Gamers may soon control action with thoughts
By Dean Takahashi
Mercury News
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.''
Sensors in the head gear -- whether headbands, headsets or helmets
-- measure electrical activity in the brain that scientists have
studied for decades. Using NeuroSky's chip technology, the system can
distinguish whether a person is calm, stressed, meditative or attentive
and alert. Beyond games, the system might be useful for determining
whether drivers are so drowsy that they need an alarm to awaken them.
NeuroSky's chief technology officer and co-founder, Koo Hyoung Lee,
is a South Korean scientist who for years studied how athletes
concentrate. He formed NeuroSky in fall 2004. The company has raised
seed money and is raising its first round of venture capital now.
Lee's team of researchers figured out how to detect signals with
simpler sensors than the devices used to monitor coma patients in
hospitals. NeuroSky is selling the components for the monitoring as
well as the software for interpreting the brain signals. Its customers
and partners could include makers of game peripherals as well as
developers who create games.
The goal is to create game console add-ons costing less than $100.
Some of the game play features can be conscious -- such as forcing
someone to concentrate in order to drive a car faster or toss something
at an enemy. Others can be subconscious. The game could slow down, for
instance, if the sensors pick up an increase in anxiety, Lee said. The
company hasn't set a timetable for the product launches of its
customers.
``It's a very cool idea,'' said Dean Ku, vice president of marketing
at Sunnyvale game company RedOctane. ``We are looking at applications
for video games, like controlling cars or airplanes. It might take
time. But there are possibilities.''
Another company, CyberLearning Technology in San Marcos, has also
created a gaming controller system with a helmet that monitors brain
waves and can be used to direct a game. The company tapped technology
developed by NASA scientists who wanted to train pilots how to focus on
their cockpit equipment. It turned the research into Smart BrainGames
systems.
CyberLearning also uses electrodes that attach to a player's scalp
and monitor brain activity. In a fashion similar to NeuroSky, it
monitors the relative stress or calmness in a person's neural patterns
and links those signals to game controls. In a racing game, for
instance, players can drive at faster speeds if they concentrate on
being calm. If the players becomes too nervous, the game can send
feedback such as vibrations to the game controller that make it harder
to drive a car.
``It's fun because it adds a new element to game play,'' says
Domenic Greco, chief executive of CyberLearning and a psychologist.
``What you are thinking affects the game.''
Greco's 5-year-old company has distributed the system to doctors
around the country in order to test its impact on patients with
concentration disorders such as attention deficit disorder.
Both companies have met with some disbelief.
In its February issue, Scientific American wrote about the prospects
for treating such disorders with brain-concentration tools dubbed ``EEG
biofeedback.'' The article noted there is ``no magic formula'' for
learning how to harness brain waves, but researchers continue to look
for ways to treat disorders.
CyberLearning Technology is selling its system starting at $584 and is targeting ADD patients.
Aside from any medical uses, both companies hope their tools could
one day be used to create true ``Jedi'' effects in games set in a Star
Wars universe. The player could use mind control to lift objects in
video games and toss them at enemies in ways that resemble the action
in the George Lucas films.
It remains to be seen how cheaply the companies can make the
systems, which include both hardware and software. They're both trying
to refine their gear to make it more comfortable. And it isn't clear
just how precise the control can be in comparison to the
lightning-quick dexterity of gamers who use hand controls.
Asked if monitoring brain waves means that their technology can read minds, Yang said, ``We're not there yet.''