InteraXon - Advanced Peripheral ‘Thought-Controlled Gaming’ For Mobile Computing Devices: (iPhone/iPad)

 

Advanced Peripheral ‘Thought-Controlled Gaming’ For Mobile Computing Devices: (iPhone/iPad)

Brain-controlled computing games were among 2009’s hottest holiday toys, and the pioneering minds behind Canadian startup company InteraXon plan to continue to push the frontiers of brainwave technology into the mobile computing space into 2011. 

InteraXon will lead a collection of partners in the development and design of a new hardware headset, paired with the creation of a mobile interface built initially for the Apple Mobile computing platform.  This will showcase several consumer applications built directly for the iPad/iPhone/iTouch system, allowing a user to interact with applications directly on the device, controlled through measurements of their brainwaves.  NeuroSky, the world’s leading consumer EEG biosensor technology company joins as the guiding partner and end user, having recognized the need for a solution in the mobile computing space for this technology.  In addition, working directly with OCAD’s resources including Julian Goss, Chair of Industrial Design,  to provide hardware advancements and simplifications, and Michele Perras Director at MEIC, the Mobile Experience Innovation Centre (MEIC), to provide software and user-experience support,  this academic body presents tremendous leverage into this initiative.  Finally Dreamcube Technologies joins to support the development specifically around working with the Apple MFI program as well as key insight into firmware design for the proposed system.   

The thought-controlled computing industry, still in its infancy, turned a key corner last year as the technology long used by researchers to measure brain activity has become affordable enough for the introduction of cutting edge gaming, household and therapeutic applications at the consumer level.  Commercially available headsets that can read brainwaves began reaching the broader market in the summer of 2009, and the appetite for the technology is high.

At InteraXon, we believe that ultimately, thought-controlled computing will be an everyday means of engaging with and controlling the elements of one’s world.  Much in the same way that voice recognition technology 30 years ago seemed like the promise of a distant future.  Developing fun and interactive ways to apply this technology remains our focus at InteraXon and we believe there to be a strong market for this technology as further validated by our partner NeuroSky, for such applications.

One of the major barriers to the widespread adoption of brain-computer interface technology is the lack of a commercially available EEG headset. The availability of such a headset will create an entirely new market for thought-controlled games, educational tools, and therapeutic and diagnostic applications. On which InteraXon will be uniquely positioned to capitalize.

As detailed fully in the technical section of this application, we plan to address technical hurdles including advanced signal processing with multi-sensors, signal compression and conversion into audio transmission over Bluetooth, battery optimization, optimized headset design and simple intuitive fun interface gaming apps built on the iPhone/iPad system.  

As experts in this space, we know how to create applications with value and longevity that users will want to play with again and again. Working with OCAD and the MEIC can further accelerate this development in combination with our partners along this path.

Understanding of the Technical Problem and its Application Context

Thought-controlled technology is just beginning to gain traction, with the first commercially available thought-controlled input devices (headsets) having reached the market just last year. Even though these devices have only recently emerged, there is already an appetite and a demand for them. This is in spite of the fact that there are problems with their form factor and performance, there are as of yet no compelling applications to use them with other than the simple software demonstration that comes with the headset.

Currently in the mobile space, this technology is not available to consumers, and we believe there is a valuable first to market opportunity for a well designed EEG headset with accompanying mobile applications. 

To date, three companies have released consumer accessible EEG headsets: Emotive, OCZ and

NeuroSky, each has particular problems.

