Comment Re:Hurray? (Score 1) 150
Also, there are plans to release a SDK for the device as well so developers can use the biometric data for custom applications and integration (games, accessibility, biofeedback, science, etc).
The NIA hardware captures EMG (muscle), EOG (eye), and EEG (brainwave) data although the first release of the product software only supports muscle-based signals (eye-brow perks, facial tension, etc).
Muscle signal data is the easiest and most dependable across all body types which was why it was selected for first release to consumers. Other signals we record such as EOG/EEG are useful for input mapping, but require a fair amount of per user calibration because biometric properties can vary significantly from person to person. The other signals are not quite as "plug'n'play" as muscle is, which was why they are excluded from the initial product release.
The hardware and the algorithms behind it were developed over many years as accessibility technology for people with physical disabilities. I helped develop the gaming component of the technology several years ago using the Cyberlink hardware and this new hardware and software is built upon many lessons learned since then. (Discovery Channel Interview: http://www.brainfingers.com/media/)
We have some very cool stuff slated for release. Stay tuned! :)
-Michael McIntosh
The NIA hardware captures EMG (muscle), EOG (eye), and EEG (brainwave) data although the first release of the product software only supports muscle-based signals (eye-brow perks, facial tension, etc).
Muscle signal data is the easiest and most dependable across all body types which was why it was selected for first release to consumers. Other signals we record such as EOG/EEG are useful for input mapping, but require a fair amount of per user calibration because biometric properties can vary significantly from person to person. The other signals are not quite as "plug'n'play" as muscle is, which was why they are excluded from the initial product release.
The hardware and the algorithms behind it were developed over many years as accessibility technology for people with physical disabilities. I helped develop the gaming component of the technology several years ago using the Cyberlink hardware and this new hardware and software is built upon many lessons learned since then. (Discovery Channel Interview: http://www.brainfingers.com/media/)
We have some very cool stuff slated for release. Stay tuned!
-Michael McIntosh