The Early Days of a Better Nation

Wednesday, February 20, 2008

The Coming of the Cyberspace Seven

US-Australian company Emotiv announces a an EEG headset for interacting with video games. The device picks up brain impulses and facial movements and translates them into emotions and actions by the avatars.

Not quite yet the headband of the Ono-Sendai deck in William Gibson's Neuromancer, but close. Gamers, relieved from joystick thumb and other repetitive strain injuries, will just have to find something else to do with their hands.


That mean we get to play with Molly and her killtronic scalpel fingers?

Well, if that's what floats your boat ...

It would make certain things in Second Life more enjoyable...

If you like that, you might be interested in this:
Bionic contact lenses. It's interesting that one of the iconic cyberpunk images - of 'jacking in' - might be circumvented entirely by wireless technologies

and now we DO get headbands:

Aside from the complex physical connections that make up its infrastructure, the Internet is facilitated by bi- or multi-lateral commercial contracts (e.g., peering agreements), and by technical specifications or protocols that describe how to exchange data over the network. Indeed, the Internet is essentially defined by its interconnections and routing policies.

As of December 30, 2007, 1.319 billion people use the Internet according to Internet World Stats. Writing in the Harvard International Review, philosopher N.J. Slabbert, a writer on policy issues for the Washington, D.C.–based Urban Land Institute, has asserted that the Internet is fast becoming a basic feature of global civilization, so that what has traditionally been called "civil society" is now becoming identical with information technology society as defined by Internet use. - web design company, web designer, web design india

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