  • The Emotiv headset strives to be a comprehensive tool to read from 12 different points on the head.  The result is a cumbersome awkward headset that is difficult to take on and off, difficult for use with long hair and expensive to manufacture. As the headset does not have any on‐board processing, it must be tethered to a computer running compatible software.
  • OCZ has produced a lightweight, comfortable headset. However, its performance is too weak for compelling BCI applications. Their product also does not have any on‐board processing power and must be tethered to a PC.
  • NeuroSky, the most successful of the three, created a $200 headset that became available to consumers in 2009. It consists of a single electrode EEG setup that is integrated into a large cumbersome closed ear headphone design. The headset is not design oriented for mass market appeal and tries to combine many technologies and function into one. NeuroSky's goal has not been to perfect a headset design, but rather to design and manufacture low‐cost chips that sample and process EEG data using simple algorithms. The headset they have developed and marketed was aimed at introducing the industry to their technology so that they could ultimately become the preferred OEM supplier of EEG electronics.

For an EEG headset to be successful as a mobile device the comfort and physical stability of the device must be considered to a much higher degree than for PC based usage due to the fact that users are often in motion. Existing headsets are cumbersome and would not be comfortable or stable if worn while moving, nor would they provide quality signals due to motion of the device. This latter point is very important as current algorithms have poor tolerance to this type of noise.

Solutions to these problems would facilitate large‐scale market penetration due to increased practicality of applications afforded by a headset that can be used in more physically active scenarios. Comfortable and portable headsets would enable developers to create products and applications that can be seamlessly used throughout many of a user’s daily activities. For example, one could imagine practical applications in the sports market by measuring and monitoring performance metrics of athletes.

Proposed Solution

Current consumer grade EEG devices and associated signal processing perform well enough to enable a variety of simple yet compelling applications, particularly game‐play and focus and relaxation training.

We propose creating a well designed and easy to wear headset suitable for mobile applications at a $79 retail price point as well as some simple and compelling applications that are readily deployable to the iPhone. Our proposal is to make the following advancements to the current consumer EEG technology and EEG processing algorithms, to achieve the first successful EEG products for the mobile domain:

  1. Improved cost and form factor
  2. Lower cost (commensurate with a mobile peripheral)
  3. Less bulky, with better stability for applications involving movement (Better than all competitors)
  4.  Easy to put on and take off (Must be at least as easy as OCZ or Neurosky's design)
  5.  Increased attention to aesthetic design (vs. all competition)
  6. Improved performance
  7. Multiple sensors to increase dimensionality of signal for more advanced and more robust control (As compared with Neurosky and OCZ)
  8. Improved DSP so that the headset can be used in a greater range of applications. (More reliable brain metrics as compared with all competition)
  9. Interface with mobile platform
  10. Quality Audio (Beyond Neurosky's low quality bluetooth audio.)
  11. The first successful mobile applications using EEG technology

 

Mobile Application:

Capitalizing on our previous applications for use on other platforms (such as for personal computers, targeted for in‐flight entertainment systems, and for large multi‐user events), we will develop a number of sample applications that during the project to serve as a test bed for the headset and algorithm design. These applications may form the basis for the first few applications that will be released when the hardware becomes available to the public.

Sample applications will likely include:

  •  Relaxation trainer (e.g. Yoga meditation trainer)
  •  Focus trainer (e.g. EEG golf Trainer)
  •  Brainwave controlled virtual instrument

Applicable IP

From our review of the IP landscape for EEG signal processing, we believe there is room to make significant claims in the area of EEG systems with low electrode count within in a closed loop system where users are given feedback of their brain‐state. There is also room to develop strong IP in the realm of EEG training methods which form a fundamental part of any closed loop EEG system. All IP will be owned wholly by InteraXon at the end of the project, to be licensed to other parties as required for manufacturing and distribution.

Anticipated areas where patentable IP will be created:

  •  Signal processing and de‐noising methods to be able to EEG metrics in situations where people are physically active. This will allow us to create products that can be used continuously throughout all of a user’s daily activities (Think of the innovation from landline to cell‐phone). It will also allow us to create products for the sporting market (EEG monitoring for athletes, focus trainers, etc…).
  • Electrode placement and optimization for robust signal detection in the presence of noise and movement.
  •  Electrode design for long term comfort and use during exercise.
  •  Online calibration and adaption algorithms.
  •  Better signal quality metrics.
  •  Multimodal input and output systems.
  •  Industrial design patents on headset.

