Thursday, July 24, 2008

Recanted: Neurological Game Control Finally a Commercial Reality

Even though I was very excited to read about it earlier, I'm recanting my desires for an OCZ NIA input device.



I am doing so because I am skeptical of it's usefulness. Lets consider the three input types provided by this product.

- Jaw Tension
The NIA takes an analog measurement of your jaw muscles, and maps this to multiple input triggers. One example review mapped 'slightly clenched' to run forward, and 'very clenched' to run forward while jumping. Another review commented that by using brain-to-jaw communication instead of the brain-to-finger communication, you shave about 100ms from your response time.

But that means you cannot speak, yawn, or eat while using the device. And that, my friend, is insane.

- Eye movement
The NIA takes an analog measurement of your lateral eye movement, and maps this to multiple input triggers. One example review mapped the left and right edges of the screen to 'sidestep left' and 'sidestep right'.

But that means that you must keep your head pointed straight at the monitor, and it means that you stop looking at the screen when you want to give input to the stupid thing. Or, that if you look too hard at an edge of your screen, you accidentally give input to the stupid thing. And that, my friend, is insane.

Even the most exciting potential for this thing - using your eye movement as a replacement for the mouse - is impossible because it only tracks horizontal movement, not vertical movement.

- Brainwaves
The NIA takes constant measurements of your alpha and beta brainwaves, and maps their intensity and frequency to six different input triggers. For instance, elevated alpha levels are associated with spikes of aggression. An example review commented that they were able to make their character jump by thinking profanity.

Besides the whole stream-of-mental-profanity madness, doesn't that mean (and I'm the least educated about this aspect) that you have to stop emotionally responding to your game? If spikes of aggression trigger one behavior, and spikes of elation trigger another behavior, what are you going to do to stop triggering this behavior from normal gameplay? Stop caring about what's happening?

Also, those calculations are reportedly done in software, reported to consume 10% - 15% of your processor time. I was using that processor time, thank you very much.

Add to this that almost every review I found reviewed this aspect the least, commenting that 'we couldn't train ourselves to use it quick enough to give a fair review', and it makes me very, very skeptical that it will be useful.


- Final Thoughts
So, what you really do with the OCZ NIA is give up $150, the uncaring use of your jaw, the uncaring use of your eyes, and the uncaring use of your brain, and gain about 100ms of reflexes. I'm a gamer, but I'm not that hardcore.

If I was paralyzed, I'd think this was great. As someone with full use of their limbs, I'll pass.

Tuesday, July 22, 2008

Neurological video game control finally a commercial reality.

Ever since my first game of BattleTech at the age of ten, I've been eagerly awaiting the day that I can control a robot with my brainwaves.

Looks like that day is today.

Now, don't get me wrong. This technology has existed in prototype form for a long time, squirreled away in laboratories while they try to make it work right.

Nope, today is the day that I discovered that it's been commercialized and targeted to the general public.



Sure, it's hard to learn to use. Sure, it will probably never work as good as a mouse and keyboard. Sure, it's $150 for a 'keyboard' with around 10 buttons.

I don't care. It's controlling a computer with my brainwaves. For me, it's as deep of a childhood dream as those other misfits who wanted to be an astronaut.

I'm currently trying to convince myself that it's worth $150. I'll let you know if I take the plunge.