Brain Controllers
OCZ nia Emotiv EPOC NeuroSky
The following articles and manufacturer websites discuss a new video game technology. The devices use brain waves to control video games instead of facial expressions or manual controls. What are the implications in "training the brain" to play video games? Are they recording your existing brain waves when you do certain tasks and programming it to video game controls, or does each person have to learn how to change their brain frequency in order to control the game? Would this change your all-around brain frequency? Regardless if it takes your existing frequencies or not, it is a new way for the brain to react and control a device. Could it change the way your brain functions; how the synapses fire? Few studies have yet been done or released with this technology to report on the implications and consequences to Consciousness.
Understanding Neurofeedback
International Society for Neurofeedback & Research- large data base of articles and journals on biofeedback and brainwave technology.
What is Quantitative EEG
The human brain is the most resilient and adaptable structure in nature, the source
of all of our emotions, perceptions, thoughts, and behaviors. The brain is made up of
hundreds of billions of microscopic elements called neurons which use chemical
messages to regulate electrical activity throughout the brain. The brain communicates to
itself and with the body by means of these electrical changes and our emotions,
perceptions, thoughts, and behaviors are the result of the totality of these electrical and
chemical changes, although the exact mechanism of how brain becomes mind is not
understood. The purpose of this paper is to provide a description of the brain’s electrical
activity, how it can be measured and how a quantitative EEG (QEEG) report can be used
to guide neurofeedback treatment.
Controllers
OCZ Impulse Actuator
Official Neural Impulse Actuator product page. The dedicated site has the software suite available for download which includes tutorial information on calibrating the hardware and creating different profiles for each game.
Tutorial on Calibration
"The calibration utility provides the user with an opportunity to observe their control signal. With headband on and plugged into nia box, the control signal should quickly drop towards a reference baseline. Once signal drops it is possible to fine tune control by selecting Run Calibration. The calibration routine presents the user with a gyroscope to focus on for approximately 15 seconds, after which the computer will automatically adjust the signal ampliciation to the optimal dynamic range and signal-to-noise ratio of the computer."
Tutorial on Create New Profile
"Different games have different requirements and even within one game, different levels may pose different demands to the player and the controls used depending on the map and mutators. For example, First Person Shooter (FPS) games will require different key bindings than for example Role Playing Games (RPG), Strategy, or Racing games. These different requirements can easily be addressed by creating customized profiles for each game or level within."
News Articles
Overclock3D.net article
http://www.overclock3d.net/news.php?/input_devices/ocz_prepares_neural_impulse_actuator_for_shipping_next_week/1
This article claims-- "NIA's 'user-friendly software is calibrated based on the individual's physiology and personal preferences. Each of the Actuator's signals can be assigned to a specific keystroke on the keyboard or a mouse button..."
http://www.custompc.co.uk/news/602163/ocz-brain-controller-in-mass-production.html
Official website press release.
http://www.ocztechnology.com/aboutocz/press/2008/273
Emotiv EPOC
"Using non-invasive electroencephalography (EEG), it is possible to observe each person's individual electrical brain activity. At Emotiv, we've created a robust system and methodology for detecting and classifying both human conscious thoughts and non-conscious emotions. This revolutionary patent pending neural processing technology makes it possible for computers to interact directly with the human brain."
http://www.emotiv.com/corporate/2_0/2_1.htm
Detection Suites
The Emotiv Game Developer SDK comprises of our development neuroheadset and proprietary toolkit, which incorporates our unique set of detection suites. Detection suites can be used alone or combined for an even more spectacular game play experience.
The Telepathic Joypad -- Telegraph.co.uk
"Unsurprisingly they were reluctant to tell me exactly how it works, only talking vaguely about 'unfolding the cortex' and detecting electrical activity. It seems that there will be a period of calibration as the software maps the way your individual mind works, in the same way that you have to spend a few afternoons reading out parts of Alice in Wonderland to teach your computer how you speak."
EPOC lets brain waves run video games -- Marine Times
“We’re hoping to help evolve the way humans interact with machines,” says Tan Le, CEO of Emotiv, an Australian company with researchers in Sydney and an engineering lab here.
AbleGamers.com interview with Emotiv president.
NeuroSky Headset
"NeuroSky Inc. has developed a non-invasive, dry, bio-sensor family of products that capture the electrical waves generated by neurological activity and eye movements and translate mental state information into digital signals for simple Brain-Computer Interfaces (BCI). Our wearable technology unlocks worlds of new applications in consumer electronics, health, wellness, safety, education, training, market research and a host of many more."
http://www.neurosky.com/menu/main/technology/product_summary/
Mind-Controlled Video Game Gets a Try in Japan
"The game made its debut at the Game Show today, and the first reports are coming in from bloggers who tried the system and figured out how to use the headset to wreak havoc on the zombie world. After holding up your hand, you then concentrate on a glyph that glows in direct relation to your ability to concentrate, opening up what’s called your Devil’s Eye. Once you’re in a zen-like state, you can see Judecca’s zombies and unleash some kill. You can also show your concentration skills enough to walk through walls, naturally [Tech News Time]."
Below are some videos demoing this and similar technology.
History
Intended to release in 1984, the Atari Mindlink System would read resistance from muscles in the user's forehead and interpret them into commands on the screen by way of a headband with Infrared Transmitter and Infrared Receiver. According to the Atari Museum, "the controllers did not perform well and gave people headaches from over concentration and constantly moving their eyebrows around to control the onscreen activities." The Atari Mindlink System never made it into production.
- **
Study and Application
Exclusive game software for the Emotiv technology developed by Demiurge Studios.
Paticipatory Learning grant proposal- Use brain controller technology to interact with others online via chat in ways outside of the normal application.
Mental typewriter and mobility aids
The machine makes it possible to type messages onto a computer screen by mentally controlling the movement of a cursor. A user must wear a cap containing electrodes that measure electrical activity inside the brain, known as an electroencephalogram (EEG) signal, and imagine moving their left or right arm in order to manoeuvre the cursor around.
Wheelchair interface
Inner Active Health Project
Recent scientific advances have made possible a new generation of bio-cybernetic computer games. These games incorporate physiological sensors such as EEG (measures brain waves), EMG (measures muscle tension, and HRV (measures heart-rate patterns). These sensors can be used to manipulate the action in the game through biofeedback, along with keyboard, mouse and joystick controls. Until recently, these games have been primarily used under the supervision of professional trainers and therapists, with the intention of helping people manage conditions such as attention deficit, anxiety or chronic pain. The games operate on the principle of training new neurological states through biofeedback. By measuring neurological activity with the sensors, then pairing the intended neurological state with repeated positive re-enforcement given by success in the games, the user learns to recognize and maintain the desired state. Currently, there are several games on the market which are available to the general public. These games are mainly intended to train users in relaxation, focus and meditation skills.
Thought controlled orchestra
Comments (0)
You don't have permission to comment on this page.