 

Advanced Peripheral ‘Thought-Controlled Gaming’

For Mobile computing devices: (iPhone/iPad)

Brain-controlled computing games were among 2009’s hottest holiday toys, and the pioneering minds behind Canadian startup company InteraXon plan to continue to push the frontiers of brainwave technology into the mobile computing space into 2011. 

InteraXon will lead a collection of partners in the development and design of a new hardware headset, paired with the creation of a mobile interface built initially for the Apple Mobile computing platform.  This will showcase several consumer applications built directly for the iPad/iPhone/iTouch system, allowing a user to interact with applications directly on the device, controlled through measurements of their brainwaves.  NeuroSky, the world’s leading consumer EEG biosensor technology company joins as the guiding partner and end user, having recognized the need for a solution in the mobile computing space for this technology.  In addition, working directly with OCAD’s resources including Julian Goss, Chair of Industrial Design,  to provide hardware advancements and simplifications, and Michele Perras Director at MEIC, the Mobile Experience Innovation Centre (MEIC), to provide software and user-experience support,  this academic body presents tremendous leverage into this initiative.  Finally Dreamcube Technologies joins to support the development specifically around working with the Apple MFI program as well as key insight into firmware design for the proposed system.   

The thought-controlled computing industry, still in its infancy, turned a key corner last year as the technology long used by researchers to measure brain activity has become affordable enough for the introduction of cutting edge gaming, household and therapeutic applications at the consumer level.  Commercially available headsets that can read brainwaves began reaching the broader market in the summer of 2009, and the appetite for the technology is high.

At InteraXon, we believe that ultimately, thought-controlled computing will be an everyday means of engaging with and controlling the elements of one’s world.  Much in the same way that voice recognition technology 30 years ago seemed like the promise of a distant future.  Developing fun and interactive ways to apply this technology remains our focus at InteraXon and we believe there to be a strong market for this technology as further validated by our partner NeuroSky, for such applications.

One of the major barriers to the widespread adoption of brain-computer interface technology is the lack of a commercially available EEG headset. The availability of such a headset will create an entirely new market for thought-controlled games, educational tools, and therapeutic and diagnostic applications. On which InteraXon will be uniquely positioned to capitalize.

As detailed fully in the technical section of this application, we plan to address technical hurdles including advanced signal processing with multi-sensors, signal compression and conversion into audio transmission over Bluetooth, battery optimization, optimized headset design and simple intuitive fun interface gaming apps built on the iPhone/iPad system.  

As experts in this space, we know how to create applications with value and longevity that users will want to play with again and again. Working with OCAD and the MEIC can further accelerate this development in combination with our partners along this path.

Understanding of the Technical Problem and its Application Context

Thought-controlled technology is just beginning to gain traction, with the first commercially available thought-controlled input devices (headsets) having reached the market just last year. Even though these devices have only recently emerged, there is already an appetite and a demand for them. This is in spite of the fact that there are problems with their form factor and performance, there are as of yet no compelling applications to use them with other than the simple software demonstration that comes with the headset.

Currently in the mobile space, this technology is not available to consumers, and we believe there is a valuable first to market opportunity for a well designed EEG headset with accompanying mobile applications. 

To date, three companies have released consumer accessible EEG headsets: Emotive, OCZ and

NeuroSky, each has particular problems.

