‘Mind Gaming’ Could Enter Market This Year

In an adapted version of the Harry Potter video game, players lift boulders and throw lightning bolts using only their minds. Just as physical movement changed the interface of gaming with Nintendo’s Wii, the power of the mind may be the next big thing in video games.

And it may come soon. Emotiv, a company based in San Francisco, says its mind-control headsets will be on shelves later this year, along with a host of novel “biofeedback” games developed by its partners.

Several other companies – including EmSense in Monterey, California; NeuroSky in San Jose, California; and Hitachi in Tokyo – are also developing technology to detect players´ brainwaves and use them in next-gen video games.

The technology is based on medical technology that has been around for decades. Using a combination of EEGs (which reveal alpha waves that signify calmness), EMGs (which measure muscle movement), and ECGs and GSR (which measure heart rate and sweating), developers hope to create a picture of a player´s mental and physical state. Near infrared spectroscopy (NIRS), which monitors changes in blood oxygenation, could also be incorporated since it overcomes some of the interference problems with EEGs.

PhysOrg via KurzweilAI

Online Worlds To Be AI Incubators

Online worlds such as Second Life will soon become training grounds for artificial intelligences.

Researchers at US firm Novamente have created software that learns by controlling avatars in virtual worlds.

Initially the AIs will be embodied in pets that will get smarter by interacting with the avatars controlled by their human owners.

Novamente said it eventually aimed to create more sophisticated avatars such as talking parrots and even babies.

BBC

Biofeedback Darth Vader Toy For Kids

darth vader feedbackA convincing twin of Darth Vader stalks the beige cubicles of a Silicon Valley office, complete with ominous black mask, cape and light saber.

But this is no chintzy Halloween costume. It’s a prototype, years in the making, of a toy that incorporates brain wave-reading technology.

Behind the mask is a sensor that touches the user’s forehead and reads the brain’s electrical signals, then sends them to a wireless receiver inside the saber, which lights up when the user is concentrating.

The player maintains focus by channeling thoughts on any fixed mental image, or thinking specifically about keeping the light sword on. When the mind wanders, the wand goes dark.

Engineers at NeuroSky Inc. have big plans for brain wave-reading toys and video games. They say the simple Darth Vader game—a relatively crude biofeedback device cloaked in gimmicky garb—portends the coming of more sophisticated devices that could revolutionize the way people play.

cnn

The Pythagorean Device

The Japanese TV show PythagoraSwitch makes strange devices to aid learning. <3Yen provides a translation of the shows mission statement:

Within our daily lives, which we go about without thinking much about the many mysteries, archetypes, themes and more varied ways of thought. For example, have you ever thought why waffles are always the same shape? Behind it all is concept of “having a shape.” There all sorts of these archetypes/shapes: in print, in mass-produced goods and whatnot. Understanding these these “shapes” let’s you grasp how these things work.

“Pythagoras Switch” wants to help kids have that moment of A-HA! We want to raise thinking about thinking, to flip that epiphany switch in every child.

damndata

Virtual Pals ‘Soar in Importance’

Virtual communities are as important as their real-world counterparts, many members of online communities believe.

A survey found 43% of online networkers from the US felt “as strongly” about their web community as they did about their real-world friends.

It also revealed net-users had made an average of 4.6 virtual pals this year.

The survey, from the US-based Center for the Digital Future, of 2,000 individuals forms part of a six-year study into attitudes to the web.

bbc

U.S. Copyright Office Says OK to Cell Phone Unlocking, Game Emulators

With number portability already possible in the U.S., cell phone users are freely allowed to carry their numbers to whichever carrier they choose. Taking your handset with you to a new carrier, however, is a completely different story.

Many cell phone carriers “lock” their phones specifically to their network, meaning that any phone bought from one network cannot be freely used on another network using the same technology. Carriers often do this in an effort to prevent consumers from taking advantage of special subsidized phone pricing and then jumping to another service provider.

