Brain Wave of The Future




What If You Could Move Objects With Your Mind? Well, That Time Has Come.

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<http://www.washingtonpost.com/wp-dyn/content/video/2009/04/22/VI2009042203236.html>
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<http://www.washingtonpost.com/wp-dyn/content/video/2009/04/22/VI2009042203236.html>Coming
 
Soon to a Store Near You: Mind Control
The Washington Post's Joel Garreau takes a look 
at an upcoming Star Wars-themed toy that uses new 
technology to allow the user to levitate an object...with their mind.
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By <http://projects.washingtonpost.com/staff/email/joel+garreau/>Joel Garreau
Washington Post Staff Writer
Thursday, April 23, 2009

You slip the wireless headset on. It looks like 
something a telemarketer would wear, except the 
earpieces are actually sensors, and what looks 
like a microphone is a brain wave detector. You 
place its tip against your forehead, above your left eyebrow.
This Story
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<http://www.washingtonpost.com/wp-dyn/content/story/2009/04/22/ST2009042204139.html>Brain
 
Wave of The Future
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<http://www.washingtonpost.com/wp-dyn/content/video/2009/04/22/VI2009042203236.html>Coming
 
Soon to a Store Near You: Mind Control

A few feet away is a ping-pong ball in a clear 
tube called the Force Trainer. The idea is to use 
your thoughts alone, as recognized by the wand on 
your forehead, to lift the ball. Your brain's 
electrical activity is translated into a signal 
understood by a little computer that controls a 
fan that blows the ball up the tube. Levitates 
it. As if by magic. It's mind over matter.

All you have to do is concentrate. On anything, 
it doesn't matter. The harder you concentrate, 
the higher the ball goes. A musician says he 
played a song in his head and focused on a 
particular chord change. A former high school 
tennis star focused on his 120-mph serve. One 
woman brought the image of a candle flame to mind. The ball rose.

Concentrate. Concentrate.

A sound erupts -- first a groan, then a woooo, 
WOOOO -- like a Halloween ghost.

The ball spins, slowly at first, then faster.

Concentrate, concentrate.

And then the ball rises inside the tube. Up it 
lifts, two inches, four inches -- a foot!

You giggle and your concentration is broken; the 
ghostly sound fades and the ball drops back into its nest with a gurgle.

You have just controlled a physical object with your mind.

Competing mind-over-matter toys from Mattel and 
Uncle Milton Industries are coming this fall to a 
store near you. They are the first 
"brain-computer interfaces" to enter the consumer mainstream.

Toys, but so much more. They embody a dream of 
the ages: controlling the world with your 
thoughts. Telekinesis. The stuff of the gods.

* * *

Any sufficiently advanced technology is indistinguishable from magic.

-- Arthur C. Clarke

* * *

The question everyone has about these gizmos is 
whether they are parlor tricks like Magic 8 Balls 
or Ouija boards. Even Geoff Walker, a senior vice 
president at Mattel, acknowledges that users 
"spend the first 20 minutes stunned that it actually works."

Evidence in favor of them being for real is that 
some people are worse than others at controlling 
them -- certainly not a marketing feature.

Lawyers and other multitaskers, for example, tend 
to have a terrible time focusing their brain 
waves, says Johnny Liu of NeuroSky, the creator 
of the mind-over-matter headset. But there are 
those to whom controlling the device comes 
effortlessly and instantly, as if 
single-mindedness is the person's natural default 
position. Copy editors and IT jockeys on whom we 
tested this, you know who you are.

What happens when millions of youngsters in a 
notoriously ADHD generation start getting 
programmed by these new toys? What happens when 
they start being rewarded for very long periods 
of intense concentration? Nobody in the toy industry seems to know.

But it sure looks like parents are about to find out.

The Monkey's Mind

Now let's get serious with these toys, with the 
idea of telekinesis. A lot of scientists are. 
Nine years ago, they created the world's first 
telekinetic monkey. That would be Belle, a cute 
little owl monkey in the lab of Miguel Nicolelis 
at Duke University. She was the first to actually 
control tangible objects, long distance, with her thoughts.

How do you make a monkey telekinetic?

First you get her way into a computer game. She 
knows that if a light suddenly shines on her 
screen and she moves her joystick left or right 
to hit it, she gets a drop of juice.

Then the researchers drill a hole in her head. 
They take a device the size of a baby aspirin, 
out of which come many superfine wires, and lower 
it into Belle's motor cortex -- the portion of 
the brain that plans muscle movement. The object 
is to line up each wire with an individual neuron to detect its firing.

