The Ultimate Gaming Station - A Brain Computer Interface
As we smoothly transition into the era of wearable technology,
the next leap towards the ultimate game station has just been announced
by Australian company Emotiv Systems.
Emotiv recently unveiled at the Game Developers Conference in
San Francisco, a helmet gaming station that will replace joysticks
and buttons redundant with thoughts and emotions.
Dubbed Project Epoc, the gaming system can "move objects
based on a gamer's thoughts, reflect facial expressions, and respond
to the excitement or calm the gamer mentally exerts", the company
It works using sensors in the helmet to recognise the brains electrical
signals. The system software then analyzes these signals for intent
before wirelessly relaying that intent to a receiver plugged into
the USB port of a game console or PC.
Its capability improves in a similar manner as with voice recognition,
using the learning curve to improve its understanding of the players
thinking. The players skill level in visualizing its intention contributes
to the outcomes.
The system works best with children and those open to believing
in their capability to manipulate the virtual world with their brain.
In other words, the more imaginative you are the better the system
responds. Children think about their actions in big, bold, colorful
terms, and the system seems to recognise their intentions easier.
Most adults are less likely to fool their brains into believing
anything that their defining logic doesnt believe in. It therefore
takes adults a lot more practice to learn how to use the system.
Who knows, as we move closer to a world of virtual reality, maybe
the future is that the children go to work and the parents stay
Emotiv expect the product, along with SDK's, will be available
to market in 2008.
About Emotiv: Emotiv, was founded in 2003. One
of its four cofounders is Allan Snyder, director of The Centre for
the Mind, a joint venture of the Australian National University
and the University of Sydney.
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