“Neuroscience for Media Use”



Only until recently, has it been possible for people that have been blind and/or deaf can finally enjoy entertainment originally catered for the seeing and hearing. Up and coming companies are taking VR (virtual reality), AR (augmented reality), and mixed reality (MR) to new heights and make it available to those who were known to be limited. Blind people can now have means to see and the deaf have something available to assist with their hearing loss.

To help create specific technology, some people with a PhD in neuroscience and specialty in activities such as gaming and film, have been working on products to help stimulate a person’s brain. Just because people are either deaf, blind, or both, their brain is still functioning. Products have been created to stimulate the parts of the brain to give a person a sensation that they may have never been triggered before. So, what does that mean?

If a person is deaf, a certain stimulation is to trigger their sight to give them the feeling of what sounds to hear. If a person is blind, their hearing is usually sensitive to listen carefully of various sounds. If a person is blind and deaf, their sense of touch on their skin or in hands will suggest the feeling of seeing and hearing with the use of specific vibrations.

VR and AR have been in use to help deaf people to trigger their eyes to be their ears. A deaf person with good eyesight will be more alert while their brain is in this VR and AR world that is triggering their brain cells to more aware of their surroundings and senses in general. VR has even helped deaf people communicate with others who may not know how to sign language or help the hearing exchange with the deaf.

In the blind world, these people have it much more difficult. A company such as AIRA have put use of the Google Glass where the user who is a blind person receives verbal communication into their earpiece to inform them of the surroundings. This is company does this so far, on a subscription base for the time being and their customer service for the blind to “see” is around the clock.

Many people were or are born blind, deaf, or even both. Family members for many people have always felt it to be a burden since they couldn’t see and/or hear like them. There’s a “cure” for these people. It’s not perfected, but it’s available now. The price to have this equipment isn’t cheap since many of those in neuroscience and various associated fields, are working on these projects on their own time and money, with little from VC’s (Venture Capital – Investors).

Neuroscience, along with VR, AR, MR, and the use of other media, are making it possible for the deaf to hear and the blind to see. Brain stimulation is key and the way of the future.


Headset by EMOTIV helps stimulate brain waves

“Boosting Productivity: XTech for Industry”

“Boosting Productivity: XTech for Industry”


Date: Wednesday, March 15, 2017

Location: City View Metreon; San Francisco, CA

Event: XTech



Tom Emrich: Partner at Super Ventures (VC firm)



Shauna Heller: Founder of Clay Park VR

Suman Kanuganti: CEO of Aira

Michael Leyva: Product Manager and AR for Epson

Danielle Dy Buncio: President of VIATechnik

Nabil Chehade: VP of Engineering at Atheer


Helps solving problem for tourists, manufacturing, construction, and visually impaired

-Saving $3billion a year by using VR.


Wearing VR and using AR can’t be heavy and take away from productivity.

How to get people to wear it for work use.

Hardware and software on serve both AR and VR devices.

Use cases can target both uses of AR and VR.


What are the solutions?


-AR but technology exists; creating for information ques.

-Building a display for features and basic.

-Wearable glasses but not at scale with the use of the HoloLens. Hardware needs to beyond construction hardhats.


Hardware features:

People are loving the distribution channel and hand controllers. They can have an immersive experience with enterprise use.

Education and entertainment space.

No one is building encoding built in the camera for the application.

Pilot projects and working with the people to learn to where to improve, fit and comfort.

Safety in general and make waterproof requirements for jobs, including nuclear safety.

In VR, people hate people tethered with cords attached. The future to make it wireless. Hardware limitations and build applications around to make it feasible so people don’t give up.

User experience with AR operating to ex., Wi-Fi, to make easier to use. Gestures and interactions. Weight and connectivity.

Design to use in multiple environments.


Roll outs – deployments:

Era of the pilot program. Enterprise, education, and other meaningful use.

Some people are taking 360 video for marketing.

Museum market in Europe.

Consumer selling thru DJI

1000’s of dentists are using the 3D cap model

Growth of sign-up where even small companies want to try it out!

In the AR side, has been in beta form; the punch-less form at the end of a construction process.

In VR, it’s for profit with end users.


Actual stories with AR and VR enterprise, impact:

Driving in value in specific industries – ex. Home Depot

Integration with IoT

Mobile a precursor for the next wave




“Experiential Analytics: Understanding Intention”


@ 4:05pm

Date: Wednesday, March 15, 2017

Place: City View Metreon; San Francisco, CA

Event: XTech



Sean Captain: Freelancer at Fast Company



Ramses Alcaide: President and CEO of Neurable

Peter Hartzbach: Founder and CEO of iMotions

Charles Nduka: CSO for Emteq (Facial Paralysis)

Matteo Lai: CEO of Empatica


Take new technology such voice analysis capture data.

Facial muscles lack spindles by means of gestures. Helps patience for rehab; with adaptive VR.

Contact and non-contacting sensing with invasive gestures.

