Institute for IDEAS

Institute for Immersive Designs, Experiences, Applications, and Stories

Scalebridge VR

Scalebridge VR

Scalebridge VR is an educational game that teaches the mathematical skill of proportional reasoning. The game uses brain-computer-interface-based adaptive level difficulty to modulate the difficulty of the game based on the player’s attention and meditation state. 

We asked players to evaluate the game mechanics, the freehand spatial input, and the gameplay itself. We used the collected feedback to improve the game’s implementation. In general, players enjoy the VR version and experience no difficulties in grabbing, positioning and releasing the blocks. We previously showed that the non-VR Scalebridge is an effective tool for teaching proportional reasoning. In this work, we present the version of the game for virtual reality. The early feedback from the players may indicate that the VR version of the game is enjoyable and the use of freehand spatial input is an appropriate choice of an interaction technique.


In collaboration with School of Health and Health Systems, University of Waterloo, using low-cost EEG Brain Computer Interface (BCI), this project aims at improving proportional reasoning of children. The game adapts the difficulty of the proportional reasoning, LEGO-balancing task based on the attention level of the player as provided by the BCI device.

In this project, we examine the use of low-cost brain computer interfaces and low-cost virtual reality headsets to improve learning outcomes for children with Attention Deficit Hyperactivity Disorder who are learning the mathematical skill of proportional reasoning. An EEG attention/meditation readout is used to adapt the difficulty of each game level. This project is a collaboration of the Institute for IDEAS with George Washington University and the University of Waterloo. To date, the results have been disseminated as two conference papers and as an educational VR game. This project’s main area of focus is health. This project also addresses social equity as it enables use of low-cost, widely available equipment. This project benefits from and contributes to data science and analytics in the area of processing EEG signal retrieved with brain-computer interface.


  • Krzysztof Pietroszek and Liudmila Tahai. Scalebridge VR: Immersive proportional reasoning game for children with the brain-computer interface for difficulty scaling. In the Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology. Sydney, Australia, ACM, 2019. PDF.
  • Liudmila Tahai, James R. Wallace, Christian Eckhardt, and Krzysztof Pietroszek. Scalebridge: Design and evaluation of adaptive difficulty proportional reasoning game for children. In the Proceedings of 11th International Conference on Virtual Worlds and Games for Serious Applications. Vienna, Austria. IEEE, 2019. PDF.