Category Archives: News

Mindflex & Force Trainer at San Diego Comic-Con

If your in the vicinity of San Diego this week be sure to check out Mattel’s MindFlex and Uncle Milton’s Force Trainer at the Sand Diego Comic-Con (23/7-26/7). MindFlex and Force Trainer are brain wave controlled toys developed using Neurosky’s BCI headset + development platform. Each toy implements a simple BCI mechanic: leviatate a ball by regulating brain activity. MindFlex uses frontal theta* brainwaves to control the ball which is known to increase with attention / mental effort (e.g. focus your attention on the ball to make it rise). I imagine the same signal is used for Force Trainer though I’ve yet to confirm this. The simplicity of such a mechanic should make it relatively easy for the casual user to play with the toy without any training in modulating their braiwaves.

You can find each demo at booths #3029 (MindFlex) and #2913U (Force Trainer)

Both products are due out later this year.

* Based on descriptions of the product and the placement of the EEG sensor.

Mindflex & Force Trainer at San Diego Comic-Con

If your in the vicinity of San Diego this week be sure to check out Mattel’s MindFlex and Uncle Milton’s Force Trainer at the Sand Diego Comic-Con (23/7-26/7). MindFlex and Force Trainer are brain wave controlled toys developed using Neurosky’s BCI headset + development platform. Each toy implements a simple BCI mechanic: leviatate a ball by regulating brain activity. MindFlex uses frontal theta* brainwaves to control the ball which is known to increase with attention / mental effort (e.g. focus your attention on the ball to make it rise). I imagine the same signal is used for Force Trainer though I’ve yet to confirm this. The simplicity of such a mechanic should make it relatively easy for the casual user to play with the toy without any training in modulating their braiwaves.

You can find each demo at booths #3029 (MindFlex) and #2913U (Force Trainer)

Both products are due out later this year.

* Based on descriptions of the product and the placement of the EEG sensor.

Did you steal my power-up? Be honest, remember your avatar sweats when you do

Thursday the Herald Sun (via GamePolitics) reported on the possibility of lie detection games being supported by the new Wii Vitality Sensor. While I’ve not seen any reports that the Vitality sensor measures skin conductance (i.e. level of sweat on the inner surface of the fingers) as claimed in the article*, it did get me thinking whether or not lie detection could be a fun game mechanic.

Basics of Lie Detection

Lie detection is based on the premise that when a person lies it elicits a physiological response which can be discriminated from the truth. In a polygraph test  (a type of lie detection test) this premise is used to ascertain whether a person is answering a question truthfully or not using a range of autonomic measures such as pulse rate (i.e. like Vitality supports), skin conductance and blood pressure. In a typical polygraph test an investigator begins by asking a subject a few sample questions for which the truth is already known. This allows them to build a baseline for physiological activity representative of a question answered truthfully. Next the investigator will ask questions for which the truth is not known and via their physiological responses the investigator will infer whether they have lied or not. Obviously this all assumes that lying has its own physiological discriminates. To my knowledge it doesn’t, least not the autonomic measures commonly used in a polygraph test. For more information I suggest consulting The Polygraph and Lie Detection (National Academy Press)**.

Anyways back to whether lie detection can be a fun game mechanic. I’m going to walk you through the design of an example lie detection game and discuss the various issues and its potential for play along the way.
Continue reading

Overt vs. Covert Expression

This article in New Scientist on Project Natal got me thinking about the pros and cons of monitoring overt expression via sophisticated cameras and covert expression of psychological states via psychophysiology.  The great thing about the depth-sensing cameras (summarised nicely by one commentator in the article as like having a Wii attached to each foot, hand and your hand) is that: (1) it’s wireless technology, (2) interactions are naturalistic, and (3) it’s potentially robust (provided nobody else walks into the camera view).  Also, because it captures overt expression of body position/posture or changes in facial expression/voice tone (the second being muted as a phase two development), it measuring those signs and signals that people are usually happy to share their fellow humans – so the feel of the interaction should be as naturalistic as a regular discourse.

So why bother monitoring psychophysiology in real time to represent the user?  Let’s face it – there are big question marks over its reliability, it’s largely unproven in the field and normally involves attaching wires to the person – even if they are wearable.

But to view a  face-off between the two approaches in terms of sensor technology is missing the point.  The purpose of depth cameras is to give computer technology a set of eyes and ears to perceive & respond to overt visual or vocal cues from the user.  Whilst psychophysiological methods have been developed to capture covert changes that remain invisible to the eye.  For example, a camera system may detect a frown in response to an annoying email whereas a facial EMG recording will often detect increased activity from the corrugator or frontalis (i.e. the frown muscles) regardless of any change on the person’s face.

One approach is geared up to the detection of visible cues whereas the physiological computing approach is concerned with invisible changes in brain activity, muscle tension and autonomic activity.  That last sentence makes the physiological approach sound superior, doesn’t it?  But the truth is that both approaches do different things, and the question of which one is best depends largely on what kind of system you’re trying to build.  For example, if I’m building an application to detect high levels of frustration in response to shoot-em-up gameplay, perhaps overt behavioural cues (facial expression, vocal changes, postural changes) will detect that extreme state.  On the other hand, if my system needed to resolve low vs. medium vs. high vs. critical levels of frustration, I’d have more confidence in psychophysiological measures to provide the necessary level of fidelity.

Of course both approaches aren’t mutually exclusive and it’s easy to imagine naturalistic input control going hand-in-hand with real-time system adaptation based on psychophysiological measures.

But that’s the next step – Project Natal and similar systems will allow us to interact using naturalistic gestures, and to an extent, to construct a representation of user state based on overt behavioural cues.  In hindsight, it’s logical (sort of) that we begin on this road by extending the awareness of a computer system in a way that mimics our own perceptual apparatus.  If we supplement that technology by granting the system access to subtle, covert changes in physiology, who knows what technical possibilities will open up?

E3 2009: Nintendo enter the world of physiological gaming with Wii Vitality

At this year’s E3 Microsoft, Nintendo and Sony all presented their own vision of how the player will interact with games in the future. Microsoft introduced Project Natal, a full-body hands-free game controller, which had previously been hinted upon early last month. You can check the concept video here. Sony demonstrated a wand like motion controller which works in conjunction with the Playstation Eye. And Nintendo revealed the Wii Vitality Sensor, a biosensor add-on for the Wii controller.

Sadly Nintendo didn’t reveal any specific details (or games for that matter) on how they intend to use the sensor. However from what little they did provide its likely Nintendo are going to start with stress management games similar in nature to Healing Rhythm’s Journey to Wild Divine series. Given the relax-to-win game format is very common in biofeedback based stress management, I’m suprised a game demo was not forthcoming. Oh well, E3 isn’t over as of yet, so they might reveal some more information.

Next we’ll have a look at the type of experiences the Wii Vitality can be expected to provide.