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Star Wars Force Trainer teaches children to kill... with their minds


Toy maker Uncle Milton has introduced Force Trainer, a game that utilizes NeuroSky's brainwave-controlled gaming technology. In a manner similar to the Mind Flex we got our heads on at CES, the young Jedi dons a wireless headset that communicates with a simplified EEG. If you focus well enough, the "training sphere" rises in a 10-inch tube. Seems pretty harmless, no? At least until your humble child starts lifting rocks and choking people by simply furrowing their brow and gesturing menacingly. If you find this an acceptable risk (or you feel the need to work on your own mental prowess) the thing should be available this fall for just under $100.

Brains-on with NeuroSky and Square Enix's Judecca mind-control game


We already know that NeuroSky is bringing us the mind-reading Mindset for your gaming pleasures, but we got a first-hand look at the device here at TGS. At first glance, the headset may appear to be just another white set of over-the-ear headphones, but a little boom that gets all cuddly with your forehead measures how well you are concentrating on in-game objects. While this may sound like a bunch of hoopla, keep in mind that mega-developer Square Enix is already on board with "Judecca," a zombie thriller that forces you to concentrate your way into seeing your enemies. After holding up your hand, you then concentrate on a glyph that glows in direct relation to your ability to concentrate, opening up what's called your Devil's Eye. Once you're in a zen-like state, you can see Judecca's zombies and unleash some kill. You can also show your concentration skills enough to walk through walls, naturally. In our limited time trying the tech with Judecca, we were indeed able to induce some sort of concentrative state, even with the distractions of a giant Japanese gaming convention. As for how long we'd want to play something like this before switching to something involving, say, just pushing buttons and killing enemies, we're not so sure. NeuroSky promises the device in Spring 2009 for a price somewhere between $50 and $80. Hit the break for a couple shots of the device and a very tense gamer.

NeuroSky and Square Enix set to demo mind-controlled gaming


The last time we saw NeuroSky's MindSet brainwave-controlled gaming headset, the company was partnering with Sega -- now the peripheral-maker has teamed with Square Enix to produce what we hope will be a "mind-blowing" (groan) demo at this year's Tokyo Game Show. If you'll recall, NeuroSky has been pushing its unique brand of mind-controlled gaming since way back in 2005, but it appears the technology has become increasingly attractive to notable game-makers as of late. On Thursday, the two companies plan a demonstration of the in-game powers of relaxation at TGS in what appears to be a perfect example of Neo-like godliness. The whole thing goes down October 9th, so be there or be Square. Enix.

Sega Toys, NeuroSky team up for "mind-controlled" toys

Details are still light on this one, but Sega Toys (makers of freaky robots) and the brain-reading folks at NeuroSky have announced that they've teamed up in an effort to develop what they're only describing as "mind-controlled tech toys," which they say will "take 'play' to the next level." Those unspecified toys will apparently make use of NeuroSky's ThinkGear bio-sensor technology which, according to the company, uses "dry active sensors" that eliminate the need for contact gels while also maintaining a small form factor. Given the vagaries of the announcement, however, we wouldn't expect the toys to be hitting store shelves anytime soon, but you can be sure that there'll be plenty of attempts to "repurpose" them whenever they do.

[Via Gadget Lab]

Brain-reading biofeedback caps on the rise, NeuroSky returns


Pushing the envelope is what it's all about, and for companies cranking out Wiimote-like devices to make gaming and PC experiences more eventful, even that's not enough to satisfy a bevy of outfits with their eyes set on getting biofeedback into games. Companies such as Emotiv Systems, CyberLearning, and our old friend NeuroSky are all looking to take advantage of the public's current curiosity about thought-controlled (and influenced) gaming by offering up electrode-laced headsets that read a variety of brain impulses to effect gameplay. Essentially, these gel-free caps rely on technology such as electromyography (EMG), which records twitches and other muscular movements, and electrooculography (EOG), which measures changes in the retina, in order to change the way games are experienced. For instance, a nervous, uneasy GTA player would barely be able to aim at his / her enemies, while a daydreamer would have a hard time staying on course and reaching full speed while playing Gran Turismo. Unsurprisingly, said companies have noted that "finding their target markets" have been the most difficult aspect, and certain analysts rightfully question whether gamers would actually enjoy such "mentally taxing restrictions" on their games, but if all goes as planned, we should start seeing a few more options in the commercial brain-interface market before too long.
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