Imagine a world where your brainwaves offer you another degree of freedom
      in a control system -- and think of how useful that freedom would be for
      someone who can’t use a conventional controller like a mouse. We can’t
      lift starfighters with Jedi Mind Tricks just yet, but the MindGames group
      is taking strides in that direction through the non-invasive real-time
      analysis of human brainwaves. Mind Balance was the first application
      developed by the MindGames group as part of an ambitious collaboration with researchers at
      University College Dublin to implement new brain-computer control
      interfaces.
      Taking
      the Mawg for a Walk
      In Mind Balance, a participant must assist a tightrope-walking
      (apparently Scottish) behemoth known as the Mawg, by helping him keep his
      balance as he totters across a cosmic tightrope. All in a day’s work for a
      typical computer gamer - but a participant at the helm of Mind Balance has
      no joystick, no mouse, and not even a camera - only a brain cap that
      non-invasively measures signals from the back of the head.
      Specifically, the cap
      monitors electrical signals from the surface of the scalp over the
      occipital lobes (just above the neck).  The occipital lobes are the home of the brain’s visual
      processing, and they sport an effectively direct connection to the eyes via
      the brain’s optical nerve. When the participant stares at regions on the
      screen that are blinking at known frequencies, their brain processes that
      blinking in enigmatically complex ways. But one side-effect of that
      processing – an increase in electrical activity at the same frequency as
      the blinking orb – is sufficiently pronounced that it can be detected in
      the electromagnetic soup at the surface of the head. These detectable artifacts are called Visually Evoked Potentials, or VEPs.
      If the Mawg slips to the
      right, the participant can help shift the creature’s balance back to the
      left by staring at the orb flickering on the left-hand side of the screen.
      The subsequent change in brainwave electrical activity is detected by the
      system as a VEP, and transformed into a one-dimensional analog control
      axis that can be used to get the Mawg back on track.
      
      Technical overview
      All of this requires some fairly fancy graphical and signal processing
      footwork. In order that the blinking of the orbs produces a signal that
      can be reliably detected, the orbs must be rendered at a consistent 60
      frames-per-second or more. Symphony's C# graphics engine and scenegraph is
      capable of rendering the orbs, together with the animated Mawg and his
      environment, at over 100 fps on conventional hardware running Windows XP.
      
      It would certainly be
      possible, given performance figures like these, to perform signal
      acquisition and processing on the same PC that is rendering the graphics.
      But in order to facilitate rapid development, and decouple the signal
      acquisition and processing steps from the actual gameplay, we used the
      Sponge signal processing framework (a component of Symphony) to offload
      signal processing to another PC. On that signal acquisition PC, the
      electrical signals are acquired from the brain, VEPs are detected, and the
      left-right feature is extracted. That simple feature is then sent across
      the network to the computer that controls the Mawg and renders the Mind
      Balance world. 
      It’s a comparably simple
      step to take the Mind Balance technology and add another axis, thereby
      turning it into a two-dimensional controller. And another technique
      currently under development involves the observation of imagined muscle
      movements.  Instead of staring at the blinking orb, using this technique you would just
      imagine moving your left hand, and the character would move left. So although
      today we’re just taking the Mawg out for a walk, tomorrow we may be making
      Jedi Mind Tricks a reality!
      
      Answers to some questions
      
      1. Do you need a lot of complicated training to use Mind Balance?
      
      No. A new player only requires a 45-second
      training phase that uses acoustic feedback. During that time, both the
      participant and the system are being "trained."  The system
      determines the unique baseline EEG patterns that it can expect from the
      participant, and the participant discovers what constitutes a "good
      stare," because the steady-state VEP feature their brain produces is
      governed more by focus-of-attention than it is on what objects are present
      in their field of view.
      
      2. Is the technology experimental only? Is
      it ready for the market? 
      
      
      Currently, the technology is in a prototype
      phase, but there is no reason why it couldn't eventually find its way to
      the market.  The Symphony
      software architecture runs on conventional hardware, and we often run Mind
      Balance on a laptop. The Cerebus hardware device is patented, and it is
      our hope that it will move beyond the experimental phase. I'm afraid we
      can't be more specific about the timeline!
      
      
      High Resolution Images
      Can be found here. 
      
      
      Special thanks
      The MindGames group is indebted to our colleagues
      at University College Dublin, including 
       
      Simon Kelly and 
       Ray Smith 
      of the
      University College Dublin Elec. Eng. department, for their contributions
      to the signal processing that underlies Mind Balance.
- Robert Burke, Architect and Lead Developer