Saturday, March 23, 2013

Neurogaming: Part II




In my previous post regarding the burgeoning field of neurogaming, I touched on some of the different aspects being affected by these new interfaces which bridge the gap between man and machine. While not really having much to do with neurogaming, the device from foc.us has the potential to become a common performance-enhancing device, with useful applications in competitive video game environments and classrooms. 

With EEG monitoring headsets from Neurosky, InteraXon, and Emotiv available to the public in the form of a device, as well as the software development kits (SDK), the technology to create some truly groundbreaking applications and experiences have seeped into the hands of those who are both aware of the technology’s potential and capable of blowing minds through programming panache.

As exciting as these neurogaming EEG headsets are, there are many other ways that interfaces are changing. Disney Research has a surround haptic feedback chair that “generates high-resolution, continuous, moving tactile strokes on human skin” and Tesla Touch technology, which provides tactile feedback on a touch interface device through electrical charges. Both of these developments from Disney can substantially impact user experiences in gaming and entertainment.

It’s paramount to realize that while these devices and SDKs are making their way to consumers and developers offering real benefits, there will certainly be hiccups on the path. As it stands, consumers can get their hands on this technology, but it will be some time still before the potential of this is explored fully. The more consumers actually enjoy the products, the more traction neurogames will get in the market. This will lead even more companies to support development through funding and risk taking in the market.

It is easy to imagine further development of these interfaces and integration into the entertainment that we consume. Looking out approximately ten years, these technologies will be widespread, mainstream, smaller, more fashionable, and expected. There will be many novel approaches to how they are used and they will be far more reliable due to advances in the technology itself, as well as in our improved ability to use them, similar to how we have perfected touchscreen texting.

I hope you have enjoyed this two-part look into the near future of computer interface technology as much as I have. I believe that the developments that we are seeing now will have every bit as drastic an effect on the entertainment industry as the moving picture has had. I am excited to see what the future brings to movies, gaming, music, our devices, and the transmedia content that will become even more prevalent and systematically streamlined through technology capable of reading our minds and seemingly understanding our emotions and through algorithm-magic, adjusting difficulty levels, A.I., even storylines on-the-fly…bringing each user a customized experience with a product.

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