Emotions and character recognition to help a user what item to select, user intention with brain signals.

Control electric activity for stimuli, brain reaction to specific situation(s).

Create the actions that is associated with it.


Consumer based one with electric 1, prefrontal symmetry.

Voluntarily and automatic control with facial tracking.

Similar to that of Google Glass

Got to augmented the products to create this technology to add value.

Biometrics for data.

Lessons in the wearable space

Help with identifying whenever people have a seizure thru a stress response.

EEG to identify to whenever it can identify a seizure.

Medical application for the tech.

Use for people with: ALS, MLS, CP …


Non-invasive methods as a future technology, likened to a hearing aid.

Sensors must be very small but do people want to be tracked down; do I have a choice?

Privacy issues from consumers and consent.

You can major what we can measure, but we have poor tools.

“Can you opt out?”

EULA – Disconnects from the rest of the world!

It’ll get embedded to such with wearable to wear consistently.


Latency for readings into an app for EEG

-Depends on the use case

-VR into Unity





“Not Quite GDC (2017)”

 For GDC 2017, there was a lot of emphasis on VR gaming more than ever. Gaming controller consoles are an ancient issue. Oculus may have been sued recently, but they were a hot item as well as the HTC Vive and Samsung VR. Playstation VR is coming along slowly in that space. Other companies are creating their own type of VR headsets to differ from other companies.


Many gaming companies are sending a lot of their game designers to places in either Central or South America and in East Asia, where the labor salary is a whole lot less than the USA and Europe. Devices are made in China as always.

Companies that have been around for a long time, such as Nintendo, continue to revamp their games, but onto their newer consoles, such as the portable SWITCH. Zelda and Mario are the key characters when it comes to the Nintendo brand. Most of the graphics for the games available for SWITCH are not much different from when they were initially released two to three decades ago.

Indie gaming companies have been pushing their way through as several of them hosted within other major party events leading up to the conference and during. Most games are made using the Unity gaming software and the artwork has been comparable throughout the week.

Intel had university students compete in their yearly challenge. Some the graphics were poor while others are unique. Just as in any year, the sound, visuals, and presentation styles had very high and very low moments. Some the students were excellent in presenting and answering questions from the judges, while others are still immature.

These are some of the highlights from the week and what to expect in the retail industry, as a-whole for the year. This doesn’t determine sales, but it does make a deciding factor what gaming companies release through the year or will postpone for at least another year, if not longer.


“VR Faves For the End of 2016”





According to a colleague with CCP Games from Iceland, they didn’t like the Google VR, since it’s not made for a more immersive experience. They were working on creating VR games for the new Sony Playstation VR. I got to experience my first time trying out the Sony VR. Even though the colleague wore eyeglasses, they were able to wear the Sony VR headset fine, where as I wore my glasses and had issues due to having a thicker frame structure. The Sony VR has good coloring for the graphics. The vibrations from the headset gives a feeling of intenseness. The headset is best with the earphones. Controllers are difficult to come by. My first experience was with a game controller, so it felt weird since my experiences with the HTC VIVE have been with special controllers, one in each hand. A smartphone doesn’t need to be used inside!


HTC VIVE has been highly favorited for users and developers. What helps are the hand controllers that offer a freeing experience. The graphics still appear in a more gaming mode but with MOST users, they ignore that part and engage with the games. The headset doesn’t need to have a smartphone inside of it! It’s best to NOT wear eyeglasses with this.

Google VR is for casual use only. It’s very basic. The only ideal use is with a smartphone to watch basic videos. According to some, there’s nothing special about it. Google VR is equivalent to some low-end cardboard headsets.

Oculus has been struggling since they have competition with HTC VIVE. They’ve merged with Samsung and some headsets have Zeiss lenses. They only work best when used with a new smartphone that is set in a certain mode. This headset is standard eyeglasses compatible.

The hottest VR to finally come out in 2016, is the Microsoft HoloLens. The headset was supposed to be released in a developer version in 2015 but didn’t enter the dev market until 2016. The graphics are in progress with an AR (augmented reality) feel. The graphics have been minimal in shape and structure since the team behind the HoloLens are still creating more use for it. The ideal future use for the HoloLens, is to create it for a more home consumer use rather than just for gaming as the other headsets have mostly been used for.

Several tech companies sell or give away cardboard or heavy duty plastic VR headsets. These headsets are for basic use with a new type of smartphone. They lenses are simple. The cardboard headsets are not compatible with eyeglass wearers where-as most heavy-duty plastic ones are.

Virtual Reality headsets have been around for almost five years and creating movies and games for the headsets are still in progress. MOST of the games that have been creating with the use of the HTC VIVE were created by independent developers and designers, or persons from small gaming companies.

Other companies will try to release their own VR headsets in 2017. As far as making them for a more commercial consumer use, that will depend on production and clarity of visuals.


HTC VIVE at a Microsoft Store (USA)