Today, the U.S. Copyright Office changed all that, and is legally allowing cell phone users to break the software locks that cell phone carriers place in their phones. However, carriers are still permitted to software lock their phones.

Also added to copyright exemptions today allow film professors copy sections from DVDs for educational compilations and let blind people use special software to read copy-protected electronic books, reports AP.

Computer programs and video game software that no longer have available the original machines required to run them on are also exempted, thus validating the use of select emulators. A bit of a monkey wrench in the emulator legality issue is that the Xbox 360, PlayStation 3 and Wii all include some form of classic library emulation, possibly taking any game playable on current consoles, new or old, off the list of copyright exempted material.

daily tech news

Teen Plays Videogame With Brain Signals

A St. Louis-area teenage boy and a computer game have gone hands-off, thanks to a unique experiment conducted by a team of neurosurgeons, neurologists, and engineers at Washington University in St. Louis. The boy, a 14-year-old who suffers from epilepsy, is the first teenager to play a two-dimensional video game, Space Invaders, using only the signals from his brain to make movements.

Getting subjects to move objects using only their brains has implications toward someday building biomedical devices that can control artificial limbs, for instance, enabling the disabled to move a prosthetic arm or leg by thinking about it.

Washington University

Peter Jackson To Direct Next Halo Game

King Kong director Peter Jackson has agreed a deal with Microsoft to create what he describes as a “new form of interactive entertainment”.

The Oscar-winning film-maker said he would be creating a series based on the Halo video game franchise, created by Bungie Studios.

“I’m getting a little bored with films,” he said.

The series will appear on the Xbox 360 games console and Xbox Live, the machine’s online service.

bbc

Does Real Law Apply To Virtual Worlds?

A US gamer has filed a “first-of-its-kind” lawsuit in an acrimonious dispute over the sale of virtual land within the online role-playing game Second Life.

The suit highlights the large amounts of money many gamers are now spending in the hope of reaping a profit within their chosen virtual world.

Second Life lets players buy land and build structures that can then be leased or sold on to other players, often for a profit. The game’s currency, Linden dollars, can be easily exchanged for real cash.

Marc Bragg, an attorney from Pennsylvania, US, filed the suit against the company behind Second Life, Linden Lab based in California, US. He accuses the company of deactivating his account after he discovered a loophole that enabled him to buy virtual land cheaply within the game.

The suit, filed in a local district court, seeks financial restitution for Bragg who claims he invested around $32,000 in the virtual land. “This is probably the first dispute of its kind,” Bragg says in a statement posted online. “This suit challenges the legitimacy of a virtual intangible purchase of an asset.”

Gamers May Soon Control Action With Thoughts

Someday soon, video gamers may be able to use their heads, literally, to get better scores in their games.

At least two start-ups have developed technology that monitors a player’s brain waves and uses the signals to control the action in games. They hope it will enable game creators to immerse players in imaginary worlds that they can control with their thoughts instead of their hands.

San Jose’s NeuroSky has been testing prototypes of its system that uses a sensor-laden headband to monitor brain waves, and then uses the signals to control the interaction in video games. They hope that such games are just the beginning of a mind-machine interface with many different applications.

``Research on brain waves is well known,’’ said NeuroSky Chief Executive Stanley Yang. ``But we have worked on a way for detecting them with a low-cost technology and then interpreting what they mean. We think this will have broad applications.’’

mercurynews

A New DS Game to Please the Brain

Nintendo is releasing Brain Age, a DS game based on the research of the Japanese neuroscientist Ryuta Kawashima. Kawashima found that if you measured the brain activity of someone who was concentrating on a single, complex task—like studying quantum theory—several parts of that person’s brain would light up. But if you asked them to answer a rapid-fire slew of tiny, simple problems—like basic math questions—her or his brain would light up everywhere.

