How do you play Mozak?

Have a look at our Help Page for the game manual and helpful tips.

How is Mozak connected to science?

Interested in the science behind Mozak? Check out our Science Page to learn more about neuroscience and how your play can contribute!

Who are we?

The Center for Game Science at the University of Washington focuses on solving hard problems facing humanity today in a game based environment. Our focus is on scientific discovery games, games that discover optimal learning pathways for STEM education, cognitive skill training games, games that promote human creativity, games that explore collective over individual intelligence, and many more.

The mission at the Allen Institute for Brain Science is to accelerate the understanding of how the human brain works in health and disease. Using a big science approach, we generate useful public resources, drive technological and analytical advances, and discover fundamental brain properties through integration of experiments, modeling and theory.

Principal Investigators: Zoran Popovic, Jane Roskams, Staci Sorensen

Game Design: Colin Bayer, Eric Brod, Matthew Burns, Ed Paradis, Tim Pavlik, Zoran Popovic, Zuoming Shi

Neuroscience: Alex Henry, Nuno Maçarico da Costa, Jane Roskams, Hanchuan Peng, Staci Sorensen

Game and Website Development: Nova Barlow, Colin Bayer, Eric Brod, Saira Mortier, Ed Paradis, Tim Pavlik, Zuoming Shi, Benjamin Yin

Producer: Matthew Burns

Art and Interface: Brian Britigan, Saira Mortier

Music: Will Bangs — You Make My Heart Sing So Loud…

Community Manager: Nova Barlow, Saira Mortier

Marketing and Publicity: Nova Barlow, Hannah Krakauer, Jennifer Pawlosky, Rob Piercy

Content Coordination: Stephen McConoughey, Dukes Wooters

System Administration: Ric Gray

Special Thanks: UWIN, UW Game Dev Club, Eton School students, Gateway Middle School students, 21st Century After School Group students, Seth Cooper

Supported By: Allen Institute for Brain Science, National Science Foundation, UW Department of Computer Science and Engineering

References

Our approach to storing, visualizing, and reconstructing large volumetric images is based on Vaa3D-TeraFly:

Peng, H., Ruan, Z., Long, F., Simpson, J.H., and Myers, E.W. (2010) "V3D enables real-time 3D visualization and quantitative analysis of large-scale biological image data sets," Nature Biotechnology, Vol. 28, No. 4, pp.348-353. (doi: 10.1038/nbt.1612)

Peng, H., Bria, A., Zhou, Z., Iannello, G., and Long, F. (2014) "Extensible visualization and analysis for multidimensional images using Vaa3D," Nature Protocols, Vol. 9, No. 1, pp. 193-208. (doi: 10.1038/nprot.2014.011)

Peng, H., et al. (2014) "Virtual finger boosts three-dimensional imaging and microsurgery as well as terabyte volume image visualization and analysis," Nature Communications, Vol. 5, No. 5342. (doi: 10.1038/ncomms5342)

Bria, A., et al. (2016) "TeraFly: real-time 3D visualization and 3D annotation of terabytes of multidimensional volumetric images," Nature Methods, Vol. 13, pp. 192-194. (doi: 10.1038/nmeth.3767)

Our maximum-intensity projection shader uses the algorithm from Amanatides, J. and Woo, A. (1987) "A Fast Voxel Traversal Algorithm for Ray Tracing," in Eurographics '87, pp. 3-10. (CiteSeerX)

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