Thought Controlled Games

Brain to Computer Interface

Researchers at Washington University have been developing a brain to computer interface that, "allowed a 14-year old gamer suffering from epilepsy to cruise through the first two levels of Space Invaders using only his thoughts."

To accomplish this, scientitst used an Atari 2600 that they equiped with an interface that has a brain wave sensing apparatus, "The headgear boasted a grid of sensors that monitored “electrocorticographic activity” from the brain's surface to detect signals based on thought processes that were going on. By calibrating his thoughts with video game triggers, the teenager was able to learn the ropes “almost instantaneously,” and had no qualms demolishing the competition while twiddling his thumbs."

Note that this is not the first thought controlled video game. Check out the enclosed video of Thought to Computer Pong. Also, make sure to check out the Thought Controlled Bionic Arm we featured last month.
Trend Themes
1. Thought-controlled Interfaces - Developing brain to computer interfaces to control video games is a revolutionary trend that might change the performance of the video games industry.
2. Neurogaming - The evolving trend of developing neurogaming technologies using thought-controlled gaming might have a huge impact on the gaming industry.
3. Mind Reading Technologies - Creating advanced mind reading tech that facilitates thought-controlled gaming is a promising trend that could have a significant impact on various industries including healthcare and education.
Industry Implications
1. Gaming - The gaming industry should embrace the development of thought-controlled gaming as it might revolutionize the industry.
2. Healthcare - The healthcare industry can leverage thought-controlled gaming technologies to improve mental healthcare and rehabilitation services.
3. Education - The education industry can leverage the development of thought-controlled gaming to create advanced educational systems that can enhance the learning experience for students.

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