Showing posts with label Virtual Worlds. Show all posts
Showing posts with label Virtual Worlds. Show all posts

Wednesday, August 13, 2008

Paralyzed man takes a walk in virtual world

As a follow-up to my post on Spatial Cognition in Virtual Worlds, researchers at Keio University have enabled a paralyzed man to control an avatar in the 3D virtual world of Second Life using a brain-computer interface (BCI). Three electrodes mounted on headgear monitor brain waves presumably from motor cortex, which is the area of the brain that is involved in the control of movement and is located close to the surface of the skull. The data is analysed, interpreted by computer algorithms, and then converted into real time movement of the avatar.

The implications of this proof-of-concept study in paralysis patients is great. A BCI application such as this one could be used in therapy, rehabilitation, and training interventions, which in turn could greatly improve the quality of life for these patients.

AFP (Agence France-Presse) -- Paralysed man takes a walk in virtual world

Pink Tentacle -- Brain-computer interface for Second Life

New World Notes -- The Second Life of the Mind: The story behind the brain-to-SL interface

Sunday, July 20, 2008

Augmented Reality

This image is from the ARTHUR project (Augmented Round Table for Architecture and Urban Planning) that uses an augmented reality interface for round table design meetings.

Augmented reality (AR), or augmented vision, is the use of virtual reality technology such as virtual text or graphics superimposed on the real world. The article "Reality, Only Better" in The Economist describes the promise of AR in multiple applications including psychotherapy, entertainment, and discrepancy-checking software in the building fields.
"Reality, Only Better" - The Economist (06 December 2007)

Monday, December 10, 2007

Spatial Cognition in Virtual Worlds

The article from Thought Capital talked about the importance of spatial cognition research in virtual worlds. But virtual worlds can also inform our understanding of spatial cognition. More on that in another post.

But this brings up the idea of virtual environments and neuroscience. Recently an article appeared in USA Today about the application of brain electrodes in virtual reality. The applications are very interesting beyond improving navigation in virtual worlds.

USA Today - Japanese researchers make 'Second Life' more like real life
Keio University graduate student Yasunari Hashimoto wears electrodes on his scalp to control the movements of his online character, or avatar, in the "Second Life" virtual reality world at the Laboratory for Biomedical Engineering, Department of Biosciences and Informatics, Faculty of Science and Technology of Keio University in Tokyo November 22, 2007. People with severe paralysis could find new opportunities from shopping to doing business or making new friends in the virtual world of Second Life by just thinking about it, if experiments being conducted by a Japanese university bear fruit.