mike | Shared With: Everyone - Jul 06 2008 | games, exercise, brain
mike | Shared With: Everyone - Mar 08 2007 | emotiv, brain, eeg, games, fries
Ed's Bio on the Emotiv web site.
Quoted: Ed Fries, Director
Ed Fries got his start in the 1980s, developing video games for the Atari 800. In 1986, after a short detour for a BS in Computer Science, he joined Microsoft and spent the next ten years as one of the founding developers of Excel and Word, and then later as the creator of Microsoft Game Studios. Over the next eight years, he grew his team from fifty to over twelve-hundred people, published more than 100 games (including more than a dozen million-plus sellers), co-founded the Xbox project, and made Microsoft one of the leaders in the interactive entertainment business.
...
In 2004, Ed left Microsoft, and now he enjoys spending time with his wife and young sons, as well as consulting with a broad range of publishers and game developers from all over the world.
mike | Shared With: Everyone - Mar 08 2007 | eeg, games, brain, australia
Emotiv's EEG electrode helmet! I would love to try this.
Quoted: Project Epoc is a headset that uses a set of sensors to tune into electric signals naturally produced by the brain to detect player thoughts, feelings and expression. It connects wirelessly with all game platforms from consoles to PCs. Project Epoc now makes it possible for games to be controlled and influenced by the player's mind.
mike | Shared With: Everyone - Mar 08 2007 | games, eeg, brain, australia, friends, fries
Ed Fries is on the board of this Australian company. He told me about this cool technology that measures EEG's and uses as inputs to control a computer (initially, for gaming).
Chris and I have actually tried doing our own EEG recording. The problem of both sensitivity, and noise rejection make it a difficult thing to do in a non-laboratory setting. Emotiv must have figured out something to address this.
Quoted: 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.
Quoted: 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 ...
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