Posts tagged: neural interfaces

Virtual Telekinesis: Mind Control in Time for Christmas?

Here’s a story from AFP about Emotiv and their neural interface helmet which will allow gamers to control videogames with their thoughts. I blogged about this back in February, noting that Brain Computer Interfaces (BCIs), or neural interfaces, were all the rage at GDC.

The news this week is Emotiv’s headset, which includes 16 sensors for a built-in EEG unit to measure brainwaves and facial expressions, along with a gyroscope to determine head movement, will be available for the Christmas shopping season. The $299 unit will include a videogame that works with the headset when it goes on sale direct from Emotiv’s website. The game will involve activities where users lift mountains and other things with their minds, combining virtual telekinesis with the RL interface.

The software development kit to design products that integrate into the helmet has been downloaded over 1,000 times, according to the news article. Emotiv co-founder Tan Le and company engineer Marco Della Torre noted the device has multiple uses:

- Law enforcement can use it as a cheap lie detector kit, since it is ultimately an inexpensive EEG. “It certainly could be used as a very accurate polygraph,” Le said. “If you have seen something before, there is no hiding it. There is brain recognition”

- Stroke and coma victims could find new ways to communicate using the device

- Music listeners could easily tag the songs they hear, having the songs classified as making them happy, sad, etc.

My take: BCIs hold great promise in educational fields, providing a true hands-free environment and a rich field for research. Students with disabilities may benefit greatly from BCIs. If Emotiv can offer an effective device at a low price point, as seems probable if the publicity is to be believed, we can expect an uptick in related research soon.

References:
Mind games: Computer headset lets brain control action. [Online]. Retrieved July 8, 2008 from http://afp.google.com/article/ALeqM5jJ8pFqcQxTWrU2mZTsgyzefOY8Zg

Ambient Offers Sub-vocal Chat Device

In the popular Ender’s Game series of science fiction novels, the hero communicated with his computer via sub-vocal conversations. We’re starting to see a variety of non-traditional input devices for videogames, from the Wiimote to Brain Computer Interfaces. Now, a company, Ambient Corp., has demonstrated a working model of a neckband that can translate sub-vocal nerve signals into computer commands. The demo occurred at a Texas Instruments Developers Conference. Applications include wheelchair control, dictation, and assistive technology for the speech impaired. Of course, videogame apps will be offered if there is sufficient interest and demand.

Imagine a videogame adaptation of Ender’s Game where players navigate the interface sub-vocally … Or how about a game the speech impaired can play as well as others? Or how about a military immersion training that users control on several levels, including vocally, hand-eye, and sub-vocally? The possibilities are intriguing.