Looking back on those ridiculous
old-timey predictions of the future is becoming increasingly surreal.
Five years ago I would laugh at their naiveté, but recently it's
become more humorous how much progress has actually been made towards
those visions (FaceTime anyone?). Strides in AI have rendered movies like “Her”
something that could be described as a relevant comedy. Machine
learning has made Facebook more apt than us at recognizing human
faces; something bred into our very neural circuitry.
I had the pleasure of installing a
floppy disk drive for the very William Kahan today. He explained to
me the technical limitations of his day which led to delightfully
hacky quirks such as the shameless twist in a floppy drive IDA cable
(a remnant of the A-B hard drive configuration of old Intel
computers, apparently). It all sounded so much more makeshift than it
is today. I couldn't help but think: “it's a pretty chill time to
be alive.”
While that's all well and good, we're
not going to talk about lame things like life-saving medicine,
unbelievably powerful mobile phones, or automated cars. We're talking
about the real important
stuff: videogames.
On the
advent of the Oculus Rift, Omni, Leap Motion, it's pretty safe to say
that it's an awesome time to be a game developer. It's a kind of
“wild west” situation that we haven't seen since the dawn of
3D-graphics. The excitement is obviously well earned, and will usher
in a freaking awesome phase of immersive entertainment. Of course,
you've heard this all before.
Something's
missing. Those old-timey predictions never included us swiveling
around in a chair with an awkward looking headset on, mouth agape
like we're trying to attract a family of meerkats (they stick their
head in your mouth to smell you; you didn't know that?). What did
movies like Tron predict about our virtual reality future? What's the
final frontier? Simple: full mental immersion. No controllers, no
physical limitations, just a headset and a transplantation of our
consciousness into the virtual world.
Don't
get me wrong. We're very close to insanely deep immersion with things
like the Oculus, and not so close to the Tron reality. That being
said, there's no reason why we can't start trying to reach it.
A few
weeks ago I had the privilege of participating in the Intel Wearable
Games Hackathon in San Francisco. There I got to play with the new
Galileo (it seriously sucks and that's all I say about that) and do
what I love to do: make games. I was persuaded to go by my friend
John, who's a cognitive-science major here at UC-Berkeley. We had
been playing around with Arduinos, and John had been looking into EEG
hacks. We took a crappy Mindflex headset he had soldered to an
Arduino and decided it would be pretty sweet to base a game off of
it.
John
suggested a mind-controlled Tetris variant, which would have been an
awesome modification to my Tetrocity project, however we ended
up going with a more realistic vision of making a Warioware style
game in which the player is prompted with a series of quick
challenges, which we would tailor to the EEG. We eventually stuck a
few more sensors on there, like a heart-rate monitor and pressure
sensor, as an attempt to create a game around the mastery of your
biosensory data. We called it the Mind Body Fitness Challenge.
Unfortunately
the build wasn't very well documented. There's source code on
my Github which isn't very interesting. It worked okay past some
Galileo setbacks and the inherent poor quality of the Mindflex
headset. What was really surprising was the amount of interest it
generated. We were invited to present our project at the Intel 2014
GDC, and even to an incubator for the sake of turning the project
into a real product. A few days ago we were invited to host a booth
at a health fair. Like I said before: this thing barely
even works.
Brain-based
virtual reality isn't some far fetched pipe dream for loony futurists
anymore. Technology has reached the point of absurd innovation that
what was once reserved for the fantasy realm of Tron is capable of
generating real interest, because it's actually possible. Or at the
very least, it seems like it could be.
Neurohacking
is very much in its infant stages. A new group on my campus is
dedicated to cognitive technology and finding uses for the slew of
new, powerful EEG headsets hitting the market like the Emotiv.
It's a weird experience. There's so many applications, but nobody has
really touched it yet. It's like a gold mine for inventors. For
example, my friend John wants to change the way we test for
impairment by using brain waves themselves instead of secondary
indicators. Others want to track your circadian rhythm throughout the
day so you can optimize your sleep schedule. I want to control
videogames with my mind.
Imagine
the layer of depth that could be added to a game like Amnesia.
Imagine running for your life, scrambling into a hiding spot and
trying like hell to calm down because the monster can smell your fear
from the EEG and track you down. Imagine manipulating an entire game
world so that your friend can literally explore your mind-scape
(credit to my friend Niko for that idea). It's all very very cool.
Is any
of that currently possible? Well, no. EEGs are very limited in what
they read, and extracting meaningful information from them is a salty
experience at best. Not to mention, they're way too expensive for
commercial use. But, wasn't the same thing said of visual virtual
reality 3 years ago? Now everybody is jumping on that bandwagon.
Interest is what pushes industries forward.
There's
clearly interest in neurohacking, so why isn't it a more popular
sector of VR? Most likely because there isn't a tangible experience
out there that's fueled by it. The technology simply isn't good
enough. It's an awkward situation. To generate interest, you need to
show that it has power. To show that it has power, you need the
technology. To get the technology, you need interest. It really makes
you appreciate the difficulties and risk faced by companies like
Oculus.
I
think neurohacking itself will eventually overcome the hump by
hackers taking advantage of the Emotivs of the industry. Once we can
show that even a primitive EEG can change the way we interface with
technology in a deep and fundamental way, the technological
innovation will explode. Maybe that application lies in videogames,
maybe it doesn't. Either way, I'll certainly be trying my best.
The big question to ask is whether or not neuro-based technology is even worth bothering with at all right now. If we're some unknown distance away from viable, consumer-grade neurofeedback technology, then shouldn't we just ignore it until it actually happens? I would say no. Current EEGs are noisy and inconsistent, but we don't need to build technologies around current EEGs. If we accept that EEGs will approach some arbitrary degree of accuracy, then why not just build around that assumption? The only risk we run is that assumption proving false, which the very development of the technology will prevent.
The big question to ask is whether or not neuro-based technology is even worth bothering with at all right now. If we're some unknown distance away from viable, consumer-grade neurofeedback technology, then shouldn't we just ignore it until it actually happens? I would say no. Current EEGs are noisy and inconsistent, but we don't need to build technologies around current EEGs. If we accept that EEGs will approach some arbitrary degree of accuracy, then why not just build around that assumption? The only risk we run is that assumption proving false, which the very development of the technology will prevent.
Stay tuned for my brain-wave based
survival horror game, Epinephrine. ETA: *cough cough*
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