Then comes the big moment in telekinesis.

When Belle resumes her game, the scientists put 
the signal from her brain on the Internet and 
pipe it 600 miles north to a robotic arm at MIT. 
Sure enough, it starts dancing like a ballerina 
in exactly the same fashion as Belle's arm, 
"choreographed by the electrical impulses 
sparking in Belle's mind," her researchers report.

"Amid the loud celebration that erupted in 
Durham, N.C., and Cambridge, we could not help 
thinking that this was only the beginning of a 
promising journey," Nicolelis wrote in Scientific American.

Indeed, work is advancing rapidly. Four 
profoundly paralyzed humans equipped with a 
"BrainGate" implant created by the biotech firm 
Cyberkinetics have demonstrated their ability, 
with just their thoughts, to check and send 
e-mail; turn televisions, lights and appliances 
on and off; and control a wheelchair. Monkeys 
equipped with brain-controlled artificial arms 
have learned how to guide food to their mouths. A 
monkey in Nicolelis's lab recently controlled a humanoid robot in Japan.

But the most spectacular work has centered on 
neural control of mechanical arms, hands and 
legs. The goal of a program funded by the Defense 
Advanced Research Projects Agency is to soon 
produce intelligent artificial limbs controlled 
by your nervous system that will allow you to 
pitch a fastball, thread a needle or play a piano 
as well as you did before your loss.

"You have to dream big," says Col. Geoffrey Ling, 
a neurologist and program manager. "If you don't 
dream that you're going to the moon, you won't go to the moon."

'Replace Ball With Kitten'

It's not unusual for new technologies to first 
enter popular consciousness as toys.

In the 1st century, Heron of Alexandria invented 
the aeolipile: a metal ball with curved nozzles 
sticking out of it, perched on stilts. With water 
in it, and flame beneath it, the resultant steam 
would make it spin, whiz, whiz, whiz. Such fun. 
Nobody understood they were looking at a steam 
engine. Hence, the Industrial Revolution didn't start for another 1700 years.

In 1267 Roger Bacon wrote about "a child's toy of 
sound and fire and explosion made in various 
parts of the world with powder of saltpeter, 
sulfur and charcoal of hazelwood." That 
description of firecrackers is one of the 
earliest European references to gunpowder.

Toys make sense as early adoptions of a new 
technology. Parents will pay to make their children smile.

The generation raised on telekinetic X-Men, from 
Professor Xavier to Jean Grey to Magneto, already 
is buzzing all over the Web about the advance 
videos of these mind-over-matter toys, as they think of further possibilities.

In a Gizmodo chat, "inseptiv" writes, "I'm all 
for modding the crap out of this to use my brain 
waves to trigger custom things around the house. 
'Let me concentrate . . . and the coffee will be ready in 5 minutes.' "

"Silly scientists," writes "im2fools." "For this 
to be commercially succesful, you have to tie it 
into a tv remote, and market it to couch 
potatoes. 'Push' a button? Like I have that kind of energy!"

On Engadget, "absinthe party" suggests: "Replace ball with kitten."

"i wonder what would happen if you watch porn 
with this on?" asks "godwhacker" on Gizmodo.

"I want one!" says "Mike." "Not really, nothing 
says, 'Lives with his mom,' more than acting like you have, 'the force.' "

But it is "Skyfloating" on Abovetopsecret who takes the long view.

" 'Those were the beginnings' . . . they will say in a few hundred years."

The First Generation

As a mind-reading location, your forehead has only one significant advantage.

"It's a horrible place to get signals. But that's 
the only place most people do not have hair," 
says Stanley Yang, chief executive of NeuroSky. "Hair is not conductive."

NeuroSky is in the forefront of turning 
brain-computer interfaces into cheap, ubiquitous 
consumer items. It's selling brain-reading 
hardware and software headsets to all comers -- 
including Christmas competitors like Mattel's $80 
Mindflex and Uncle Milton's $130 Force Trainer, 
both of which involve levitating a ping-pong-like 
ball. NeuroSky has its sights set on providing 
brain-wave sensors for the automotive, health-care and education industries.

The prospect for mind controlling matter dates to 
1875, when Richard Caton discovered that you 
could peer into the workings of the brain by 
detecting its electrical impulses. In 1929 came 
the first electroencephalograph -- the EEG 
machine -- that became the staple of 
science-fiction movies. All those wires and 
sticky pads festooning bare skulls.

