[Offtopic] mind control of video games
stephen at melbpc.org.au
stephen at melbpc.org.au
Thu May 8 00:10:43 EST 2008
New game gizmo uses mind control
Asher Moses May 7, 2008 - 2:07PM
<http://newsletters.fairfax.com.au/cgi-bin16/DM/y/eBbLr0CX6J0Jhb0QpF10Eu>
An Australian company is gearing up to release a computer headset that
allows people to control video games using only the power of their minds.
Emotiv Systems, founded by four Australian scientists in 2003, will
release the $US299 ($315) EPOC headset on the US market this year.
Australians will be able to order it online.
Featuring 14 sensors that measure electrical impulses from the brain, the
headset - which plugs into the PC's USB port - will enable games to
register facial expressions, emotions and even cognitive thoughts,
allowing players to perform in-game actions just by visualising them.
The headset works in a similar way to voice recognition, in that it must
first be calibrated using Emotiv's software to recognise patterns in the
user's electrical brain impulses, which are used to perform 30 preset
actions.
When the player performs those same thoughts in the game the software
knows to associate them with the correct action, such as rotate object or
push object. (snip)
The headset could also detect the players' emotions - whether they're
bored, angry, engaged, happy, stressed, etc - and adjust difficulty
levels, in-game music and the game environment accordingly.
Characters could also react to a player's emotional cues.
In horror-themed games, enemies could intelligently select the perfect
time to startle a player based on how they feel, rather than having
opponents in the same positions every time a mission is reloaded.
But the most powerful aspect of the EPOC is its ability to detect
thoughts. Players can just think about performing actions, such as lifting
or pushing objects or making them disappear, and have the game act
accordingly without the need to push any keys or buttons.
All of these features have been publicly demonstrated to thousands at
gaming conferences using a role playing game developed by Emotiv. It will
be included for free with the headset and was trialled in Sydney by
smh.com.au.
Do, who came to Australia from Vietnam in 1995 on a university
scholarship, said his intention was not to replace the keyboard or
traditional game controller; he simple wanted to add another layer to the
experience.
"You can still move around using your joystick, using your keypad, using
your mouse and keyboard, just like a normal game, but there is a lot of
activity that we take to another level by adding a headset - such as being
able to levitate an object by thinking about it," he said.
Do said the company was first concentrating on the larger US market -
which has about 9 million hardcore gamers - but was working with
Australian resellers and distributors to launch the product here.
Regardless, Australians would be able to order the headset online from US
retailers or from Emotiv itself.
"We're working very hard to get the headset to other markets at least by
online ordering," Do said.
He said that, while the company was initially focused on gaming, the
technology had applications in any situations where humans interacted with
machines, such as in medicine and robotics. Further, market research
companies and even Hollywood studios were tapping Emotiv's technology to
measure reactions from focus groups.
Emotiv spent two years developing its technology in Sydney before moving
its headquarters to San Francisco, the home of Silicon Valley, in 2005. It
employs about 50 staff - neurologists, biomedical scientists,
mathematicians, engineers - but its entire research team is still based in
Sydney.
Moving to the US, Do said, meant Emotiv was "closer to all the action, all
the [big gaming] companies, all the clients and also access to money,
because, as a start-up company, money is always one of the key
considerations".
He said Emotiv had been approached by numerous suitors keen to acquire the
company, but wanted to first see how far the technology could grow. Emotiv
has also had meetings with the major game console makers about licensing
the technology to them for future products.
In addition to Do, Emotiv was founded by 1998 Young Australian of the Year
Tan Le; Neil Weste, a neuroscientist who sold his chip manufacturing
company Radiata Communications to Cisco in 2000 for $US295 million; and
Allan Snyder, the director of the University of Sydney's Centre for the
Mind and winner of the 2001 Marconi Prize.
The four founders self-funded the initial $1 million needed to start the
company but have since raised $US14.5 million in series A funding. It is
now in the process of raising series B funding.
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