  • The Emotiv headset strives to be a comprehensive tool to read from 12 different points on the head.  The result is a cumbersome awkward headset that is difficult to take on and off, difficult for use with long hair and expensive to manufacture. As the headset does not have any on‐board processing, it must be tethered to a computer running compatible software.
  • OCZ has produced a lightweight, comfortable headset. However, its performance is too weak for compelling BCI applications. Their product also does not have any on‐board processing power and must be tethered to a PC.
  • NeuroSky, the most successful of the three, created a $200 headset that became available to consumers in 2009. It consists of a single electrode EEG setup that is integrated into a large cumbersome closed ear headphone design. The headset is not design oriented for mass market appeal and tries to combine many technologies and function into one. NeuroSky's goal has not been to perfect a headset design, but rather to design and manufacture low‐cost chips that sample and process EEG data using simple algorithms. The headset they have developed and marketed was aimed at introducing the industry to their technology so that they could ultimately become the preferred OEM supplier of EEG electronics.

For an EEG headset to be successful as a mobile device the comfort and physical stability of the device must be considered to a much higher degree than for PC based usage due to the fact that users are often in motion. Existing headsets are cumbersome and would not be comfortable or stable if worn while moving, nor would they provide quality signals due to motion of the device. This latter point is very important as current algorithms have poor tolerance to this type of noise.

Solutions to these problems would facilitate large‐scale market penetration due to increased practicality of applications afforded by a headset that can be used in more physically active scenarios. Comfortable and portable headsets would enable developers to create products and applications that can be seamlessly used throughout many of a user’s daily activities. For example, one could imagine practical applications in the sports market by measuring and monitoring performance metrics of athletes.

Proposed Solution

Current consumer grade EEG devices and associated signal processing perform well enough to enable a variety of simple yet compelling applications, particularly game‐play and focus and relaxation training.

We propose creating a well designed and easy to wear headset suitable for mobile applications at a $79 retail price point as well as some simple and compelling applications that are readily deployable to the iPhone. Our proposal is to make the following advancements to the current consumer EEG technology and EEG processing algorithms, to achieve the first successful EEG products for the mobile domain:

  1. Improved cost and form factor
  2. Lower cost (commensurate with a mobile peripheral)
  3. Less bulky, with better stability for applications involving movement (Better than all competitors)
  4.  Easy to put on and take off (Must be at least as easy as OCZ or Neurosky's design)
  5.  Increased attention to aesthetic design (vs. all competition)
  6. Improved performance
  7. Multiple sensors to increase dimensionality of signal for more advanced and more robust control (As compared with Neurosky and OCZ)
  8. Improved DSP so that the headset can be used in a greater range of applications. (More reliable brain metrics as compared with all competition)
  9. Interface with mobile platform
  10. Quality Audio (Beyond Neurosky's low quality bluetooth audio.)
  11. The first successful mobile applications using EEG technology

 

Mobile Application:

Capitalizing on our previous applications for use on other platforms (such as for personal computers, targeted for in‐flight entertainment systems, and for large multi‐user events), we will develop a number of sample applications that during the project to serve as a test bed for the headset and algorithm design. These applications may form the basis for the first few applications that will be released when the hardware becomes available to the public.

Sample applications will likely include:

  •  Relaxation trainer (e.g. Yoga meditation trainer)
  •  Focus trainer (e.g. EEG golf Trainer)
  •  Brainwave controlled virtual instrument

Applicable IP

From our review of the IP landscape for EEG signal processing, we believe there is room to make significant claims in the area of EEG systems with low electrode count within in a closed loop system where users are given feedback of their brain‐state. There is also room to develop strong IP in the realm of EEG training methods which form a fundamental part of any closed loop EEG system. All IP will be owned wholly by InteraXon at the end of the project, to be licensed to other parties as required for manufacturing and distribution.

Anticipated areas where patentable IP will be created:

  •  Signal processing and de‐noising methods to be able to EEG metrics in situations where people are physically active. This will allow us to create products that can be used continuously throughout all of a user’s daily activities (Think of the innovation from landline to cell‐phone). It will also allow us to create products for the sporting market (EEG monitoring for athletes, focus trainers, etc…).
  • Electrode placement and optimization for robust signal detection in the presence of noise and movement.
  •  Electrode design for long term comfort and use during exercise.
  •  Online calibration and adaption algorithms.
  •  Better signal quality metrics.
  •  Multimodal input and output systems.
  •  Industrial design patents on headset.

