Nam explained that the machine could read feeling and emotion, things that "distinguish us from humans ... er, computers!" An assistant, Marco, entered stage right sporting Emotiv's neuro-headset, a mess of tentacled sensors wrapped around his temple, as Nam introduced Marco's virtual counterpart, Emobot. A robot head with a cute, round face began to mimic Marco's facial expressions on a large screen behind Nam. "Look cute, look cute," goaded Nam, and Marco and the Emobot responded, blinking their eyes and pursing their lips. Emobot followed along for a few more moments before freezing up -- and it was onto the next demonstration.
Nam pressed Marco to "think of something, and make it happen" by manipulating a three-dimensional cube now occupying the center screen. A simple 'zoom' command seemingly worked, but when told to mind-push the cube along multiple axes, Marco failed. "Weak mind, weak mind," teased Nam, warding off the inevitable tension. He filled the pause with pseudo-science, something about electrical impulses converted into an image of thought within a roughly 90,000-dimensional space. (90,000 dimensions? Had we heard that right?) Marco was still squeezing his eyes shut, carefully molding thoughts with his hands. Still nothing ... and then ... the cube spun briefly to life.
"You feeling okay to do the risky one?" Nam asked. (No, it was not a question.)
Marco was focusing again ... still straining ... trying to will the cube to disappear. "Performance anxiety," joked Nam, "just press a button, come on." The laughs faded into silence as minutes passed. Nam paced, Marco curled his brow. Finally! The cube was gone.
The tension carried over into the nerves of Lori Washbon, director of design, as she struggled through detailing the EPOC headset, adjusting her slipping shoulder strap, sometimes strutting the stage with wayward poses. The big breakthrough: no more gel! The sensors are made from a proprietary material that takes EEG readings without the messy cleanup. And a lithium polymer battery adds 12 hours of goop-free usage. "A new 'epoc' in man to machine interface."
An urgent request followed: Please switch off your mobile phones, they're interfering with our wireless ... (Yikes!)
"Can we do it without the headset?" Nam whispered into his mic from off-stage. Producer Zachary Drake had hopped up to demonstrate the game, developed in partnership with Demiurge Studios. (Each headset will ship with this tech demo, call it: Emotiv's 'Wii Sports.') "Welcome to demo hell, folks!" Drake grinned, clutching a wireless Xbox 360 controller. Drake began navigating through the game, a "cloud-top temple," pausing at certain points, asking us to imagine what would occur had he been wearing the neuro-headset, twisting and stretching his face into hypothetical game commands. What irony! He chased off a swarm of glowing demon spirits, lifted a giant boulder and transformed the sky from serene green to a "brilliant orange" -- all in our minds!
After Drake's brave presentation, Nam returned to rush through a series of announcements:
- EmoKey -- "mind control for existing PC games"; keyboard emulation software that maps actions onto the headset; "If you are Jedi, you have the real force," teased Nam.
- The SDK will be open standard; available to developers free from Emotiv's website
- IBM partnership; Michael Rowe, an IBM "3D Internet Champion," is looking to implement Emotiv's game tech "for real business usage."
Nam sheepishly closed by revealing an optimistic target release date in "holiday 2008" and a $299 price tag for the neuro-wonder EPOC. "May the force be with you -- it's not with me today ... but it's the thought that counts."
[Follow-up: Emotiv's PR issued a brief statement which linked the technical disaster to the AV crews headsets. "The sound crew's AV headsets use a very high power, frequency-hopping, spread-spectrum technology which is not found in consumer devices or home wireless set-ups."]




















(Page 1) Reader Comments
I'm still waiting for the complementary gaming peripheral.
"Mommy, 'Donkey Kong's Donkey Show' doesn't work without the Wiinis controller. Mommy, I need a Wiinis!"
^future
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Good luck with that $299 price tag.
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It should be good for future though if they can get it working and it can also work on the weak minded. Would open up all sorts of sandbox games but then that would involve the re-invention of the imagination.
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Think about it. If you knew the headset only had, say, a 5% chance of working, would YOU get up in front of hundreds of people to demonstrate it?
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http://www.youtube.com/watch?v=YxMux4uEkLI
It does show that it's a little flaky.
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ok I feel better.
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It's basically a machine learning problem, which can be very powerful but only after intense training. Speech recognition is very similar. Everyone's voice is different; hence Dragon Naturally Speaking and others require you to train the software first -- let it learn the unique characteristics of your voice. Not only that, but to an extent you have to train yourself (to enunciate, for instance, or to avoid words outside its vocabulary). The feedback is critical.
It's even harder for brain control interfaces. At least in speech, we have a common language. But there's no first principles prediction of what goes on in a brain that thinks "zoom in." And the signals that would register on an EEG when I think "zoom in" now or at another time are not guaranteed to be very similar. You need a lot of information to link brain pattern "X" to thought "Y." Hence (what I assume is) a 90,000-dimensional feature space, which Nam Do proudly showcases without realizing he's actually confessing to susceptibility to a well-known machine learning phenomenon: the curse of dimensionality.
Marco surely spent a lot of time training days or weeks before the show. Undoubtedly, he suffered endlessly frustrating trial and error before he could gain even rudimentary control that cube or whatever. My guess is he was nervous in front of the audience, and this affected his brainwave patterns ever so slightly but enough to throw the software off. Weak mind, indeed.
Brain control interfaces have outstanding potential, for instance to help physically disabled people communicate. But they are absolutely useless for complex game controls.
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I'd like to see floor impressions of this device. Maybe I'm being too soft, but I generally like to give people the benefit of the doubt.
Otherwise it'd be accounted as useless and impractical.
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Do Want!
Actually if they get support from mayor software companies I'll buy this,$299 for a Brain controller doesn't sound s bad...if it works.
(Mentor,The Mind taker reference here)
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http://kotaku.com/358237/mind-over-no-matter-hands+on-with-the-psychic-controller
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This could be the interface of the future, but definitely not of today yet.
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Yours Sincerely
Mr Ray Riches
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