Multiple Object Tracking Test
Track two marked discs through five deterministic six-object motion fields, then select their final positions.
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How to use
- 1.Memorize the two ringed discs during Preview, then press Space or choose Start motion.
- 2.Follow both identical discs through the fixed frames; wait for motion to finish or choose Finish motion now.
- 3.Toggle exactly two final positions and submit; solve all five fields for exactly 1,000 points.
About Multiple Object Tracking Test
Multiple Object Tracking Test is a five-round dual-target motion game using six identical discs on a two-by-three field. Preview identifies two targets with accent rings. Start motion, keep both targets in mind after the rings disappear, and select the two final positions occupied by those original discs.
The title uses the familiar task description, but this page is an entertainment game rather than a scientific, medical, vision, attention, or diagnostic assessment. Its disc paths, target pairs, frame intervals, scoring, and error rules are original fixed product fixtures. No score is compared with population norms and no result claims to measure a cognitive trait.
Each round contains either three or four literal position frames. Every frame is a complete permutation of disc identities zero through five, which guarantees exactly one disc in every location and prevents overlaps or missing objects. Motion advances automatically every 650 milliseconds with a visible CSS transition, and Finish motion now moves directly to the same final frame for deterministic short play.
Target rings exist only during Preview. When Tracking begins, all six visible disc circles share the same fill, stroke, size, styling, and accessible description. The target-ring elements are unmounted, and no target label, target data attribute, special class, color, or number follows either object. During Answer, the moving SVG is replaced by six numbered position buttons rather than labeled identities.
Select exactly two final positions and submit them as an unordered set. Changing a selection is free: choosing an active position deselects it, choosing an inactive position adds it until two are selected, and attempting a third selection does nothing. The submit control remains disabled until the pair contains exactly two positions.
A correct pair awards exactly 200 points and returns to Preview for the next target set. Five correct rounds therefore produce exactly 1,000 points. There is no speed bonus, random path, adaptive motion, click penalty, or hidden multiplier. Both the automatic timer route and Finish motion now end at the same declared positions and use the same validator.
One submitted wrong pair is recoverable. Submitting the identical unordered pair again is recognized as a repeat and does not consume another error. Change at least one position and submit another wrong pair to record the second distinct miss and close the run. Selections themselves never count as errors, so a player can reconsider freely before pressing Submit.
Keyboard play covers the complete game. Space starts motion from Preview and finishes it during Tracking. Keys 1 through 6 toggle final positions, and Enter submits a complete pair. Pointer and touch users receive the same start, finish, position, submit, and restart controls with large targets and visible selected states. The ledger reports frame count, selected count, score, and misses.
The independent test restates every target identity, every frame permutation, and every expected final target position as literal fixtures. It proves each frame contains all six identities exactly once, advances timer boundaries, checks Finish motion now, selects correct positions in reverse order to prove unordered validation, executes the full 200-through-1,000 route, repeats an identical wrong pair, changes one position to trigger deadlock, rejects invalid locations, and verifies phase and terminal atomicity.
The field reserves a stable five-by-three aspect ratio. CSS transitions move discs between fixed coordinates without layout reflow, and reduced-motion styling removes animation while preserving each state. Answer buttons announce only final position numbers and their selected state. The game requires no precision drag, pointer-only gesture, sound, upload, or hardware sensor.
Everything runs locally. There is no camera, eye tracker, file input, account, API, model, external asset, random service, or personal data. Only the shared best completed score can remain in this browser. Restart restores the first target preview, frame zero, zero score, and no selected positions or errors.
Double-press Escape for the simulated spreadsheet boss screen and repeat it to resume the unchanged field. For other fixed visual-memory formats, try Position Memory Game, Visual Memory Test, Pattern Memory Game, or Face Memory Test. Their tasks use static layouts or recognition rather than this two-target motion loop.
Methodology & sources
Five immutable rounds declare two target identities and three or four six-item permutation frames. Tracking ticks every 650 ms or jumps to the identical last frame. Final correct positions are computed by locating the two targets in the last permutation and comparing sorted two-position sets. Wrong signatures use round and sorted positions for order-independent dedupe; two distinct submissions deadlock. Selection edits, invalid positions, incomplete submits, out-of-phase actions, and terminal actions are atomic or non-errors.
Frequently asked questions
- Do target discs stay visually marked during motion?
- No. The rings unmount at motion start, and every tracking disc uses the same shape, color, size, label, and styling.
- Do selection changes count as errors?
- No. Only submitting a complete wrong pair records a miss, so positions can be selected and deselected freely.
- Is this a clinical attention test?
- No. It is a deterministic entertainment game with original paths and no diagnostic comparison or health claim.
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