NeuroSky Brainwave Sensors and Gaming


March 11, 2012

NeuroSky has developed new technology that allows the use of feedback from a brainwave sensor for use in gaming and A.D.H.D treatments. The technology is pretty hi-tech, but the effects of it are pretty simple to explain. The user puts the NeuroSky sensor on their heads and a clip on their ear, then the headset is connected to a computer or mobile device. The chip in the headset picks up on the various brainwaves and–for the gaming at least–narrows these waves down to measurements of either attention or relaxation.

Through their technology, NeuroSky developed a game that has proven results in behavioral changes in kids with A.D.H.D., as well as kids without it. I had the opportunity to demonstrate this technology at this year’s Game Developers Conference in San Francisco. The mechanics of the games I played were fairly simple. For the first, you have to relax your mind in order to make flowers grow; the more relaxed your mind is, the faster the flowers grow. I did fairly well on that one. The second game involved focus and concentration; you have to look for a specific creature in a forest, and hit the spacebar whenever it appears. I didn’t do so well on that one.

The other thing NeuroSky demonstrated at their booth during GDC was their reactive cat ears that use the same technology. These are actually pretty funny, because the ears are strait-up and attentive when the person wearing the ears is focused, and they go down when the wearer is relaxed.

This was probably one of the most innovative things I saw at GDC this past week and I think this technology has the capacity to do some really great things.

For more information about NeuroSky, visit their website: NeuroSky.com

 


Game Developers Conference – Days One and Two [GDC2012]


March 7, 2012

So it’s finally arrived: the long-awaited journey to California for the Game Developers Conference. Aside from the 4 hour and 40 minute flight, and the expensive prices of EVERYTHING, it’s been a good time.

The first day I decided to attend some of the sessions from the Indie Game Summit, which I have to say was incredibly inspiring. The speakers spoke about their games, their processes, and just about the Indie Game industry in general. Perhaps the most interesting story came from Untold Entertainment‘s Ryan Creighton. His session was possibly the most touching, and hilarious, I attended that day. He talked about how he as a developer doesn’t have much time to spend with his kids. He decided to attend TOJam, a 48 hour game jam, and bring his 5 year old daughter with him. Together, the dynamic duo created the game Ponycorns. The game soon went viral and gained mass popularity; this popularity in turn caused his daughter to become the youngest corporate game designer at age 5.

Another session in the Indie Game Summit I attended was the talk on the game Swords & Sworcery; their session described the process of creating their game. The end-result of their session was that they were able to create a massively popular game when it seemed like everything was against them. The most education session of the summit had to be Trail-er Blazing. The speakers talked about how to make interesting and good trailers. The best tip I took away from their session was to make the trailer for your game focus on one aspect of the game instead of the game as a whole. If you can make that one aspect the focus, it will make for a better trailer.

For day two, I took a different route; I attended the day-long Level Design in a Day tutorial. I would have to say that the entire experience was the best I have had in my two days here. It was an interesting day with presentations from professionals in the industry. They each gave their impressions and their processes for good level designs and it made for an incredibly interesting listen. During lunch, the panel was kind enough to critique the portfolios of anyone who wished to be subject to it. While I personally didn’t get my portfolio critiqued, I did get a look at the portfolios of others, which will better prepare me for when I present my portfolio next year. After the tutorial, and a meal at Mel’s Drive-In, we went to an IGDA party. It was a fun time, but it was an exhausting day. Let us see what tomorrow holds.


6 Days and Counting…


February 28, 2012

In a mere 6 days, I will be on a flight to The City by the Bay; San Francisco, California. The purpose of this trip is to attend the Game Developers Conference, which I expect to be a fun time and a great opportunity to network with established names in the Gaming industry. Not only will I be attending the expo portion of the conference, but I will also be participating in the Level Design in a Day tutorial as well as the Independent Games Summit.

There are no words to explain my excitement for this unique experience. I am considering this conference as my first step into entering the video game industry; an opportunity to get my name out there and start making integral connections for my future.

For any who may be interested, I will be using this blog to document my time and my experiences at GDC 2012. Of course, video and pictures will be included in my posts.


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