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[privacy] Mind Control for Videogames
From: "Richard M. Smith" <rms () computerbytesman com>
Date: Wed, 7 Mar 2007 11:18:38 -0500
http://online.wsj.com/article/SB117322883379028959.html?mod=technology_main_ whats_news Mind Control for Videogames Emotiv Aims to Link Characters' Actions To Users' Thoughts By DON CLARK March 7, 2007; Page B5 A start-up company this week is giving the first public demonstration of a new technology for letting videogame players control actions with their minds. Emotiv Systems Inc., a closely held company with offices in San Francisco and Sydney, Australia, plans to exploit electroencephalography, or EEG technology, which measures electrical activity of the brain and has long been used in the medical profession. The company envisions players strapping on helmets with electrodes that read brain signals, allowing them to issue simple commands to enhance game play. Others have discussed similar goals, including start-ups NeuroSky and CyberLearning Technology LLC, but Emotiv says its approach is the most versatile. Where other technologies tend to detect mental states such as concentration or calmness, Emotiv says its technology also can distinguish between patterns of brain activity that can be designated to correspond to specific commands. [Photo] <http://online.wsj.com/public/resources/images/MK-AI854B_EMOTI_2007030618301 1.jpg> Prototype of brain-signal helmet. "Our vision is that the next generation of man-machine communications will not be limited to just conscious expressions, but nonconscious expressions also will play a big part," says Nam Do, Emotiv's chief executive officer. In a demonstration, Emotiv researcher Marco Della Torre donned a prototype headset and was able to move objects on a computer screen by visualizing pushing or lifting them -- in one case teaming up with a reporter to pick up and throw objects in a videogame based on the Harry Potter books. The technology also projected Mr. Della Torre's smiles, winks or other facial expressions onto the face of an animated character, while software registered changes in his level of excitement. In some cases, there was a noticeable time lag before Mr. Della Torre's mental commands produced an effect on the screen. Commands were limited to a predetermined set of actions, such as moving objects a fixed distance up and down or right and left. Accomplishing those feats requires a user to teach the company's software, by associating repeated thought patterns with individual commands. The technology is more suited to add special extras in games than to replace conventional controllers for the bulk of the action. "It's not to replace the joystick," Mr. Do said. ...
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- [privacy] Mind Control for Videogames Richard M. Smith (Mar 07)