The VR revolution comes to neural interfaces

VR technology has come a long way. Until the early 2020s, users had to slap on bulky helmets and squeeze into sensor suits. But progress never stands still. The helmets were replaced first by glasses, then lenses. Suits became electrode meshes. Now, in 2050, the industry is undergoing another revolution. Neural interfaces, previously tools for military and medical purposes, are appearing in the video games and entertainment markets.

Since the mid-1990s, scientists have been testing a wide variety of methods for reading the electrical signals that govern human movement and speech, both invasive (such as Neuralink, implanting electrodes directly into the brain) and noninvasive (not requiring surgical intervention, such as electroencephalography (EEG)). The latter saw wider application because not everyone was keen to have a microchip implanted inside their skull.

Developments in the field of VR technology have changed the player–game interaction. Now the user simply dons a headband, gets comfortable, and closes their eyes. The device scans beta, gamma, and other brain rhythms involved in problem-solving and orientation tasks, and converts the wearer’s mental intentions into actions. The headset does not process signals but sends them to a console that decrypts the data.

The chief innovation, however, is not in the reading of brain rhythms (the first human EEG was performed way back in 1924), but in the bidirectional exchange of information. The advanced neural interface sends waves to the brain, transmitting visual, aural, and other sensations to the user. The images and experience generated by the device are not just indistinguishable from reality, they’re unique to each user because they depend on the structure of the brain.

It is this robust two-way communication that makes brain–computer interfaces so attractive to developers and gamers alike, giving the former total creative freedom without technical restrictions, and immersing the latter in make-believe worlds. In this context, even the robbery of a flying train in the skies over Rio de Janeiro doesn’t sound so far-fetched. See for yourself!

I agree
I don't agree
Njl Iconceptz 666 intro
09 Jan 2021
Show replies ()
danya maymin А прикинь через это мозг взломают?
09 Jan 2021
Show replies ()
danya maymin Конспирологи решат что правительство за нами следит с помощью этих технологий))))
09 Jan 2021
Show replies ()
Light it seems that SAO will soon become a reality
08 Jan 2021
Show replies ()
Robert Thumper Pruitt Can't wait for this advancement to come out, it will be a life changer for the elderly and for everyday life in general.
20 Jul 2020
Show replies ()
Myriam Camacho Muy bueno
14 Jun 2020
Show replies ()
Василий The other side of this idea is problems with healhcare. Creating games on such platforms will be controlled much more seriously than now. They give sensations that are almost indistinguishable from real ones, because of which they can have a significant greater impact on a person. Most likely, developers will also have to introduce more serious protection against violation of age restrictions, so as not to stumble upon a wave of hatred for games from the side of adult generation.
20 Feb 2020
Show replies ()
Nicholas Josey Василий, yes i agree with you because of the sensations part you talk about but that could be easily rectified with bio metrics to get the age of the person if that technology is currently available or not i don't know or some sort of facial recognition to detect age based on facial features only people with a certain age have
29 Mar 2020
Dimitri Guillaume Oui de fou
16 Feb 2020
Show replies ()