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13 February 2009

2007 news report about Emotiv Corp

Emotiv Ushers New Era of Gaming; Enables Players to Control Games with Their Brains
Posted by: Kevin Hawkins at March 7, 2007 11:50:04 AM
 

Game Developers Conference, San Francisco, CA - March 7, 2007 - Emotiv Systems, the pioneer in brain computer interface technology, today launched the Emotiv Development Kit (EDK) for the electronic games industry. With the EDK, developers will be able to create games that respond to a player's emotions and allow players to control their characters' expressions and manipulate objects using only the power of their brain.

Emotiv's technology represents a scientific breakthrough: it is the only brain computer interface solution that can detect and process both human conscious thoughts and non-conscious emotions, including those represented by brain activity patterns unique to a particular individual. Unlike earlier brain computer interfaces, which only detect a limited number of mental 'states' such as concentration (by identifying when the user is focusing on the screen), Emotiv can process dozens of expressions, gestures and emotions. For the first time, computers will be able to differentiate between thoughts of pushing an object or lifting it; detect a user's smile or win; and respond to emotions such as excitement and calmness.

The EDK is the first product offering from Emotiv, which publicly launched today. It enables game developers to attach dozens of specific thoughts and emotions to many different actions in their game. For example, they can enable players to move an object in a game without the use of a keyboard or joystick, make their character smile when they smile, or require that a player stays calm in order to ensure his or her character remains undiscovered in a stealth game. As a result, developers can create a more interactive, immersive, personal experience than is currently possible.

"The games industry is ripe for a revolution in the way players interact with a game. Current interfaces, such as keyboards and controllers, are relatively basic and non-intuitive and are out-of-keeping with the sophistication levels of today's games and the movement towards more immersive environments," said Nam Do, CEO and co-founder at Emotiv Systems. "Brain computer interfaces dramatically change the way players interact with a game and, as such, have a profound effect on the gaming experience. Developers are looking to this technology to take their games to another level, to differentiate their products and to retain their fans."

Emotiv Development Kit (EDK)
The EDK comprises a headset with multiple sensors for detecting brain activity and a series of application development suites:

_ The Expressiv(tm) suite can identify facial expressions in real-time, allowing developers to create characters that respond to the expressions of the player, such as smiles and winks.

_ The Affectiv(tm) suite measures players' discreet emotional states, allowing a game to respond to the player's emotions, such as excitement or calmness.

_ The Cognitiv(tm) suite detects players' conscious thoughts, enabling them to move or manipulate objects just by thinking about an action, such as push, pull, lift or rotate.

How brain computer interface technology works
The brain is made up of approximately 100 billion nerve cells, which are called neurons. These active neurons cause electrical activity, which can be observed using non-invasive electroencephalography (EEG).

Brain computer interface technology works by observing an individual's electrical brain activity and processing it so that computers can take inputs from the human brain. Human thoughts and emotions can therefore control and influence an application.

About Emotiv Systems
Emotiv Systems is a pioneer in brain computer interface technology. Its focus is on leveraging neuro-technology to create the ultimate interface for the next-generation of man-machine interaction. It does this by evolving the interaction between human beings and electronic devices beyond the limits of conscious interface. Emotiv creates technologies that allow machines to take both conscious and non-conscious inputs directly from your brain. These technologies include a hardware and software platform that can be licensed to commercial software developers and other third parties, as well as a suite of products for consumer applications.

Today, Emotiv is developing solutions specifically for the electronic games industry. In the future, Emotiv's technology has the potential to be applied to numerous industries, including interactive television, accessibility design, market research, medicine, and security.

Founded by four award-winning scientists and technology entrepreneurs, Emotiv is headquartered in San Francisco, CA, and has offices in Sydney, Australia. Investors include Technology Venture Partners, Epicure Capital Partners and the Australian Federal Government. More information is available at www.emotiv.com.


 
 
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 "Emotiv Ushers New Era of Gaming; Enables Players to Control Games with Their Brains" Discussion
   
  shengshwi     Member since: 1/16/2007  From: Woodland Hills, CA
 
  Posted - 3/7/2007 3:54:24 PM
This is really interesting. I can definitely see it being a huge market in the future.

 
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  Tolo     Member since: 3/3/2007  From: Lassa hang, Louangphrabang
 
  Posted - 3/7/2007 10:27:42 PM
cool era! :)

 
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  Dwiff     Member since: 12/9/2006  From: Eugene, OR
 
  Posted - 3/8/2007 12:24:50 AM
I have been excited about this technology for years, I think it will be a while before a game will outright benefit for the technology though. None-the-less I think it will be one step closer to the next real generation of gaming.

 
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  Elektordi     Member since: 5/10/2003  From: France
 
  Posted - 3/9/2007 9:54:17 AM
I want one... ;)

 
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  Rolando     Member since: 6/1/2008  From: Santiago, Santiago de Cuba
 
  Posted - 6/1/2008 1:00:27 PM
It looks really very interesting. Unfortunately the public (or at least the available) demonstrations of Emotiv have the following weak points:
- The available choices on each scene seem to be usually YES or NO (do it or not). A more interesting situation must include several possibilities and show that the user can freely select one of them.
- All the scenes implies the use of hands, arms or face muscles then it is hard to believe that Emotiv is really using brain activity instead of electromyogram.
- The claim of an optimal electrode position is really hard to justify without additional theoretical elements, at least if the goal is brain activity and not electromyogram.
www.electrical-neuroimaging.ch


 
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