Emotiv Systems will demonstrate the use of their brain computer interface device
The following information and more can be found at www.emotiv.com.
Communication between human and machine has always been limited to conscious interaction, with non-conscious communication -- expression, intuition, perception -- reserved solely for the human realm. At Emotiv, we believe that future communication between human and machine will not be limited to the conscious communication that exists today. Users will demand that non-conscious communication play a much more significant role.
Emotiv's mission is to create the ultimate interface for the next-generation of human-machine interaction, by evolving the interaction between humans and electronic devices beyond the limitations of conscious interface. Emotiv has created technologies that allow machines to take both conscious and non-conscious inputs directly from your mind.
Applications for Emotiv technology spans numerous industries, however, our immediate target market is entertainment, with a focus on the electronic games industry.
The Emotiv EPOC now makes it possible for games to be controlled and influenced by the player's mind. Engaging, immersive, and nuanced, Emotiv-inspired game-play will be like nothing ever seen before. Based on the latest developments in neuro-technology, Emotiv has developed a new personal interface for human computer interaction.
The Emotiv EPOC uses a set of sensors to tune into electric signals naturally produced by the brain to detect player thoughts, feelings and expression. It connects wirelessly with all game platforms from consoles to PCs. The Emotiv neuroheadset now makes it possible for games to be controlled and influenced by the player's mind.
Using non-invasive electroencephalography (EEG), it is possible to observe each person's individual electrical brain activity. At Emotiv, we've created a robust system and methodology for detecting and classifying both human conscious thoughts and non-conscious emotions. This revolutionary patent pending neural processing technology makes it possible for computers to interact directly with the human brain. By the detection of thoughts and feelings, our technology now makes it possible for applications to be controlled and influenced by the user's mind.
Download the slides for the presentation in PDF format.
Research towards direct man-machine communication has been going on for a long time. Some researchers have been experimenting with direct neuron-computer connections. See, for example, Peter Fromhertz's Colloquium talk, Joining Ionics and Electronics Semiconductor Chips with Ion Channels, Nerve Cells and Brain Tissue given February 9, 2005 ( Colloquium Talks 2004-2005).
The idea of capturing signals to do "mind-reading" has been both the subject of science fiction and serious research. Some of the early work was done at SRI by Lawrence Pinneo and his colleagues. Time magazine published an articles Mind-reading computer in July 1974. Lawrene Pinneo and David J. Hall's 1975 SRI report to DARPA Feasibility Study for Design of a Biocybernetic Communication System makes interesting reading.
Here are a few different mind-reading devices that appear on the net.
It is sometimes difficult to tell when people are serious. Some kind of direct mind-reading like control of computers has practical implications. It can be done using measurement of brain activity or examination of facial movements. Some people find the idea quite distrubing and want to block psycotronic mind control. For them, there is the tin foil beanie, but studies at MIT have shown it to be ineffective.
About the speaker:
Randy Breen, Chief Product Officer, is a legend within the electronic games industry. Prior to joining Emotiv, Randy was the Vice President and Head of Development at LucasArts. Products developed during Randy's tenure at LucasArts sold in record-breaking numbers and received numerous honors including the Academy of Interactive Arts and Sciences' Game of the Year award.
In 1986, Randy began working at Electronic Arts, where he was responsible for the creation and production of the Road Rash™ game franchise, which sold over four million units and played an important role in the success of EA.
Over the span of his career, Randy has produced and managed over fifty titles. As Emotiv's Executive Vice President and Chief Product Officer, Randy's intimate knowledge of game development helps him guide the direction of research and ensure the product reaches its market potential. His industry contacts and knowledge of the publishing business also play a vital role in establishing partnerships within the game industry.
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