Monday, November 16, 2009

Brain-Computer Headsets for Gamers


            In late 2008, an Australian technology company called Emotiv released the first gaming headset for use in videogames. Using EEG technology, the headset measures electrical impulses from all over the head and translates the thoughts via Wi-Fi to movements in characters on the screen. Thus, gamers can move their avatars through virtual worlds just by thinking about it[1].

            The headset, comprised of sixteen electrodes, can read more than thirty different emotions in addition to dozens more movements. If a player wants an avatar to jump, for instance, the user imagines the act of jumping...

 The user then tells the reader that the set of thoughts means, “jump”. From then on, when the gamer thinks of the same motion, the avatar on screen will jump. Each distinct thought is defined by a specific pattern of electrical signals from distinct regions of the brain. Frequency, intensity and origin of signals together provide the command for actions of people in the videogame. The key to efficient functioning of this technology is that the gamer must produce the same mental cues each time he or she wants the avatar to do the motion. Forming identical cues takes time and practice to master[2].
            Most importantly, the game, through the headset, can detect whether or not the user is having fun while playing through monitoring the player’s excitement, calmness and engagement. In response, the game will change the course of the simulation based on a player’s emotions.


[1] Waters, Darren. “Brain control headset for gamers.” The British Broadcasting Company News. 20 February 2008. http://news.bbc.co.uk/2/hi/technology/7254078.stm
[2] Mackellar, Geoff. ABC Science. 5 August 2009. http://www.abc.net.au/science/articles/2009/08/05/2647001.htm

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