1 00:00:16,203 --> 00:00:19,310 JOHN: All right, so we are Jedi Ball. 2 00:00:19,310 --> 00:00:22,170 We-- [? Kayhill ?] and I-- 3 00:00:22,170 --> 00:00:24,020 this is Toshi, I'm John. 4 00:00:24,020 --> 00:00:29,520 [? Kayhill and ?] I are-- we also 5 00:00:29,520 --> 00:00:31,700 were taking a brain-computer interface class 6 00:00:31,700 --> 00:00:34,620 at the media lab, where we learned 7 00:00:34,620 --> 00:00:39,900 to use these news headsets-- this is a consumer-grade EEG 8 00:00:39,900 --> 00:00:40,470 headset. 9 00:00:40,470 --> 00:00:46,070 So it's reading electrical signals from my head right now. 10 00:00:46,070 --> 00:00:49,230 So that's what we're using to drive our game. 11 00:00:49,230 --> 00:00:52,125 So, all right. 12 00:00:52,125 --> 00:00:56,070 STUDENT: So what we're using from the EEG headset 13 00:00:56,070 --> 00:01:00,710 is that first we're using the readings for your alpha 14 00:01:00,710 --> 00:01:01,740 and beta waves. 15 00:01:01,740 --> 00:01:04,400 So alpha waves are stronger when you are more-- 16 00:01:04,400 --> 00:01:06,270 your brain is more relaxed. 17 00:01:06,270 --> 00:01:09,870 And beta waves are stronger when you are more focused. 18 00:01:09,870 --> 00:01:12,270 And we're also using the [INAUDIBLE] meter 19 00:01:12,270 --> 00:01:16,200 on the headset to check your point of direction. 20 00:01:16,200 --> 00:01:19,340 And how it works in this game is that you're either 21 00:01:19,340 --> 00:01:22,050 using your alpha or beta waves to control 22 00:01:22,050 --> 00:01:23,940 the speed of your ball. 23 00:01:23,940 --> 00:01:25,672 And for the direction, you're going 24 00:01:25,672 --> 00:01:28,320 to have to tilt your head left and right. 25 00:01:28,320 --> 00:01:33,690 But we added a twist to it here, where 26 00:01:33,690 --> 00:01:36,570 you use your brain waves to influence 27 00:01:36,570 --> 00:01:38,250 the magnitude of the turning. 28 00:01:38,250 --> 00:01:43,410 And your head tilt will only influence the direction. 29 00:01:43,410 --> 00:01:45,340 So John, you want to demo? 30 00:01:45,340 --> 00:01:46,529 JOHN: Let's give it a go. 31 00:01:46,529 --> 00:01:47,320 STUDENT: All right. 32 00:01:50,650 --> 00:01:51,960 Let's start with just tilting. 33 00:02:05,330 --> 00:02:05,830 OK. 34 00:02:05,830 --> 00:02:08,690 And yeah, we managed to get it to just 35 00:02:08,690 --> 00:02:10,715 be able to reset at a press of a button. 36 00:02:33,648 --> 00:02:37,099 [APPLAUSE] 37 00:02:37,099 --> 00:02:40,090 JOHN: So what you might notice is the word "concentrating." 38 00:02:40,090 --> 00:02:44,392 You'll see the values for my alpha and beta waves fluctuate. 39 00:02:44,392 --> 00:02:46,682 If the brain is distracted, they'll change, too. 40 00:02:46,682 --> 00:02:48,415 So it's actually really hard to control 41 00:02:48,415 --> 00:02:50,716 when you're in a room full of people not surprisingly 42 00:02:50,716 --> 00:02:53,440 because a lot of it's based on how hard you're focused. 43 00:02:58,070 --> 00:03:00,275 STUDENT: And how we switch between the waves 44 00:03:00,275 --> 00:03:02,500 is actually we track your blink. 45 00:03:02,500 --> 00:03:06,760 So with one blink, you just switch to the other one. 46 00:03:06,760 --> 00:03:08,920 But we have some problems with this 47 00:03:08,920 --> 00:03:12,190 because it's tracking multiple frames, 48 00:03:12,190 --> 00:03:15,220 so the blink could last for multiple frames 49 00:03:15,220 --> 00:03:17,940 and it could jump back and forth. 50 00:03:17,940 --> 00:03:19,850 We're still trying to figure that one out. 51 00:03:19,850 --> 00:03:23,490 But yeah, the game play is generally done. 52 00:03:29,190 --> 00:03:31,090 JOHN: George, you want to say anything else? 53 00:03:31,090 --> 00:03:32,040 GEORGE: I'm good. 54 00:03:32,040 --> 00:03:34,680 SPEAKER 1: So this is a first. 