Advanced Peripheral ‘Thought-Controlled Gaming’

For Mobile computing devices: (iPhone/iPad)

Brain-controlled computing games were among 2009’s hottest holiday toys, and the pioneering minds behind Canadian startup company InteraXon plan to continue to push the frontiers of brainwave technology into the mobile computing space into 2011. 

InteraXon will lead a collection of partners in the development and design of a new hardware headset, paired with the creation of a mobile interface built initially for the Apple Mobile computing platform.  This will showcase several consumer applications built directly for the iPad/iPhone/iTouch system, allowing a user to interact with applications directly on the device, controlled through measurements of their brainwaves.  NeuroSky, the world’s leading consumer EEG biosensor technology company joins as the guiding partner and end user, having recognized the need for a solution in the mobile computing space for this technology.  In addition, working directly with OCAD’s resources including Julian Goss, Chair of Industrial Design,  to provide hardware advancements and simplifications, and Michele Perras Director at MEIC, the Mobile Experience Innovation Centre (MEIC), to provide software and user-experience support,  this academic body presents tremendous leverage into this initiative.  Finally Dreamcube Technologies joins to support the development specifically around working with the Apple MFI program as well as key insight into firmware design for the proposed system.   

The thought-controlled computing industry, still in its infancy, turned a key corner last year as the technology long used by researchers to measure brain activity has become affordable enough for the introduction of cutting edge gaming, household and therapeutic applications at the consumer level.  Commercially available headsets that can read brainwaves began reaching the broader market in the summer of 2009, and the appetite for the technology is high.

At InteraXon, we believe that ultimately, thought-controlled computing will be an everyday means of engaging with and controlling the elements of one’s world.  Much in the same way that voice recognition technology 30 years ago seemed like the promise of a distant future.  Developing fun and interactive ways to apply this technology remains our focus at InteraXon and we believe there to be a strong market for this technology as further validated by our partner NeuroSky, for such applications.

One of the major barriers to the widespread adoption of brain-computer interface technology is the lack of a commercially available EEG headset. The availability of such a headset will create an entirely new market for thought-controlled games, educational tools, and therapeutic and diagnostic applications. On which InteraXon will be uniquely positioned to capitalize.

As detailed fully in the technical section of this application, we plan to address technical hurdles including advanced signal processing with multi-sensors, signal compression and conversion into audio transmission over Bluetooth, battery optimization, optimized headset design and simple intuitive fun interface gaming apps built on the iPhone/iPad system.  

As experts in this space, we know how to create applications with value and longevity that users will want to play with again and again. Working with OCAD and the MEIC can further accelerate this development in combination with our partners along this path.

Understanding of the Technical Problem and its Application Context

Thought-controlled technology is just beginning to gain traction, with the first commercially available thought-controlled input devices (headsets) having reached the market just last year. Even though these devices have only recently emerged, there is already an appetite and a demand for them. This is in spite of the fact that there are problems with their form factor and performance, there are as of yet no compelling applications to use them with other than the simple software demonstration that comes with the headset.

Currently in the mobile space, this technology is not available to consumers, and we believe there is a valuable first to market opportunity for a well designed EEG headset with accompanying mobile applications. 

To date, three companies have released consumer accessible EEG headsets: Emotive, OCZ and

NeuroSky, each has particular problems.

  • The Emotiv headset strives to be a comprehensive tool to read from 12 different points on the head.  The result is a cumbersome awkward headset that is difficult to take on and off, difficult for use with long hair and expensive to manufacture. As the headset does not have any on‐board processing, it must be tethered to a computer running compatible software.
  • OCZ has produced a lightweight, comfortable headset. However, its performance is too weak for compelling BCI applications. Their product also does not have any on‐board processing power and must be tethered to a PC.
  • NeuroSky, the most successful of the three, created a $200 headset that became available to consumers in 2009. It consists of a single electrode EEG setup that is integrated into a large cumbersome closed ear headphone design. The headset is not design oriented for mass market appeal and tries to combine many technologies and function into one. NeuroSky's goal has not been to perfect a headset design, but rather to design and manufacture low‐cost chips that sample and process EEG data using simple algorithms. The headset they have developed and marketed was aimed at introducing the industry to their technology so that they could ultimately become the preferred OEM supplier of EEG electronics.

