[LINK] BBC: 'Brain control headset for gamers'
Roger Clarke
Roger.Clarke at xamax.com.au
Thu Feb 21 10:03:56 AEDT 2008
[Comments at end]
Brain control headset for gamers
By Darren Waters
Technology editor, BBC News website, San Francisco
Wednesday, 20 February 2008, 03:39 GMT
http://news.bbc.co.uk/1/hi/technology/7254078.stm
Gamers will soon be able to interact with the virtual world using
their thoughts and emotions alone.
A neuro-headset which interprets the interaction of neurons in the
brain will go on sale later this year.
"It picks up electrical activity from the brain and sends wireless
signals to a computer," said Tan Le, president of US/Australian firm
Emotiv.
"It allows the user to manipulate a game or virtual environment
naturally and intuitively," she added.
The brain is made up of about 100 billion nerve cells, or neurons,
which emit an electrical impulse when interacting. The headset
implements a technology known as non-invasive electroencephalography
(EEG) to read the neural activity.
Ms Le said: "Emotiv is a neuro-engineering company and we've created
a brain computer interface that reads electrical impulses in the
brain and translates them into commands that a video game can accept
and control the game dynamically."
Headsets which read neural activity are not new, but Ms Le said the
Epoc was the first consumer device that can be used for gaming.
"This is the first headset that doesn't require a large net of
electrodes, or a technician to calibrate or operate it and does
require gel on the scalp," she said. "It also doesn't cost tens of
thousands of dollars."
The use of Electroencephalography in medical practice dates back
almost 100 years but it is only since the 1970s that the procedure
has been used to explore brain computer interfaces.
The headset could be used to improve the realism of emotional
responses of AI characters in games
The Epoc technology can be used to give authentic facial expressions
to avatars of gamers in virtual worlds. For example, if the player
smiles, winks, grimaces the headset can detect the expression and
translate it to the avatar in game.
It can also read emotions of players and translate those to the
virtual world. "The headset could be used to improve the realism of
emotional responses of AI characters in games," said Ms Le.
"If you laughed or felt happy after killing a character in a game
then your virtual buddy could admonish you for being callous," she
explained.
The $299 headset has a gyroscope to detect movement and has wireless
capabilities to communicate with a USB dongle plugged into a computer.
The Emotiv said the headset could detects more than 30 different
expressions, emotions and actions.
They include excitement, meditation, tension and frustration; facial
expressions such as smile, laugh, wink, shock (eyebrows raised),
anger (eyebrows furrowed); and cognitive actions such as push, pull,
lift, drop and rotate (on six different axis).
Gamers are able to move objects in the world just by thinking of the action.
Emotiv is working with IBM to develop the technology for uses in
"strategic enterprise business markets and virtual worlds"
Paul Ledak, vice president, IBM Digital Convergence said brain
computer interfaces, like the Epoc headset were an important
component of the future 3D Internet and the future of virtual
communication.
THOUGHT-CONTROLLED GAMING HEADSET
Sensors respond to the electrical impulses behind different thoughts;
enabling a user's brain to influence gameplay directly
Conscious thoughts, facial expressions, and non-conscious emotions
can all be detected
Gyroscope enables a cursor or camera to be controlled by head movements
The headset uses wi-fi to connect to a computer
["Ms Le said the Epoc was the first consumer device that can be used
for gaming".
[Rubbish.
[This must be about the 23rd announcement of this particular
'innovation'. [In the mid-to-late 1980s, I used it as a means of
breaking students out of the keyboard-and-screen UI mindset. I
wasn't being at all innovative myself; I was merely reflecting where
the world was up to at the time.]
[Feeding interpretations of EEG readings forward to avatars *is*
something I haven't tripped over before. Maybe that's progress ...]
--
Roger Clarke http://www.anu.edu.au/people/Roger.Clarke/
Xamax Consultancy Pty Ltd 78 Sidaway St, Chapman ACT 2611 AUSTRALIA
Tel: +61 2 6288 1472, and 6288 6916
mailto:Roger.Clarke at xamax.com.au http://www.xamax.com.au/
Visiting Professor in Info Science & Eng Australian National University
Visiting Professor in the eCommerce Program University of Hong Kong
Visiting Professor in the Cyberspace Law & Policy Centre Uni of NSW
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