55 00:03:34,680 --> 00:03:39,425 I have never used a unity, so this is a beginner course. 56 00:03:39,425 --> 00:03:40,680 I learned something. 57 00:03:40,680 --> 00:03:45,090 For example, there is stardust here. 58 00:03:45,090 --> 00:03:45,810 You can see. 59 00:03:45,810 --> 00:03:50,650 And I wanted to learn how to put such kind of particles. 60 00:03:50,650 --> 00:03:52,410 And you can see there are actions. 61 00:03:52,410 --> 00:03:56,670 If we shift the obstacles, there is some particles appeared. 62 00:03:56,670 --> 00:03:59,550 And also, another particle up here at the [INAUDIBLE] 63 00:03:59,550 --> 00:04:01,440 when we hit the pin. 64 00:04:01,440 --> 00:04:06,080 So there is a script to check which obstac-- 65 00:04:06,080 --> 00:04:10,650 which collider hit to which collider. 66 00:04:10,650 --> 00:04:17,320 And you can see the spotlights are turning round. 67 00:04:17,320 --> 00:04:23,140 And I wanted to do this with a foggy spotlight 68 00:04:23,140 --> 00:04:28,660 to see some rays, but I found that this is not so easy. 69 00:04:28,660 --> 00:04:33,960 So this is a current challenge I want to learn. 70 00:04:33,960 --> 00:04:39,690 And I used the physical material for each object. 71 00:04:39,690 --> 00:04:45,480 So the flaw is there are almost icy, so very low friction. 72 00:04:45,480 --> 00:04:51,380 And obstacle had some bounciness at 0.7 or 0.5. 73 00:04:51,380 --> 00:04:56,400 And actually I started to learn how 74 00:04:56,400 --> 00:05:02,640 to model the masses for the pin in a unity, 75 00:05:02,640 --> 00:05:05,200 but without using blender modelling. 76 00:05:05,200 --> 00:05:09,990 [APPLAUSE] 77 00:05:09,990 --> 00:05:13,730 SPEAKER 1: So that we can use-- 78 00:05:13,730 --> 00:05:15,460 [INAUDIBLE] plus zero mass scripting. 79 00:05:18,600 --> 00:05:20,790 And I tried. 80 00:05:20,790 --> 00:05:23,040 I couldn't finish this yet, so I'm 81 00:05:23,040 --> 00:05:26,210 using just a simple cylinder as a pin. 82 00:05:26,210 --> 00:05:28,970 But I found that for each-- 83 00:05:28,970 --> 00:05:31,340 this cylinder, standard primitive, 84 00:05:31,340 --> 00:05:35,760 still has some program because there are-- 85 00:05:35,760 --> 00:05:38,500 the cylinder collider is basically-- 86 00:05:38,500 --> 00:05:40,420 it's a capsule collider. 87 00:05:40,420 --> 00:05:46,590 So the original collider, if we use, if once we hit, 88 00:05:46,590 --> 00:05:50,310 it is very easy to knock it out. 89 00:05:50,310 --> 00:05:56,720 And so we needed to change the collider from capsule collider 90 00:05:56,720 --> 00:05:58,386 to miss collider. 91 00:06:05,350 --> 00:06:06,600 OK, and another thing. 92 00:06:06,600 --> 00:06:14,230 So you can see that this is a main camera, which 93 00:06:14,230 --> 00:06:16,150 is following the ball. 94 00:06:16,150 --> 00:06:22,860 And once this ball goes to some threshold beyond that line, 95 00:06:22,860 --> 00:06:26,600 then the gold camera appears like that. 96 00:06:26,600 --> 00:06:32,500 And I had another challenge to put this gold camera has 97 00:06:32,500 --> 00:06:34,930 no border frames. 98 00:06:34,930 --> 00:06:38,550 So it may be not so easy to distinguish which 99 00:06:38,550 --> 00:06:42,390 one is the main camera and the sub-camera, 100 00:06:42,390 --> 00:06:46,240 but I tried to use texture renderer 101 00:06:46,240 --> 00:06:51,900 to put the camera in-- onto the canvas, 102 00:06:51,900 --> 00:06:54,280 but I couldn't figure out how to do that. 103 00:06:58,354 --> 00:07:00,282 JOHN: Any questions? 