For an EEG headset to be successful as a mobile device the comfort and physical stability of the device must be considered to a much higher degree than for PC based usage due to the fact that users are often in motion. Existing headsets are cumbersome and would not be comfortable or stable if worn while moving, nor would they provide quality signals due to motion of the device. This latter point is very important as current algorithms have poor tolerance to this type of noise.

Solutions to these problems would facilitate large‐scale market penetration due to increased practicality of applications afforded by a headset that can be used in more physically active scenarios. Comfortable and portable headsets would enable developers to create products and applications that can be seamlessly used throughout many of a user’s daily activities. For example, one could imagine practical applications in the sports market by measuring and monitoring performance metrics of athletes.

Proposed Solution

Current consumer grade EEG devices and associated signal processing perform well enough to enable a variety of simple yet compelling applications, particularly game‐play and focus and relaxation training.

We propose creating a well designed and easy to wear headset suitable for mobile applications at a $79 retail price point as well as some simple and compelling applications that are readily deployable to the iPhone. Our proposal is to make the following advancements to the current consumer EEG technology and EEG processing algorithms, to achieve the first successful EEG products for the mobile domain:

  1. Improved cost and form factor
  2. Lower cost (commensurate with a mobile peripheral)
  3. Less bulky, with better stability for applications involving movement (Better than all competitors)
  4.  Easy to put on and take off (Must be at least as easy as OCZ or Neurosky's design)
  5.  Increased attention to aesthetic design (vs. all competition)
  6. Improved performance
  7. Multiple sensors to increase dimensionality of signal for more advanced and more robust control (As compared with Neurosky and OCZ)
  8. Improved DSP so that the headset can be used in a greater range of applications. (More reliable brain metrics as compared with all competition)
  9. Interface with mobile platform
  10. Quality Audio (Beyond Neurosky's low quality bluetooth audio.)
  11. The first successful mobile applications using EEG technology

 

Mobile Application:

Capitalizing on our previous applications for use on other platforms (such as for personal computers, targeted for in‐flight entertainment systems, and for large multi‐user events), we will develop a number of sample applications that during the project to serve as a test bed for the headset and algorithm design. These applications may form the basis for the first few applications that will be released when the hardware becomes available to the public.

Sample applications will likely include:

  •  Relaxation trainer (e.g. Yoga meditation trainer)
  •  Focus trainer (e.g. EEG golf Trainer)
  •  Brainwave controlled virtual instrument

Applicable IP

From our review of the IP landscape for EEG signal processing, we believe there is room to make significant claims in the area of EEG systems with low electrode count within in a closed loop system where users are given feedback of their brain‐state. There is also room to develop strong IP in the realm of EEG training methods which form a fundamental part of any closed loop EEG system. All IP will be owned wholly by InteraXon at the end of the project, to be licensed to other parties as required for manufacturing and distribution.

Anticipated areas where patentable IP will be created:

  •  Signal processing and de‐noising methods to be able to EEG metrics in situations where people are physically active. This will allow us to create products that can be used continuously throughout all of a user’s daily activities (Think of the innovation from landline to cell‐phone). It will also allow us to create products for the sporting market (EEG monitoring for athletes, focus trainers, etc…).
  • Electrode placement and optimization for robust signal detection in the presence of noise and movement.
  •  Electrode design for long term comfort and use during exercise.
  •  Online calibration and adaption algorithms.
  •  Better signal quality metrics.
  •  Multimodal input and output systems.
  •  Industrial design patents on headset.