Hence the design of Brain Age. It offers you nine different tests, some of which seem incredibly basic—like answering flash-card math questions—and others which are fiendishly tricky. At one point, the DS shows flashes a grid of numbers for one second, then hides the digits; you have to try to remember where they were located in the grid, in ascending order. After you’ve played a few rounds, the DS calculates your “brain age”: How mentally nimble you are, compared to the statistical averages of other people Kawashima measured. Age 20 is the best you can do—the apex of your mental powers, apparently—and by playing Brain Age every day, you can become mentally younger and younger.

Now, the science here is a little dubious. The idea of a discrete brain age is about as phrenologically suspect as the increasingly-disputed concept of IQ itself. Kawashima believes you improve your cognition by getting your brain to light up all over at once. But not all neuroscientists agree that this full-brain activity means you’re thinking more intelligently.

I’m quibbling, though. The truth is, scientists have long known that you can get smarter and stay smarter by engaging in daily, brain-teasing activity—and Brain Age certainly qualifies.

Wired

Gaming Fanatics Show Hallmarks of Drug Addiction

Excessive computer gaming has the hallmarks of addiction, suggests new experiments on “drug memory”. The researchers argue it should be classified as such, enabling “addicts” to start seeking help.

“We have the patients and we have the parents and family members calling us for help,” says Sabine Grüsser of the Charité University Medicine Berlin, in Germany.

Learning is recognised as an important underlying mechanism of addiction. In becoming addicted, people start to associate cues that are normally neutral with the object of their craving. To a crack addict, for instance, a building in which they have used the drug is more than just a place they have been – it becomes a trigger for craving and can, on its own, reignite a need to use the drug again after months of abstinence.

Grüsser and her colleague Ralf Thalemann wanted to see if computer game cues could also trigger similar “drug memories” in excessive computer gamers.

NewScientist

VirtuSphere: The First Step To The Holodeck

VirtuSphere provides a mechnical basis for truly immersive virtual reality environments, permitting the user to move about in virtual space by simply walking.

VirtuSphere-commando.jpg

The device consists of a large hollow sphere which is mounted on a specially designed platform that allows the sphere to rotate freely as the user walks in any direction. The user wears a head-mounted display, which provides the virtual environment. Sensors under the sphere provide subject speed and direction to the computer running the simulation. Users can even ineract with objects in virtual space using a special manipulator.

Technovelgy via Gravity Lens

Cap allows navigation of virtual worlds by thought

cap.jpgComputer scientists have created a hat that can read your thoughts. It allows you to stroll down a virtual street. All you have to do is think about walking.

Called a brain-computer interface, the device detects activity in certain brain areas linked to movement, and uses the signals to mimic that movement in a virtual world. The technology could one day help paralysed patients to move robotic arms, or help sufferers of motor neuron disease to type out words on a virtual keyboard.

“Just thinking about movement activates the same neurons as actually moving,” explains Gert Pfurtscheller of Graz University of Technology in Austria, who has been working on the device for around four years. By picking up on these bursts of nerve activity, the computer can decide whether you are thinking about moving your hands or feet, and react accordingly.

Nature via Better Humans

Nintendos Revolution Controller and Xbox 360

nintendo.jpg
Nintendo thinks it has the answer for people scared off by all the complex switches and buttons on home video-game controllers – a simpler device that looks like a TV remote control and can be waved like a wand or a baseball bat.

“We thought about how everyone in the family uses the TV remote, but some people don’t want to even touch the game controller,” Nintendo President Satoru Iwata said. “We want to set a new interface standard for games.”

...

Microsoft announced the Japan price of its Xbox 360 Thursday – 37,900 yen, or about US$345, slightly less than the US$399.99 it’s charging in the U.S. It will sell for euro399.99 in Europe.

The Xbox 360 is scheduled to start selling Nov. 22 in North America, Dec. 2 in Europe and Dec. 10 in Japan – beating the still unpriced PlayStation 3 to the stores.

RedNova