http://www.smart-goggles.com/
now i cant help but think, is this a possible neural helmet surrogate, or a possible option for in game hund control......i dont know but it's got possibilities.... i could see myself donning this like a neural helmete, i mean the immersion would be awesome.


neural helmet AKA Sensics SmartGoggles
Started by anglomanii, Jan 17 2012 04:31 AM
5 replies to this topic
#1
Posted 17 January 2012 - 04:31 AM
#2
Posted 17 January 2012 - 04:42 AM
Its def. a interesting concept and one can always dream but what it really comes down to is how well it works (ok kind of obvious I know) and how easy it is for programmers and designers/devs to adopt.
#3
Posted 17 January 2012 - 05:54 AM
Vincent Vascaul, on 17 January 2012 - 04:42 AM, said:
Its def. a interesting concept and one can always dream but what it really comes down to is how well it works (ok kind of obvious I know) and how easy it is for programmers and designers/devs to adopt.
Well, it's built on the android platform, which means that most developers should be able to work with it.
Now... we'll have Virtual Fruit Ninja!
#5
Posted 17 January 2012 - 10:20 AM
Hmm. First, some necessary information...
Link
Those are some interesting goggles, but I don't think they'd fill in for a neurohelmet.
Still, the promise of decent commercially viable immersion goggles has been pursued since at least the days of the NES in the 80s...
As far as brain activity reading stuff ... Have you sen the OCZ Neural impulse actuator or the stuff from emotiv systems? They only work one way - "reading" brain activity, where the BT nerohelmets are actually two-way receive and transmit devices, so I don't think we have a workable neurohelmet peripheral yet...
There are a few interesting things on or coming onto the market, even though they're receive only devices ... http://en.wikipedia....terface_devices
Quote
The Neurohelmet
The neurohelmets main job is to enable the MechWarrior to control the balance of the BattleMech. The MechWarrior uses the neurohelmet to tell a 'Mech when and in what direction it should be off balance, and also to help the 'Mech regain its bearings when its balance systems cannot compensate enough for the 'Mechs conditions.
[edit] Putting Data In
The massive neurohelmets of the succession wars, which sat on the shoulders and inhibited the MechWarriors ability to turn their head compressed a 360-degree view from external cameras and sensors into a 160-degree HUD display in the helmet with the different firing arcs deliniated and having their own reticules for weapons in those firing arcs. More capable and more modern neurohelmets, such as Clan versions, are smaller and lighter, having large visors and while not requiring the old style HUD display in the helmet.
As mentioned earlier, neurohelmets also have audio systems which generate audible cues in three dimensions, allowing a MechWarrior to quickly find a threat.
The first Star League did develop some very capable neurohelmets, the best of which were big clunkers used in aerospace fighters. Advanced neurohelmets are capable of providing sensor and balance information from the 'Mechs sensors to the MechWarrior. This “direct neural virtual reality” is very weak, because even the best neurohelmets cannot put enough signal power into the brain to overwhelm the natural biological sensory signals without cooking brain cells. This input limitation is due to the wireless method that neurohelmets use to send information into the brain cells.
[edit] Getting Data Out
Getting information out is far easier, being a passive process. The achilles heel of getting complex information out of a brain via a neurohelmet is that the complexity of the human brain makes it a hard thing to read. Because of this, neurohelmets "watch" a few specific centers of the brain which are easily translated into commands. The end result of this is an interface that makes it possible for MechWarriors to communicate their basic intentions to their 'Mech more quickly and clearly than speech controls would allow for. This overall process is not quick or smooth, but it does work. For instance, when charging at another mech, the pilot would use the neurohelmet to, at a very visceral low level, command the 'Mech to throw itself off balance towards the targeted mech.
[edit] Fine Tuning
Because of the plasticity of the human brain in order to "watch" and transmit to the appropriate brain centers most neurohelmets have to be fine-tuned to each MechWarrior.
[edit] The Outside limits
While the neurohelmet can help translate the MechWarriors basic intentions to the BattleMech and give a small amount of feedback to the MechWarrior, they aren't capable of real-time “mind reading” that would be necessary in order to directly control a battlmechs movements, nor can they input enough data to a MechWarrior to replace the cockpit information systems.
The first Star League could not make helmets capable of this and neither can the Clans.
The neurohelmets main job is to enable the MechWarrior to control the balance of the BattleMech. The MechWarrior uses the neurohelmet to tell a 'Mech when and in what direction it should be off balance, and also to help the 'Mech regain its bearings when its balance systems cannot compensate enough for the 'Mechs conditions.
[edit] Putting Data In
The massive neurohelmets of the succession wars, which sat on the shoulders and inhibited the MechWarriors ability to turn their head compressed a 360-degree view from external cameras and sensors into a 160-degree HUD display in the helmet with the different firing arcs deliniated and having their own reticules for weapons in those firing arcs. More capable and more modern neurohelmets, such as Clan versions, are smaller and lighter, having large visors and while not requiring the old style HUD display in the helmet.
As mentioned earlier, neurohelmets also have audio systems which generate audible cues in three dimensions, allowing a MechWarrior to quickly find a threat.
The first Star League did develop some very capable neurohelmets, the best of which were big clunkers used in aerospace fighters. Advanced neurohelmets are capable of providing sensor and balance information from the 'Mechs sensors to the MechWarrior. This “direct neural virtual reality” is very weak, because even the best neurohelmets cannot put enough signal power into the brain to overwhelm the natural biological sensory signals without cooking brain cells. This input limitation is due to the wireless method that neurohelmets use to send information into the brain cells.
[edit] Getting Data Out
Getting information out is far easier, being a passive process. The achilles heel of getting complex information out of a brain via a neurohelmet is that the complexity of the human brain makes it a hard thing to read. Because of this, neurohelmets "watch" a few specific centers of the brain which are easily translated into commands. The end result of this is an interface that makes it possible for MechWarriors to communicate their basic intentions to their 'Mech more quickly and clearly than speech controls would allow for. This overall process is not quick or smooth, but it does work. For instance, when charging at another mech, the pilot would use the neurohelmet to, at a very visceral low level, command the 'Mech to throw itself off balance towards the targeted mech.
[edit] Fine Tuning
Because of the plasticity of the human brain in order to "watch" and transmit to the appropriate brain centers most neurohelmets have to be fine-tuned to each MechWarrior.
[edit] The Outside limits
While the neurohelmet can help translate the MechWarriors basic intentions to the BattleMech and give a small amount of feedback to the MechWarrior, they aren't capable of real-time “mind reading” that would be necessary in order to directly control a battlmechs movements, nor can they input enough data to a MechWarrior to replace the cockpit information systems.
The first Star League could not make helmets capable of this and neither can the Clans.
Link
Those are some interesting goggles, but I don't think they'd fill in for a neurohelmet.
Still, the promise of decent commercially viable immersion goggles has been pursued since at least the days of the NES in the 80s...
As far as brain activity reading stuff ... Have you sen the OCZ Neural impulse actuator or the stuff from emotiv systems? They only work one way - "reading" brain activity, where the BT nerohelmets are actually two-way receive and transmit devices, so I don't think we have a workable neurohelmet peripheral yet...
There are a few interesting things on or coming onto the market, even though they're receive only devices ... http://en.wikipedia....terface_devices
#6
Posted 17 January 2012 - 11:02 AM
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