But hospital EEG machines are expensive, enormous 
and not good at fine control; plus you have to 
smear conductive goop on your head -- not a great 
selling point. Thus, NeuroSky's adaptation is no 
small thing. They get a single dry sensor to read 
your bare forehead, no goop, no holes drilled 
through the skull. They get the device to focus 
on the correct signals from that extremely noisy 
brain area, filtering out everything else -- 
that's their big trick. "It's like being at a 
crowded party, and picking out one quiet 
conversation," says Liu. Then they make it small, 
light and cheap, and deliver it to market.

"The sensors you are seeing today are first 
generation," says Yang. "You have to wear it. The 
second generation can sense your brain waves and 
other bio-signals from a distance. Like sensors 
in your car seats that can go through clothes 
without touching you. Embed the sensor in the 
seat belt. In the steering wheel. Or embed a sensor in the headrest."

Yang wants the car to know if you are falling 
asleep. Or drunk. Or wishing the air conditioning 
would go on, or the music would play more softly. 
He is talking with the Japanese telephone company 
NTT DoCoMo about cellphones. Its brain lab has 
looked at over 300 mind-over-matter products, he says.

Where we go from there is limited only by 
imagination: brain-controlled television 
couch-potato remote controls, brain-controlled 
video games, brain-controlled race cars, 
brain-controlled spouses. No, dream on, the last is not on the horizon.

The next announcement NeuroSky expects from a 
business partner is one that it won't talk about 
much. But the company expects it later this year.

It will be able to fly.

Around the room.

Controlled by your brain.

* * *

Yoda: Luminous beings are we . . . [Yoda pinches 
Luke's shoulder] . . . not this crude matter. You 
must feel the Force around you. [Gesturing] Here, 
between you . . . me . . . the tree . . . the 
rock . . . everywhere! Yes, even between the land and the ship.

Luke: [Discouraged] You want the impossible.

[Quietly Yoda turns toward the sunken X-wing 
fighter. With his eyes closed and his head bowed 
he raises his arm and points at the ship. Soon 
the fighter rises above the water and moves 
forward as Artoo beeps in terror and scoots away. 
The entire X-wing moves majestically, surely, 
toward the shore. Yoda, perched on a tree root, 
guides the fighter carefully down toward the 
beach. Luke stares in astonishment as the fighter 
settles gently onto the shore. He walks toward Yoda.]

Luke: I don't . . . I don't believe it.

Yoda: That is why you fail.

-- "The Empire Strikes Back" * * *

So where does this leave us right now?

Steve Koenig, director of industry analysis at 
the Consumer Electronics Association, has little 
doubt about the high-end, professional 
possibilities of the mind-over-matter market. He 
sees the opportunities for military robot 
wrangling, say, or mastering space or undersea 
exploration, or allowing the profoundly ill or 
disabled to control their surroundings.

He is, however, a skeptic about how eagerly we 
will embrace the toys. "Anybody having to wear 
anything is challenged in a lot of ways. That's 
why you don't see everybody you know having a 
little Bluetooth earpiece in their ear."

As for the TV remote control, Koenig says: "If, 
to control things, you have to concentrate, at 
what point is it much easier to just grab the knob and turn the volume down?"

Reyne Rice, the toy trends specialist for the Toy 
Industry Association, is more optimistic:

"What's been happening in the last couple of 
years is a real interest in mental gymnastics, 
mind games and logic solving. Not only for kids 
but adults" including boomers interested in 
staving off Alzheimer's. To Rice, 
mind-over-matter technology is "the next logical step."

She sees great potential for games. Imagine a 
"CSI"-like law-and-order game that could use a 
lie detector. Or multi-player games. "Whoever has 
the strongest mind control can take over the 
thing on the screen," she says. She also wonders 
what happens when user-generated content kicks 
in. When players start creating their own 
applications to be controlled by mind-over-matter headsets.

Mattel is aiming Mindflex at 8-to-12-year-olds, 
both girls and boys, although "it seems like a 
product that can inspire a 'wow' from 8 to 82," 
says Walker, the senior vice president. Uncle 
Milton is aiming the Force Trainer, which has a 
"Star Wars" theme, at those adults who still 
can't get too much Luke Skywalker in their lives, and then at boys 6 to 11.

But the industry considers $80 or $130 pricey for 
a little kid's toy -- especially in this year's 
economy. Rice sees the market as being "older 
kids, college students and adults" who are willing to pay much more.

And indeed, talk to spring-break college kids, 
suggesting these first-generation ping-pong ball 
games might be a tad primitive, and you get major 
push-back. "You've been doing this stuff for too 
long," says one. "This is going to be the biggest 
thing to hit colleges since the Frisbee."

We're talking beer-pong plus superpowers, here.


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