Brain Controlled Tightrope Video Game Shown
Bob Sherpowski writes "According to CBBC News, they have come up with a 'game' that you control directly with your brain waves. University College Dublin researchers have designed a game where you are trying to get a monster to walk across a tightrope - if he leans one way or the other you have to concentrate on a box on either side of the tightrope to make him tip the other way. It's still in research and it's not for sale yet but it's the first step. "
I just can't wait for the first virus to be unleashed on something like this. Instead of the device sending OUT information, it would start sending information IN.
;-)
In all seriousness, I'm overwhelmed with Doubleclick ads now, I don't need them being inputted directly.
God help us if Microsoft gets ahold of this. Instead of, "Where do you want to go tomorrow", it's "What do we want you to think about today".
Btw, what happens if you're using that device and you happen to catch a glimpse of Janet Jackson's Half Time show? Is it suddenly blown straight off your forehead? LOL!
this will train out brain waves to all be the same so they can control us with better accuracy and reliability!!!!
DON'T BUY IT!!!!!!
I am the Alpha and the Omega-3
The Matrix, v0.1.
I don't have a brain you insensitive clod!
use your turn signal! you people act like it's divulging information to the enemy
...just wait for the first Force Feedback models
'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'
I would be much more impressed if they could tell from my brainwaves wether I am thinking of a car or a dog.
I think this is great research, it could give paraplegics (sp?) etc the possibility to walk again with mechanical limbs.
Or am I wrong ??
This is the sig that says NI (again)
This is cool, but [needsex] not news. I [william shatner's birthday today - how many more?] saw a [excellent cleavage] report on this several years ago. When [is lunch?] do they expect [what kind of underwear is she wearing?] to have a working prototype for [I need a hug] a really cool game [is there coffee?] like Doom3? [needsex]
Having never owned one of those biofeedback devices, I can't say if they ever worked, but I saw lots of ads for them in the mid-late 1970s in magazines like Omni and Popular Mechanics.
I simply interfaced to my VCS.
I'm curious as to whether the human brain has a limit as to number of outputs. We know that with a feedback device so that a person can see what they're doing, it's possible to teach someone to be able to control characteristics of their brain waves. This could, presumably, be used as an output to control some device. What happens if we just take this higher resolution, add more types of devices Babies don't grow up knowing how to operate their hands and feet -- they have to see them moving and form links to understand what output signals correspond to "leg moved". Why couldn't we do the same with the brain? We wait for particular parts of the brain to be activated at a particular level, and treat that as a signal. I've no idea what kind of bandwidth we're talking about, but if you consider the complexity of talking and that we can deal with going from zero knowledge about talking to learning how to talk properly, that we could manage the same with a brain output device.
It would be nice to be able to type into my computer, to be able to interface in a more efficient manner than putting myself in a particular position, putting my fleshy extensions on a bunch of blocks on a keyboard, and then having the keyboard record how they wiggle and tell the computer.
OTOH, a brain-controlled computer would deprive my fingers of their precious exercise.
Oh, yes...a hands-free headset with goggles, one controlled by the brain, would be terribly cool.
May we never see th
The OpenEEG people aim to create an affordable EEG kit. There's already some schematics for home tinkerers.
Now I feel bad because I didn't pay attention to learning electronics when I was younger...
I do not moderate.
pong was lame?
Upcoming talk and demonstration on the development of Brain-Computer Interfaces: http://www.notacon.org/speakers.html#lowne (shameless plug)
Invasive, motor-cortical BCI development at Utah: http://www.bioen.utah.edu/cni/Projects/Motor.htm
Mike Gibbs' work with BCIs at Oxford University's Robotics Group: http://www.robots.ox.ac.uk/~mgibbs/research.html
The Neural Prostheses program at the National Institutes of Health includes calls for proposals in BCI development: http://www.ninds.nih.gov/npp/
The University of British Columbia's BCI research group: http://www.ece.ubc.ca/~garyb/BCI.htm
Results of the 2003 Brain Computer interface competition (focuses on signal processing techniques): http://ida.first.fraunhofer.de/projects/bci/compe
BCI development at the Cognitive Science and Technology group at the Helsinki University of Technology: http://www.lce.hut.fi/research/bci/
Dr. Jessica Bayliss's BCI work and extensive bibliography (very important, seminal work on BCI development): http://www.cs.rit.edu/~jdb/research/ and http://www.cs.rit.edu/~jdb/research/baylissThesis
Dr. Charles Anderson's work at Colorado State University with EEG pattern classification in BCI systems: http://www.cs.colostate.edu/eeg/index.html
Manchester University's Toby Howard has written some good articles on BCIs, mostly for Popular Science: http://www.cs.man.ac.uk/aig/staff/toby/research/b
Dr. Michael Black at Brown University teaches a course in BCI development: http://www.cs.brown.edu/courses/cs295-7/home.html
Cyberkinetics, Inc. makes medical-use BCIs: http://www.cyberkineticsinc.com/
That's what they thought, and why it was so easy for people to try the game. But the game was more than just an audiovisual game, it directly effected their brains, releasing a powerful surge of pleasure (complete with suddenly relaxing muscles, dialating pupils, and a heavy sigh - sort of an electronic orgasm, the way the actors portrayed it) when you got the disk things into the wierd conical wormlike things.
If you've read Richter 10, or The Terminal Man, or even read about the experiments with hooking the pleasure centers of a rat's brain up to a button, you'd know the addictive power that that can have.
A rat hooked up to the aforementioned device will eventuall stop eating, drinking, and will ignore receptive female rats to push the button repeatedly, because the electrical jolt to the brain's pleasure centers produces a far stronger pleasure than any normal stimulus ever can.
In The Terminal Man, the guy's brain eventually learned to manufacture false seizures to trigger the same sort of electrical impulses from his implant.
In Richter 10, many people became endophin addicts when their bodies learned to produce headaches on demand to trigger endorphin rushes from their anti-migraine implants.
The Game was the same sort of thing, while holodecks were just glorified video games - they certainly produced pleasure, and anything that produces pleasure can prove addictive, and the people in Star Trek clearly have to have a level of self control to prevent that; but The Game operated directly on the brain, and could produce far greater feelings of pleasure than is possible normally, and thus far harder to resist.
this was predicted in 1917:
Man will, in time, manage to implant the death-forces in man,
related to electrical and magnetic forces, with external machines.
He will then be able to direct his intentions, his thoughts into the machine.
(Rudolf Steiner, Individuelle Geistwesen und einheitlicher
Weltengrund, November 25, 1917, Dornach Switzerland)