News From The FutureMonday, May 22, 2006 The Future of Neurotechnology Link
A few of us at The Futures Lab had the pleasure to meet Neurotechnology expert Zack Lynch a few years ago. Technology Review has a nice interview with Lynch where he explains the new field and tells us what the future holds for treating brain disorders.
From the article:
Neuroscience is now moving from a science to an industry. What we're really looking at is an evolution: researchers are now going beyond basic science and developing more effective therapeutics for brain-related illnesses.
The need is huge. One in four people worldwide suffer from a brain-related illness, which costs a trillion dollars a year in indirect and direct economic costs. We all know someone who is affected. That burden will continue to grow with the aging population. We have more people, and more people living longer -- it's a multiplier effect.
The Intelligent Scarecrow, designed by computer science and engineering students at the University of South Florida in Tampa, uses a computer, Internet camera and imaging software to detect birds around fish ponds.
In response, the Scarecrow issues loud noises or powerful bursts of water to scare the birds away.
The helmet conceals an Internet-enabled video camera that takes in a wide field of view, which can be accessed via a Web site. A microprocessor with image processing software written by the students scans for color and shape differences between frames.
If the software sees bright orange, it will not trigger a response. So a farmer wearing a bright orange vest can tend crops without being seen as a threat. But other changes trigger sprinklers to the right and left of the scarecrow to shoot out powerful jets of water up to 30 feet.
The device can also blast loud sounds - such as a shotgun noise or the cry of a predatory hawk - through nearby speakers. And because it's Internet-enabled, the scarecrow can send a text message to a cell phone or an email to a computer alerting the farmer of threats.
Monday, May 08, 2006 whisper : Wearable Body Architecture Link
whisper (wearable, handheld, intimate, sensory, personal, expressive, responsive system) is a real-time interactive media installation, based on small wearable devices, wireless computer communication, and handheld technologies embedded in evocative and playful garments worn by the participants.
The whisper devices, worn on or close to the skin and in garments, are wearable body architectures that read physiological data and transmit this information through physical computing inclusing haptics, sound and light. In other words, it involves collecting data from the bodies of participants, and through visualisation and sonification techniques, interpreting that data.
A collaborative project involving artists (dance, sculpture, music), designers (of visuals, objects & textiles), computer scientists, and hardware/software engineers, whisper aims to meet the need for new modes of communication and direct and expressive interfaces with our new technologies.
The system allows "hunters" to feel the presence of 3D virtual objects using only indirect information such as the shadows and sounds of goblins instead of direct images.
When the goblins move, players can hear their footsteps. The volume of the sound changes depending on the goblins' position on the floor. When players capture goblins, they hear the goblins' scream and vacuuming sounds.
To enhance the player's haptic sense of capture, small motors in the hose of the device vibrate sequentially from the nozzle toward the handle when a goblin has been caught. Then a large vibrating motor in the backpack presents a sense that the captured goblin is struggling. At the same time, water is moved from a tank on the ground to another in the backpack, so players feel the weight of the captured goblins.