The AquaThought Foundation Briefing -

Immersive Media

 



I. Introduction

Perception fuels consciousness. On the leading edge of computer science, a technology is emerging which so empowers perception it may offer an evolutionary step to consciousness. This technology is Virtual Reality. Virtual Reality may be seen as a Renaissance technology, serving as the Rome to which such roads of innovation as television, tele-communication, mathematics, physics, and computer science have led.

Virtual realities are computer generated environments that users may experience and interact with, through complex combinations of hardware and software. Users perceive these worlds, not as simulations, but alternative realities, in which sensory information provided by the computer satisfies the brain's criteria for a real environment. Not to say that today's virtual reality systems provide an experience which so closely simulates day-to-day life that the user cannot differentiate the two, but, rather that the computer generated reality is genuine enough to convince the users that it is indeed another world, no matter how alien.

Within the context of a virtual world, the user is immersed in a playing field of sensory perception in which the interface between human and machine is dissolved. AquaThought's multifaceted Immersive Media research seeks to develop near-term technologies for tele-present interaction (and the simulation of interaction) with dolphins, and neuronal feedback cognitive-evoked potential protocols for EEG. Our long-term research goals are the dissolution of boundaries between human and information, and the development of transparent human-machine interface technology.

II. Goals

To develop an immersive platform for the realistic simulation of dolphin interaction.

To advance evoked potential neurological diagnostics through the development of protocols for cognitive neuronal feedback delivered within a virtual reality.

To apply research precipitates to the advancement of human- machine interfaces.

To distribute resultant AquaThought-developed enabling products in a broad-based fashion.

 

III. Cyberfin(tm)

Cyberfin is an immersive dolphin encounter simulator which will bring virtual dolphin contact to a massive audience. It will virtually transport the user into an underwater location populated with friendly and inquisitive dolphins. Cyberfin began as a research project in "Tele-presence Interaction" with dolphins. Designed to remotely extend the sensory modalities of its user into an underwater dolphin environment, the simulator platform couples to visual, auditory, and nervous sensory systems. AquaThought has designed this method of operation to verify experimentally that the neurological phenomena found to accompany dolphin interaction are indeed attributable to sensory stimulation during the interaction.

Cyberfin has since evolved from a research tool into a LBE (location--based-entertainment) attraction, employing state-of- the-art virtual reality and neurotechnology. The content, dolphin contact, is engaging to men, women, and children of all ages.

 

 

A stereo visual/aural recording created with the above pictured Underwater Telepuppet is used to drive the various sensory output modalities of the Cyberfin platform (below).

 

 

The platform itself is based on a VibraSonic ACV-8000 Total Sensory Stimulation Device. The participant reclines with his/her back on the liquid crystal filled mattress. The mattress is designed to distribute stress evenly against the body, closely approximating the feeling of floating in water. The patented Liquid Crystal Floating Transducer Platform housed in the VibraSonic device "base drives" the participant's entire body with the stereo hydrophone audio signal. A neurophone is employed to completely simulate the feeling of massive acoustic energy (contained in echolocation) perceived while underwater with a dolphin. The neurophone will transduce the incoming stereo hydrophone audio signal directly onto the participant's nerve pathways. This form of direct sensory input actually reproduces the mechanical skin-to-water coupling which occurs during a dolphin encounter. A CRT based stereo viewer is lowered into position directly over the participant's eyes to provide high- resolution, 3D visual input. All 3D audio/visual content is synchronized when recorded (within the Underwater Telepuppet), assuring proper playback.

 

The Cyberfin Experience- The pre-show has introduced you to a talking dolphin, shown you dolphins playfully interacting with people of all ages, told you about dolphins' remarkable physiology and intelligence, and presented heart-warming stories about the altruistic and loving nature of these beings. You lie down on the table and wait while an attendant adjusts the stereo-optic display and attaches the neurophone electrodes. The bed begins to gently undulate as a 3D underwater scene fills your vision. Suddenly, you hear and feel an intense explosion of sound sweeping around you and through you. As you try to orientate yourself to the direction of this strange and wonderful sound, a dolphin darts by you, giving you a comforting glance with his soulful eye. The experience continues as you playfully encounter each of the six dolphins and join their pod in a high speed race around a beautiful reef. The 5 minute experience ends with a grand and triumphant farewell as the six dolphins form a circle around you then skyrocket out of the water in a synchronistic movement.

