Using ideas to guide users through the VR world? After 10 years is no longer an illusion

Dan Cook (Dan Cook) first explored the commercial potential of brainwaves technology 20 years ago, he and government agencies interested in the development of more advanced lie detectors, and pharmaceuticals want to understand the effects of drugs on neurological function Corporate cooperation.

VR technology

In 1993, due to the anti-Utopian futurism depicted in Hollywood's new film The Lawnmower Man ("The Lawnmower Man"), VR became a hobby for bizarre geeks. But Cook hopes to develop animated reality images that are directly dominated by signals from the brain, and he promotes the work of his graduate student in cognitive neuroscience at the University of California, Berkeley to the commercial arena.

As VR becomes more mainstream, Cook thinks it's time for brainwave analysis technology to prove its value. His company EyeMynd hopes to establish an operating system that translates brainwaves into behavior in the VR world. No heads, no controllers - only ideas that guide users through the virtual world.

"After 10 years, this will all become bland," Cook said. He has great sincerity and enthusiasm for his invention. “The computer is running so fast that we can detect and analyze all brain signals in real time... We know how to get all the signals and all sensory information that the brain sends to the body, and perform a full range of cognitive and emotional tracking. ."

EyeMynd is based in Salt Lake City and San Francisco. Cook's brothers Nate (Master of Psychology) and David Traub (VR Consultant for "Mowers") are executive producers. EyeMynd plans to release in the spring of 2017 a head-on display of brain wave monitoring using 16 electroencephalogram (EEG) sensors. The Developer Brainwave VR Headset will be compatible with HTC Vive. It uses EyeWire's Brainwave OS operating system to convert the head-reading EEG into computer commands.

The initial version of this development will be for developers, providing them with toolkits that use brainwave analysis capabilities to design applications. Cook could not give his specific price or release date, but said that this would be the most comfortable one of its kind on the market.

A simple game "Smile with Lucy" was released along with the head display as a personalized brain calibration aid. Cook said that the past calibration process took an hour, but will soon develop to only a few minutes. In this game, the player imitates the facial expression of the computer avatar, and EyeMynd software monitors the player's unique brainwave pattern - the "pattern recognition" signal that occurs when we see, feel, touch, or move something.

EyeMynd hopes to leverage its growing consumer interest in VR accessories to power its own products. But Cook believes that the standard computer interface after a decade will only require brain sensors, and the VR accessories used today, including motion sensors, joysticks, head-mounted accelerators, and cameras, will all disappear.

“The key to understanding brainwave operating systems is to think about dreams. In a dream, you don’t need to move your legs to run. Dreams and imagination create brain signals that we can read. We don’t need eyes for what we want to do. You can see, hear, or touch your hands. These can be ignored."

Eye Mynd is not alone in his exploration of brainwave-based technology. Companies such as Emotiv and NeuroSky have released EEG headlines for scientific applications. Other companies are pursuing marketing and advertising applications. Some analyst companies have used VR sensor data analysis as a way to track advertising effects. Directly tracking the physical and emotional reactions of the user's subconscious mind will become the ultimate goal of the advertising industry if it can be achieved.

"There is no reliable way for VR content providers and developers in this new area to confirm that they have established relationships with users," said yotta.io's Charles Miller. The company in New Orleans is also developing brainwave sensors. "We are very concerned about the market space - providing real and reliable data and quantitative indicators."

However, Cook and his team hope to apply brainwave technology to medical and educational fields. However, there are still many doubts about the commercial application of brainwave technology in the future. Most neuroscientists say that the brain's electrical signals can be "read" accurately in the laboratory, but only after some degree of surgery.

"This is not a matter of conceptual significance, but it is almost impossible to achieve," said Jack Gallant, director of the Gallant Neuroscience Lab at the University of California, Berkeley. He said that this process also includes a lot of computing power, and is too expensive in terms of time and money. "The problem with cracking the EEG signal from outside the brain is that the skull is a detestable filter. According to my experience, this is a very difficult barrier to overcome."

However, Dan Cook will not allow skepticism to block his 20-year pursuit. In 2016, he spent most of his time raising funds, establishing partnerships, and plans to establish a branch office in China in 2017. In spring, the first batch of headlines will be shipped to developers.

Cook also added that Facebook CEO Mark Zuckerberg (Marc Zuckerberg) has publicly announced his vision for direct brain-to-brain communication. "Zuckerberg understands that this is the future, but I don't think he knows how close we are to achieving this vision. He thinks it will take a few years and we will have to achieve it in a few months."

VR simulation, Cook said, is just the beginning of human discovery that all our experiences are simulatable. The fantasy of computer scientists is about to become a popular theory in the high-tech industry, including Elon Musk, chief executive of Tesla.

"We are in the simulation of a brain-driven simulation, the second-level simulation state," Cook said. “This will become unpretentious in the future. There is no creator above us, but we pretend to be in this stupid physical fetish that is plagued by sickness and pain.”

"VR allows us to subtly create illusions to pursue and enjoy a totally unique human experience," he said. "This creates an opportunity for humanity to fully understand ourselves."

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