Advanced Peripheral ‘Thought-Controlled Gaming’

For Mobile computing devices: (iPhone/iPad)

Brain-controlled computing games were among 2009’s hottest holiday toys, and the pioneering minds behind Canadian startup company InteraXon plan to continue to push the frontiers of brainwave technology into the mobile computing space into 2011. 

InteraXon will lead a collection of partners in the development and design of a new hardware headset, paired with the creation of a mobile interface built initially for the Apple Mobile computing platform.  This will showcase several consumer applications built directly for the iPad/iPhone/iTouch system, allowing a user to interact with applications directly on the device, controlled through measurements of their brainwaves.  NeuroSky, the world’s leading consumer EEG biosensor technology company joins as the guiding partner and end user, having recognized the need for a solution in the mobile computing space for this technology.  In addition, working directly with OCAD’s resources including Julian Goss, Chair of Industrial Design,  to provide hardware advancements and simplifications, and Michele Perras Director at MEIC, the Mobile Experience Innovation Centre (MEIC), to provide software and user-experience support,  this academic body presents tremendous leverage into this initiative.  Finally Dreamcube Technologies joins to support the development specifically around working with the Apple MFI program as well as key insight into firmware design for the proposed system.   

The thought-controlled computing industry, still in its infancy, turned a key corner last year as the technology long used by researchers to measure brain activity has become affordable enough for the introduction of cutting edge gaming, household and therapeutic applications at the consumer level.  Commercially available headsets that can read brainwaves began reaching the broader market in the summer of 2009, and the appetite for the technology is high.

At InteraXon, we believe that ultimately, thought-controlled computing will be an everyday means of engaging with and controlling the elements of one’s world.  Much in the same way that voice recognition technology 30 years ago seemed like the promise of a distant future.  Developing fun and interactive ways to apply this technology remains our focus at InteraXon and we believe there to be a strong market for this technology as further validated by our partner NeuroSky, for such applications.

One of the major barriers to the widespread adoption of brain-computer interface technology is the lack of a commercially available EEG headset. The availability of such a headset will create an entirely new market for thought-controlled games, educational tools, and therapeutic and diagnostic applications. On which InteraXon will be uniquely positioned to capitalize.

As detailed fully in the technical section of this application, we plan to address technical hurdles including advanced signal processing with multi-sensors, signal compression and conversion into audio transmission over Bluetooth, battery optimization, optimized headset design and simple intuitive fun interface gaming apps built on the iPhone/iPad system.  

As experts in this space, we know how to create applications with value and longevity that users will want to play with again and again. Working with OCAD and the MEIC can further accelerate this development in combination with our partners along this path.

Understanding of the Technical Problem and its Application Context

Thought-controlled technology is just beginning to gain traction, with the first commercially available thought-controlled input devices (headsets) having reached the market just last year. Even though these devices have only recently emerged, there is already an appetite and a demand for them. This is in spite of the fact that there are problems with their form factor and performance, there are as of yet no compelling applications to use them with other than the simple software demonstration that comes with the headset.

Currently in the mobile space, this technology is not available to consumers, and we believe there is a valuable first to market opportunity for a well designed EEG headset with accompanying mobile applications. 

To date, three companies have released consumer accessible EEG headsets: Emotive, OCZ and

NeuroSky, each has particular problems.

  • The Emotiv headset strives to be a comprehensive tool to read from 12 different points on the head.  The result is a cumbersome awkward headset that is difficult to take on and off, difficult for use with long hair and expensive to manufacture. As the headset does not have any on‐board processing, it must be tethered to a computer running compatible software.
  • OCZ has produced a lightweight, comfortable headset. However, its performance is too weak for compelling BCI applications. Their product also does not have any on‐board processing power and must be tethered to a PC.
  • NeuroSky, the most successful of the three, created a $200 headset that became available to consumers in 2009. It consists of a single electrode EEG setup that is integrated into a large cumbersome closed ear headphone design. The headset is not design oriented for mass market appeal and tries to combine many technologies and function into one. NeuroSky's goal has not been to perfect a headset design, but rather to design and manufacture low‐cost chips that sample and process EEG data using simple algorithms. The headset they have developed and marketed was aimed at introducing the industry to their technology so that they could ultimately become the preferred OEM supplier of EEG electronics.

