SciArt Magazine - All Issues | Page 35

in anywhere between 30 to 50 hours a week. The EyeWire team made sure to cater to this community when designing the game, offering a true gaming experience that includes levels and incentives that encourage and reward players. Top rewards include naming cells and the ability to unlock game privileges. A unique chat feature allows players to connect and share information throughout the game, and also helps create a strong online community committed to the project. Furthermore, several tutorials, videos, and even a site for tips from top players are available to help novices successfully enter into the world of EyeWire with ease. The current iteration of the game is not where EyeWire stops, either. Their collaboration with Indicated, a company that creates medical-based animation, imaging, and gaming technologies, resulted in an eye-popping Oculus Rift version of the game last January. Now, one can travel physically through areas of the brain already mapped by scientists and gamers. Committed to its continuous expansion and SciArt in America June 2015 outreach, the team has also welcomed hackers to add new features to improve the EyeWire experience. They have recently released an application programming interface that will further allow developers anywhere in the world to build their own games and link them to EyeWire’s data collection. By opening this up to the public, EyeWire invites creative new approaches to neural tracing that had not already been conceived in house. “Neuroscience needs interdisciplinary minds thinking together about how to surmount our biggest hurdles,” says Amy Robinson, EyeWire’s creative director. Their team, composed of developers, scriptwriters, and crowdsourcing experts, is dedicated to catalyzing such interactions in an effort to help people learn more about the brain. Robinson further explains, “We…need the general public to enjoy a better understanding of the brain—not only to stimulate greater investment in neuroscience but also so that more people are inspired to choose it as a career.” 35