Fri 20 Jun 2008
Hmm. I’m so trained to be skeptical of techno-utopian talk, that I have often wondered whether I’ll be fundamentally unable to appreciate when a substantive and consequential technological change actually occurs. Luckily, I still also have a rich supply of techno-fetishism, where new gewgaw gadgets thrill me in a way that wants me desperately to forget that technologies don’t, in fact, change the world.
So, with the caveat that this might be me getting intellectually gooey about what could just be a snazzy new toy, I have to say I’m pretty bowled over by this. Machinist at Salon has a sneak preview of a new gaming headset coming from Emotiv, that reads EEG brainwaves as input for the game experience. Apparently this device is going to be on the consumer market this year, for $299. I highly recommend reading the post, and watching the following video, which is Emotiv’s product demo.
There’s been a series of research successes recently where scientists have been able to train chimps to control a video game with their brains — but these have involved implanting chips to read brain activity more directly than an outside sensor can. But Machinist, who got to play with the headset and the game that comes with it swears that it works, and is great fun.
Of course, the implications I could dream up feel intriguing at the start, but wither a bit with analysis. Here, the things you can “pick up with your mind” are virtual objects, digital boulders and trees in a gamespace. But as this technology progresses, it would be easy to imagine the input going to a mechanical device that actually manipulates the physical world. Of course, we already seem pretty capable at moving physical objects with the kinds of technologies that don’t need brain input, that only need a “joystick” — i.e. the bulldozer, the shovel, the simple lever. OK, but the manipulation of digital information with such a means is intriguing, beyond the video game context, if the sensor can distinguish between increasingly complex and subtle commands: not just “move” or “run” but “file this under documents” or “email this to Jeff”. Still, we can do this quite well with our fingers, even with voices.
I’m not an expert in HCI, but it seems that the bottleneck that input devices typically represent (the computer / machine only knows what we want in terms of what we input, and the input device — keyboard, joystick, mouse, Wii-mote — only lets certain information in) only matters when (a) more subtle information can’t get through, or (b) the input mechanism itself is unwieldy or disruptive to the activity. So until a brainwave sensor can get more from us than the input mechanisms we currently have, it’s a novelty, except for those moments or users for which we can’t perform other kinds of input activities — which is why I imagine this innovation will very interesting to the disabled community.
So I can’t quite explain why this strikes me as important, beyond its novelty and its specific applications for entertainment and for the disabled. But I have often wondered what innovation will be the next means around which social and cultural relationships change, which thing our kids will do that really will finally just seem foreign to us. Maybe this is the remnants of my techno-fetishism hiding behind my intellectual commitment to question determinist fantasies.
June 20th, 2008 at 5:17 pm
I’d just note that more-natural movement in virtual worlds is likely to be enormously important in its own right.
“Places” like Second Life promise to be hugely influential online spaces. People already talk about the very real aspects of virtual bank failures, and the ways in which our international economy is being reproduced online. In the current presidential election, campaigns opened up offices in virtual worlds, and wire services opened up virtual bureaus to cover them.
Without getting too futuristic, I think it’s safe to say that virtual spaces are going to be hugely important socially, economically, and even politically, within a few years.
And part of making them seem natural and livable to people beyond gamers and early adopters is making movement through them more seamless and natural. The technology you’re talking about seems to have the potential to do that.
June 20th, 2008 at 5:28 pm
I’d imagine that the challenge might be intentionality… Like with those eye-tracking devices they’ve got down in the HCI lab, your brain (and eyes) fires off a bunch of random events & thoughts fairly often - how do you differentiate between a thought “command” and a thought that just happens through your brain? Unless you can pretty accurately avoid mixing those up, you can imagine some problematic consequences when you wish you could just send this email already, etc, and there it goes. Maybe we’ll have to train ourselves to think differently… that could be interesting, and could make people a bit more directly aware of and focused on what’s going on in their heads. But still, too little may be directly and consciously controlled, I’d imagine.
Or at least that’s my Friday afternoon 5:30 flailing on the subject…
July 8th, 2008 at 1:45 pm
Josh… it’s funny, because I’ve recently felt like virtual worlds are not panning out to be as important as they first appeared, beyond gaming. The social play of Second Life is being taken up, but the efforts to establish persistent or institutional spaces in places like Second Life seem to be failing. I remember a Chronicle of Higher Ed article about how the universities who set up spaces in SL find them empty. There’s always the argument that, with improved interfaces / bandwidth / processing power, people will come — maybe the kind of interface they’re talking about could do the trick — but I don’t know.
Ross, I agree in principle, so there must be some element of this being handled here. I know you begin using the device by calibrating it, just as you do with eye tracking or voice recognition: it gives you a task (”walk forward” or “lift the rock”) and senses what your brain does when you try to accomplish it. Perhaps the problem of noise is accounted for here? I agree that the noise problem gets much more acute in the applications I was imagining, where the command would need to be semantically complex.
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