two participants against one another in head-to-head ball tracking. After that initial assessment, participants can partake in several variations on that same game.