This virtual experience is truly a roller-coaster ride for the mind. The application of VibraSonic and neurophone technology delivers unsurpassed sensory realism. The objective is to immerse the guest in the wonder, joy, and excitement of actually meeting a dolphin. Hopefully, guests will leave the attraction with a greater understanding of our intelligent neighbors on the planet and an awakening interest in making contact.

 

Please see the "Cyberfin" page of the Aquathough Labs Web site for our latest dolphin interaction virtual reality information.

 

IV. Cognitive Neuronal Feedback

Neurological response (measured by EEG equipment) to sensory evoked potentials such as strobe lights or pulsed tone is commonly observed for diagnosis of various neurological disorders. An abnormal response, normalized for age, personality index scores, and other variables, may be indicative of various neurological dysfunctions. Utilizing the MindSet EEG system (see Neurological Imaging chapter), AquaThought is developing an immersive environment for the delivery of cognitive evoked potential protocols. This will be a closed-loop environment, delivering the initial cognitive stimulation and feeding back the user's response, as measured by MindSet.

An example of how such a system could be employed follows: A user is presented with a smiling baby (cognitive stimulation) within a virtual reality system. The user's response to this stimulus is measured by MindSet and fed back to the user as the sound of baby laughter. If positive feedback is successful, a feedback loop will form (stimulus strengthens response, response strengthens stimulus). By observing the reaction of many subjects to the same protocol, a database of normal responses can be created. Eventually co-variant relationships between neurological condition (in the broadest sense) and response to protocol can be extracted from subject normalization databases. It is the intention of this research to advance the field of neurodiagnostics with automated technology and methodology for developing and administering cognitive evoked potentials.

 

V. Knowledge Interface

Immersive Media has the promise of revolutionizing educational methodology. Presented through full sensory stimulation, information will condense into experience. Immersive computer media will advance learning by accelerating individual conceptualization. Memory of studied material will be recalled as direct experience, unlike rote learned material. It is possible that the future of education will see a sharp departure from the monotonous drilling of information that occurs in today's classrooms, to a neurologically stimulating environment where the student is completely immersed in the subject matter.

AquaThought is currently developing immersive computer media tools based on recent cognitive neuroscience research, which equates stimulating environments with enhanced learning and cognitive development. Once prototyped, these tools will be tested in educational environments to establish conceptual efficacy in intelligence augmentation. Results from these tests will be used to shape and modify the prototype products. Eventually, this immersive media technology will be distilled into commercial computer products.

VI. Future Direction

Cyberfin, which was originally designed as a research tool for exploring the sensory recruitment involved in human - dolphin interaction, has brought the experience of close dolphin contact to thousands of people at Innerspace in Santa Monica, California, and MindWave in Atlanta, Georgia. Cyberfin will also provide access to dolphin contact to those who otherwise could not have this experience, such as hospitalized children.

The potential for virtual reality to become a major component in the development of mankind is tremendous. The educational, medical, and communication applications are vast. AquaThought will continue to focus on the neurological significance of the immersive environment. A cogent synergy exists between AquaThought Immersive Media and Neurological Imaging projects. The fruit of this synergy may be the development of a human-machine interface which enhances the interaction between the user and the information system. The Cognitive Neuronal Feedback project is producing promising results in this area. Computer input devices (such as keyboards, mice, and trackballs) all impose temporal and spatial resolution limitations on user interaction. Voice recognition and pen-based interfaces, both employing adaptive pattern recognition, are evolutionary steps in the right direction. The quantum step, however, may come in the form of a neurological link between user and information system. The AquaThought Foundation intends to employ MindSet, and its outgrowths, to the task of neurologically linking user to information system.

     

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