For an EEG headset to be successful as a mobile device the comfort and physical stability of the device must be considered to a much higher degree than for PC based usage due to the fact that users are often in motion. Existing headsets are cumbersome and would not be comfortable or stable if worn while moving, nor would they provide quality signals due to motion of the device. This latter point is very important as current algorithms have poor tolerance to this type of noise.

Solutions to these problems would facilitate large‐scale market penetration due to increased practicality of applications afforded by a headset that can be used in more physically active scenarios. Comfortable and portable headsets would enable developers to create products and applications that can be seamlessly used throughout many of a user’s daily activities. For example, one could imagine practical applications in the sports market by measuring and monitoring performance metrics of athletes.

Proposed Solution

Current consumer grade EEG devices and associated signal processing perform well enough to enable a variety of simple yet compelling applications, particularly game‐play and focus and relaxation training.

We propose creating a well designed and easy to wear headset suitable for mobile applications at a $79 retail price point as well as some simple and compelling applications that are readily deployable to the iPhone. Our proposal is to make the following advancements to the current consumer EEG technology and EEG processing algorithms, to achieve the first successful EEG products for the mobile domain:

  1. Improved cost and form factor
  2. Lower cost (commensurate with a mobile peripheral)
  3. Less bulky, with better stability for applications involving movement (Better than all competitors)
  4.  Easy to put on and take off (Must be at least as easy as OCZ or Neurosky's design)
  5.  Increased attention to aesthetic design (vs. all competition)
  6. Improved performance
  7. Multiple sensors to increase dimensionality of signal for more advanced and more robust control (As compared with Neurosky and OCZ)
  8. Improved DSP so that the headset can be used in a greater range of applications. (More reliable brain metrics as compared with all competition)
  9. Interface with mobile platform
  10. Quality Audio (Beyond Neurosky's low quality bluetooth audio.)
  11. The first successful mobile applications using EEG technology

 

Mobile Application:

Capitalizing on our previous applications for use on other platforms (such as for personal computers, targeted for in‐flight entertainment systems, and for large multi‐user events), we will develop a number of sample applications that during the project to serve as a test bed for the headset and algorithm design. These applications may form the basis for the first few applications that will be released when the hardware becomes available to the public.

Sample applications will likely include:

  •  Relaxation trainer (e.g. Yoga meditation trainer)
  •  Focus trainer (e.g. EEG golf Trainer)
  •  Brainwave controlled virtual instrument

Applicable IP

From our review of the IP landscape for EEG signal processing, we believe there is room to make significant claims in the area of EEG systems with low electrode count within in a closed loop system where users are given feedback of their brain‐state. There is also room to develop strong IP in the realm of EEG training methods which form a fundamental part of any closed loop EEG system. All IP will be owned wholly by InteraXon at the end of the project, to be licensed to other parties as required for manufacturing and distribution.

Anticipated areas where patentable IP will be created:

  •  Signal processing and de‐noising methods to be able to EEG metrics in situations where people are physically active. This will allow us to create products that can be used continuously throughout all of a user’s daily activities (Think of the innovation from landline to cell‐phone). It will also allow us to create products for the sporting market (EEG monitoring for athletes, focus trainers, etc…).
  • Electrode placement and optimization for robust signal detection in the presence of noise and movement.
  •  Electrode design for long term comfort and use during exercise.
  •  Online calibration and adaption algorithms.
  •  Better signal quality metrics.
  •  Multimodal input and output systems.
  •  Industrial design patents on headset.