104 00:07:00,282 --> 00:07:03,100 AUDIENCE: You should send this to Disney. 105 00:07:03,100 --> 00:07:05,178 You should-- I can imagine a pod-racing game 106 00:07:05,178 --> 00:07:06,460 with these controls. 107 00:07:06,460 --> 00:07:09,250 JOHN: Since Disney owns the Star Wars right now, 108 00:07:09,250 --> 00:07:12,421 I'm afraid that they'd sue us for copyright infringement. 109 00:07:12,421 --> 00:07:15,195 AUDIENCE: You know, they sold it. 110 00:07:15,195 --> 00:07:17,480 JOHN: Right. 111 00:07:17,480 --> 00:07:21,185 Yeah, but it would be fun to market it. 112 00:07:21,185 --> 00:07:22,643 AUDIENCE: I couldn't figure somehow 113 00:07:22,643 --> 00:07:26,878 the alpha and beta waves influence the way 114 00:07:26,878 --> 00:07:28,315 the controls work. 115 00:07:28,315 --> 00:07:31,968 How does that combine with the tilting? 116 00:07:31,968 --> 00:07:35,205 STUDENT: All right, so of the-- how it works 117 00:07:35,205 --> 00:07:39,936 is that we are [INAUDIBLE] these event values that you see, 118 00:07:39,936 --> 00:07:45,912 and we're multiplying it with some multipliers 119 00:07:45,912 --> 00:07:49,900 to apply a force on the ball. 120 00:07:49,900 --> 00:07:53,510 So when in tilt-only mode, what happens 121 00:07:53,510 --> 00:07:56,360 is your alpha and beta waves, they only 122 00:07:56,360 --> 00:07:59,090 affect the forward motion of the ball, 123 00:07:59,090 --> 00:08:01,910 so how fast the ball is moving forward. 124 00:08:01,910 --> 00:08:04,810 And when it's in tilt and-- 125 00:08:04,810 --> 00:08:08,880 tilt plus brain mode, your tilting 126 00:08:08,880 --> 00:08:11,270 only influences the direction, and the magnitude 127 00:08:11,270 --> 00:08:13,790 is determined by your alpha or beta waves as well. 128 00:08:16,452 --> 00:08:18,326 AUDIENCE: So if you're distracted in tilting, 129 00:08:18,326 --> 00:08:20,465 it doesn't matter? 130 00:08:20,465 --> 00:08:21,060 STUDENT: Yeah. 131 00:08:21,060 --> 00:08:22,476 AUDIENCE: It only kind of matters. 132 00:08:22,476 --> 00:08:24,280 But if you're really focused and you tilt, 133 00:08:24,280 --> 00:08:25,570 it's really strong effects. 134 00:08:25,570 --> 00:08:28,500 STUDENT: Yeah, but there is a certain threshold. 135 00:08:28,500 --> 00:08:29,739 So if-- 136 00:08:29,739 --> 00:08:31,280 JOHN: All right, need to concentrate? 137 00:08:31,280 --> 00:08:33,582 I would totally look into this right now. 138 00:08:33,582 --> 00:08:38,780 STUDENT: Yeah, so the waves in you, if it's lower than 0.2, 139 00:08:38,780 --> 00:08:43,360 you won't be able to trigger the turning at all. 140 00:08:43,360 --> 00:08:44,600 Yeah. 141 00:08:44,600 --> 00:08:47,221 I saw a few other questions. 142 00:08:47,221 --> 00:08:48,791 AUDIENCE: Yeah, so I noticed there 143 00:08:48,791 --> 00:08:50,990 is a connection on the border? 144 00:08:50,990 --> 00:08:53,210 STUDENT: Oh, yes. 145 00:08:53,210 --> 00:08:56,540 That's just for the electrodes. 146 00:08:56,540 --> 00:09:00,080 So there are four electrodes on the headband. 147 00:09:00,080 --> 00:09:01,940 And they have to be in contact in order 148 00:09:01,940 --> 00:09:04,070 to get a proper reading. 149 00:09:04,070 --> 00:09:07,440 So what happens is bad connection basically 150 00:09:07,440 --> 00:09:10,090 only getting one electrode that is really 151 00:09:10,090 --> 00:09:11,940 contacting your forehead. 152 00:09:11,940 --> 00:09:15,200 And OK connection, you get-- you have two to three. 153 00:09:15,200 --> 00:09:17,610 And good is four. 154 00:09:17,610 --> 00:09:20,150 Yeah. 155 00:09:20,150 --> 00:09:22,530 JOHN: There's a sensor here and two back here. 156 00:09:22,530 --> 00:09:25,208 Two here and two here.