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Toy linked to brain waves readied

NeuroSky's Koo Hyoung Lee, worker Cynthia Lee, and Horance Ko (left to right) wearing three of their company's head sets. (Paul Sakuma/Associated Press)

SAN JOSE, Calif. -- A convincing twin of Darth Vader stalks the beige cubicles of a Silicon Valley office, complete with ominous black mask, cape, and light saber.

But this is no chintzy Halloween costume. It's a prototype, years in the making, of a toy that incorporates brain wave-reading technology.

Behind the mask is a sensor that touches the user's forehead and reads the brain's electrical signals, then sends them to a wireless receiver inside the saber, which lights up when the user is concentrating. The player maintains focus by channeling thoughts on any fixed mental image, or thinking specifically about keeping the light sword on. When the mind wanders, the wand goes dark.

Engineers at NeuroSky Inc. have big plans for brain wave-reading toys and video games. They say the simple Darth Vader game -- a relatively crude biofeedback device cloaked in gimmicky garb -- portends the coming of more sophisticated devices that could revolutionize the way people play.

Technology from NeuroSky and other start-ups could make video games more mentally stimulating and realistic. It could even enable players to control video game characters or avatars in virtual worlds with nothing but their thoughts.

Adding biofeedback to Tiger Woods PGA Tour, for instance, could mean that only those players who muster Zen-like concentration could nail a putt. In the popular action game Grand Theft Auto, players who become nervous or frightened would have worse aim than those who remain relaxed and focused.

NeuroSky's prototype measures a person's baseline brain-wave activity, including signals that relate to concentration, relaxation, and anxiety. The technology ranks performance in each category on a scale of 1 to 100, and the numbers change as a person thinks about relaxing images, focuses intently, or gets kicked, interrupted, or otherwise distracted.

The technology is similar to more sensitive, expensive equipment athletes use to improve performance. Koo Hyoung Lee, a NeuroSky co-founder from South Korea, used biofeedback to improve concentration and relaxation techniques for his country's Olympic archery team.

"Most physical games are really mental games," said Lee, also chief technology officer at San Jose-based NeuroSky, a 12-employee company founded in 1999. "You must maintain attention at very high levels to succeed. This technology makes toys and video games more lifelike."

Boosters say toys with even the most basic brain wave-reading technology -- scheduled to debut later this year -- could boost mental focus and help kids with attention deficit hyperactivity disorder, autism, and mood disorders.

But scientific research is scant. Even if the devices work as promised, some question whether people who use biofeedback devices will be able to replicate their relaxed or focused states in real life, when they're not attached to equipment in front of their television or computer.

Elkhonon Goldberg, clinical professor of neurology at New York University, said the toys might catch on in a society obsessed with optimizing performance -- but he was skeptical they'd reduce the severity of major behavioral disorders.

"These techniques are used usually in clinical contexts. The gaming companies are trying to push the envelope," said Goldberg. "You can use computers to improve the cognitive abilities, but it's an art."

It's also unclear whether consumers want mentally taxing games.

"It's hard to tell whether playing games with biofeedback is more fun -- the company executives say that, but I don't know if I believe them," said Ben Sawyer, director of the Games for Health Project, a division of the Serious Games Initiative. The think tank focuses in part on how to make computer games more educational, not merely pastimes for kids.

The basis of many brain wave-reading games is electroencephalography. An EEG headset in a research hospital may have 100 or more electrodes that attach to the scalp. It could cost tens of thousands of dollars.

But the price and size of EEG hardware is shrinking. NeuroSky's "dry-active" sensors don't require gel, are the size of a thumbnail, and could be put into a headset that retails for as little as $20, said NeuroSky CEO Stanley Yang.

Yang is secretive about his company's product lineup because of a nondisclosure agreement with the manufacturer. But he said an international toy manufacturer plans to unveil an inexpensive gizmo with an embedded NeuroSky biosensor at the Japan Toy Association's trade show in late June.

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