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.
NeuroSky, a fabless semiconductor/module company, has developed a non-invasive neural sensor and signal processing technology that converts brainwaves and eye movements into useful electronic signals to communicate with a wide range of electronic devices, consoles, and computers.
``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.
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