Another way to talk to machines: Jacking into the brain

November 18, 2008 at 1:14 pm | In Future, Human-Machine Interfaces | Leave a Comment
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Bill Diodato, Scientific American]

Photo: Bill Diodato, Scientific American

While people still have to gesture wildly in front of a giant computer display when they go with a human-machine interface á la Minority Report (see previous article), futurist Ray Kurzweil’s dream has been rather to jack directly into the brain (in order to upload it to the net to live forever, but that’s another story, called Singularity and all).

The Scientific American recently ran an article about the current research in neuro-technology regarding brain-machine interfaces. The first page is a little dragging, mentioning all the crazy ideas of science-fiction authors of the past 30 years, but the rest of the article is about current research programs like using the brain as an interface for prosthetics, steering through virtual worlds by mere thought or improving our memories with an artificial hippocampus. If you don’t have time skip to page 4 of the article. Full article on Scientific American: Jacking into the Brain – Is the Brain the Ultimate Computer Interface?

Although we appearently still don’t know jack about jacking into the brain and doing something really useful with it, there is the next best thing that you can order now (will be shipped to US addresses only by the end of the year for 299 US$): The EmotivEpoc headset taps your neurons from the outside and translates your intentions, facial expressions and emotions into commands for 3D games and virtual worlds. Their technology also lets you control a wheelchair just using mind control (video). Spooky, huh? And damn useful if it works. Here’s a video showing how it works with games.

No more typing lol (laugh out loud)

No more typing "lol" (laugh out loud)

Mac support is planned but scheduled for later – “the market conditions dictate that Windows comes first” is what Jonathan Geracifrom the Emotiv team told me in July. But they offer an open API set for developers so the range of supported games and virtual 3D platforms should be impressive.

Read more about the sensor-laden headset or order it now if you are living in Obama land at the Emotiv Website. (No chance for the rest of the world without US address yet)

Forrester Research: 3D-Internet ist in fünf Jahren Alltag

August 26, 2008 at 10:58 am | In Deutsche Artikel, Future, Web3D | Leave a Comment
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3D-Internet: In fünf Jahren Alltag – pressetext.schweiz

Eher ein alter Hut und leider kein Verweis auf die Studie, auf die sich die Pressetext Meldung bezieht. Deshalb hier der direkte Link zu den verschiedenen relevanten Studien, die Forrester Research in diesem Jahr veröffentlicht hat.

Study shows: Social Media’s strategic role acknowledged and adopted in the US corporate world

August 17, 2008 at 8:50 am | In Future | Leave a Comment
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The University of Massachusetts Dartmouth Center for Marketing Research recently conducted one of the first statistically significant, longitudinal studies on the usage of social media in corporations. The new study compares corporate adoption of social media between 2007 and 2008 by the Inc. 500, a list of the fastest-growing private U.S. companies compiled annually by Inc. Magazine.

Review Summary:

  • From familiarity to usage to importance, social media is expanding rapidly within the Inc. 500.
  • The bottom line is that the Inc. 500 continues to learn about social media at a very quick pace.
  • For the first time, growth in familiarity, adoption and importance to mission has been documented in a statistically significant, longitudinal study. If the Inc. 500 is embracing social media at this record pace, can the rest of corporate America be far behind?

Social Media And US Business Familiarity, Usage And Adoption: A Research Study Of The Inc. 500 – Robin Good’s Latest News »

Endlich: Eingebaute Lippensynchronisation in Second Life

July 24, 2008 at 1:47 pm | In Deutsche Artikel, Human-Machine Interfaces | Leave a Comment
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Was die Kommunikation in virtuellen 3D-Welten angeht, vor allem in der Zusammenarbeit mit anderen, ist die fehlende gewohnte nonverbale Kommunikation immer noch ein großes Manko. In Second Life gab es dafür zwar bereits schon lange (kommerzielle) Zusatzprogramme, die z.B. zum getippten Textchat oder auch Voicechat passende Mundbewegungen erzeugen (auch typische vorgefertigte Gesten/Mimikabläufe für Situationen aller Art und sogar animierte Sculpty-Gesichter), aber gerade für Neueinsteiger, sogenannte Noobs, ist es immer wieder mühsam, sich solche Add-Ons zusammen zu suchen (abgesehen von den Zusatzkosten). Über SLtalk bin ich jetzt darauf aufmerksam geworden, dass die Lippensynchronisation bereits im aktuellen Second Life Test-Viewer (Version 1.20.14) eingebaut ist. Man muss es zunächst aktivieren (Advanced Menü mithilfe Shift-Alt-Cmd-D einblenden, dann Character/Enable lip sync Beta auswählen), doch ich gehe davon aus, dass dies in Zukunft voreingestellt ist. Und so sieht es aus:


Automatische Lippenbewegungen während des Voicechats in Second Life (leider nicht wirklich synchron).

Wenn man das kombiniert mit Mimik-/Eye-Tracking Lösungen, die langsam immer günstiger werden, wird die Unterstützung von internationalen Arbeitsgruppen, Meetings und anderen Formen der Zusammenarbeit durch virtuelle Welten immer realistischer für die Teilnehmer.

Hier ein paar Beispiele von Entwicklungen, die in der Richtung gemacht werden:
http://www.ioct.dmu.ac.uk/projects/eyegaze.html
http://de.youtube.com/watch?v=UUeqrYEzNi4
http://gazeinteraction.blogspot.com/2008/07/eye-tracking-using-webcamera.html

Und auch der ganze Körpereinsatz ist bereits in der deutschen Forschung in Arbeit: Junge Forscher des Deutschen Forschungszentrums für Künstliche Intelligenz Saarbrücken surften mit dem Nintendo Wii-Balanceboard bereits durch Google Earth und Second Life und hielten dies auf YouTube fest.

The Daedalus Project: Our Virtual Bodies, Ourselves?

July 20, 2008 at 12:14 pm | In Metaverse, Psychology | Leave a Comment
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The Daedalus Project: Our Virtual Bodies, Ourselves?

(via naki)

The survey results suggest that we tend to be just like optimized selves and the real world stereotypes hold in virtual worlds as well: women are socializing, graceful explorers and men are over-achieving sociopaths…ah well :-)

From the survey: “(…) much of avatar choice seems to revolve around mirroring; taller people prefer taller avatars, older people prefer older avatars, male players prefer more masculine characters, and female players prefer more feminine characters (…)”

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