Touch screens? Seen it. Wireless controllers? Not for a long time news. San Francisco hosted last week exhibition and conference dedicated to the neuro games that are already called next generation computer games.
According to the organizers of the event NeuroGaming 2013 Conference and Expo, a hardware-software complex that tracks and reacts to electrical and chemical signals of the human body, will do for games what synchronous shooting did for cinema.
According to Zach Lynch, a nonprofit business executive Association of the Neurotechnology Industry Organization (NIO), representing the interests of a wide range of companies in the field of neurobiology, the ultimate goal of the project is to create a new categories of computer games.
Each of the conference participants voiced their own paths to achieving set goal:
– A mind-reading headset with sensors on the ear and forehead. – Not complicated feedback touch screens. – Headphones that convert low-frequency sounds into physical vibrations. – Neurodevices, integrated with wearable consumer electronics as exemplified Augmented Reality Points and Oculus Rift. – Experimental sensors measuring the emotional state of a player by measuring level pH of sweat.
During the discussion, it turned out that the only obstacle to The paths to the goal are consumers.
Most consumers are not going to give their hard-earned money on One-day experimental gadgets. To do this, they must have enduring value, says the CEO NeuroSky Stanley Young.
This person knows what he says, because it is his company first launched the consumer product market with neuro-computer interface – Star Wars Force Trainer cost 130 dollars.
Former GameStop Digital Ventures Chris General Manager Petrovits believes that the situation will not change, even if changed lexicon:
Regardless of the wording, we must focus on consumers. Just don’t call the technology “neuro next-generation platform “or” neuro-gaming device “, it will not be sold anyway.
With this wording, people can perceive the unknown to them. technology as an invasion of your body. Everyone will do that.
A photo from open sources
Several speakers and numerous listeners (total 300 participants of the conference were registered) agreed that it’s more rational to apply the technology not in the gaming industry, but there, where she has already taken root, for example, in clinical therapy or in as a means of education for children with mental disorders, such as ADHD (Attention Deficit Hyperactivity Disorder).
The problem is that most “mind games” are too primitive and boring. Without interesting content, all attempts to popularize neurogames come to naught. If you stomp on place, then they are waiting for the fate of 3D TV technology, which suffered fiasco, despite the big hype and considerable financial investments.
A photo from open sources
Neurogames target niche enthusiasts who can test technology for vitality, like Tesla Roadster laid the foundation for more affordable production electric vehicles.
Conference companies dream that one day they will release a neurodevice that makes friends with consumers “in one click”, what in 2006 did the Wiimote wireless controller.
Meanwhile, Samsung teaches consumer electronics to read thoughts.
Researchers at Samsung’s Emerging Technology Lab together with Ruzbeh Jafari, associate professor of the department University of Texas Dallas electrical engineers studying the ability of people to launch applications, select recipients from contact list, songs from the playlist, and also turn on and off mobile device with the help of thoughts.
Technology testing was carried out using a tablet Samsung Galaxy Note 10.1 computer. Although today the Korean manufacturer has no urgent plans to release smartphones, driven by the power of thought, preliminary studies show that the brain-computer interface can help people with disabilities solve previously unattainable tasks, technology resource reports Review
It is worth noting that the registration systems of weak electrical currents generated by the cerebral cortex are already present on the market. For example, a NeuroSky headset uses the EEG method to control video games and objects through mental concentration. Emotiv Systems, in turn, released a wireless controller on the head that reads and transfers facial expressions and emotions of the user on a virtual character, improving the very game.
A photo from open sources
During the experiment, researchers from Samsung and Texas University of Dallas tracked brain activity people who have been shown repetitive visual images. As it turned out, the subjects were able to run applications and do selection, focusing on the icon blinking with a certain frequency.
According to scientist Robert Jacob of Tufts University, working on the study of the interaction of man and computer, this project is part of a lot of work to find new ways to communicate with mobile devices by type smartphones:
The technology allows you to control the phone without getting it out pockets.
Samsung Lead Researcher Inso Kim Sure Active finding new ways to interact with mobile devices helps the project grow faster.
A few years ago, the only input device The information in the cellphone was a tiny keyboard. Today you can interact with the phone through voice commands, touches, gestures and eye movements. With new ways to manage mobile devices will be even more convenient, ”says Kim.
The researcher admits that more thorough research is needed. Before the neurocomputer interface is implemented in modern mobile devices, it will take some time. One of The tasks were to develop a system for processing weak and noisy signals, obtained by electroencephalogram, with the aim of subsequent use on a mobile device.
If the classic system of registration and analysis electroencephalograms require applying to the scalp under conductive gel electrodes and tune the device in for 45 minutes, then Samsung does not need an EEG system no gel, and tuning takes only 10 seconds. However use a cap with electrodes and connecting wires in both cases.
A dry EEG system cannot be called new, but the quality of processing cerebral signals leaves much to be desired. However researchers continue to work on improving their technology. If the system will be convenient and practical to use, then the final thought device mobile device control can look like an everyday hat that everyone has long been wearing used, says Jafari.
It is also noted that the speed of the system depends on specific user. The experiment showed that on average a mental command is executed in five seconds with an accuracy of 80 to 95 percent.
We cannot predict how this technology will change our world. But given the massive support, the development of man-machine interfaces are inevitable, says a Samsung scientist.
US company IBM predicts management technology smartphones and computers using the power of thought will become mainstream in a few years.
Time Strength of Thought Smartphones