Gaming’s brave new world

  • By Rachel Konrad / Associated Press
  • Monday, April 30, 2007 9:00pm
  • Business

SAN JOSE, Calif. – A 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.

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. 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.

Technology from NeuroSky and other startups could make video games more mentally stimulating and realistic. It could even enable players to control video game characters or avatars in virtual worlds with nothing but their thoughts.

Adding biofeedback to “Tiger Woods PGA Tour,” for instance, could mean that only those players who muster Zen-like concentration could nail a putt. In the popular action game “Grand Theft Auto,” players who become nervous or frightened would have worse control than those who remain relaxed and focused.

NeuroSky’s prototype measures a person’s baseline brain-wave activity, including signals that relate to concentration, relaxation and anxiety. The technology ranks performance in each category on a scale of 1 to 100, and the numbers change as a person thinks about relaxing images and focuses intently, or gets kicked, interrupted or otherwise distracted.

The technology is similar to more sensitive, expensive equipment that athletes use to achieve peak performance. Koo Hyoung Lee, a NeuroSky co-founder from South Korea, used biofeedback to improve concentration and relaxation techniques for members of his country’s Olympic archery team.

“Most physical games are really mental games,” said Lee, also chief technology officer at San Jose-based NeuroSky, a 12-employee company founded in 1999. “You must maintain attention at very high levels to succeed. This technology makes toys and video games more lifelike.”

It’s still unclear whether consumers, particularly American kids, want mentally taxing games.

“It’s hard to tell whether playing games with biofeedback is more fun – the company executives say that, but I don’t know if I believe them,” said Ben Sawyer, director of the Games for Health Project, a division of the Serious Games Initiative. The think tank focuses in part on how to make computer games more educational, not merely pastimes for kids with dexterous thumbs.

The basis of many brain wave-reading games is electroencephalography, or EEG, the measurement of the brain’s electrical activity through electrodes placed on the scalp. EEG has been a mainstay of psychiatry for decades.

An EEG headset in a research hospital may have 100 or more electrodes that attach to the scalp with a conductive gel. It could cost tens of thousands of dollars.

But the price and size of EEG hardware is shrinking. NeuroSky’s “dry-active” sensors don’t require gel, are the size of a thumbnail, and could be put into a headset that retails for as little as $20, said NeuroSky CEO Stanley Yang.

While NeuroSky’s headset has one electrode, Emotiv Systems Inc. has developed a gel-free headset with 18 sensors. Besides monitoring basic changes in mood and focus, Emotiv’s bulkier headset detects brain waves indicating smiles, blinks, laughter, even conscious thoughts and unconscious emotions. Players could kick or punch their video game opponent – without a joystick or mouse.

“It fulfills the fantasy of telekinesis,” said Tan Le, co-founder and president of San Francisco-based Emotiv.

The 30-person company hopes to begin selling a consumer headset next year, but executives would not speculate on price. A prototype hooks up to gaming consoles such as the Nintendo Wii, Sony PlayStation 3 and Microsoft Xbox 360.

Le, a 29-year-old Australian woman, said the company decided in 2004 to target gamers because they would generate the most revenue – but eventually Emotive will build equipment for clinical use. The technology could enable paralyzed people to “move” in virtual reality; people with obsessive-compulsive disorders could measure their anxiety levels, then adjust medication accordingly.

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