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MORE "MIND MACHINES" REVIEWED by J. Brad Hicks Special to MIND-L and CIS:NEWAGE NOT A SHOCKING EXPERIENCE: My First CES Session While I was out in San Francisco on business, I visited the original "mind spa," Randall Adamadama's shop, Universe of You. Randy now offers only two services: a 45 minute light and sound mind machine trip (see my previous buyer's guide to light and sound mind machines) for $10, or the same with the addition of cranial electrical stimulation (CES) for $15. The "light" and some of the "sound" part of the program comes from a Mind Gear Innervision PR-2 outfitted with InnerQuest IQ-9110 goggles (which Randy uses because they let the wearer manually adjust brigthness, via a small dial on the right temple). The audio portion of both types of session is mixed with his own custom blend of new age music and synthesized "natural" sounds. The CES is provided by a Light & Sound Turbocharger slaved to the PR-2. Both services come in three flavors, indentified only as "low," "medium," and "high." Adamadama is closed-mouthed about the actual sequence and content of the sessions, but when pressed, describes the low sessions as oriented towards the upper delta to lower theta range of wavelengths; high, in the range from upper alpha to high beta; and medium, an introductory trip covering a wide range of frequencies. Since I was on my way back to a technical trade show, I opted for the 45 minute "high" session with CES. My first discovery about CES: at even fairly mild voltages, those earclip-style electrodes HURT, almost exactly like poking your earlobes with needles over and over again. (I haven't tried it, but I hypothesize that this may be less of a problem with headband or behind the ear electrodes.) When I complained, Randy moved quickly to turn down the power level. According to him, the ideal voltage is just at the point where you can barely feel it. For those of you who don't have the brainwave frequency ranges memorized, a session that started at high alpha (I'm guessing around 12 Hz) and worked up towards high beta (25 to 30 Hz, maybe) should have left me fidgety and jittery, and full of ideas. Indeed, I usually get just that sensation from running similar (if shorter) programs on my DAVID Paradise at home. But instead, I fell asleep about halfway through the session, and kept right on snoring until the sudden end of the session woke me up. One experience does not a full evaluation of the technical possibilites of CES make, I realize. What's more, I begin to wonder if Mr. Adamadama's chose of accompaniment music wasn't a contributing factor: if I were going to pick music to wake up my mind, it wouldn't be new age. Nor am I sure that the simple invariate square waves of the Light & Sound Turbocharger are the best way to influence the brain. So at my next opportunity, I think I want to test something more like Bob Beck's Brain Tuner series of CES hardware. NARCISSUS' MIRROR: The IBVA and I Back at the trade show the next day, I got a chance to test drive a brainwave biofeedback device called the Interactive Brainwave Visual Analyzer, or IBVA, by Psychic Lab, Inc. This is a combination of a wireless EEG sensor worn in a headband, sending signals to a reciever connected to a Macintosh computer. Software running on the Mac does a fast Fourier transform on the output and displays a running 3-D graph of your brainwave activity: the horizonal axis is time (right to left), the axis pointed towards you is brainwave frequency from 0 to 30 Hz, and the vertical axis is relative energy. With only one sensor (the configuration they were showing), you position it with the sensor in the back of your head; I would guess that with two you would put one over each ear and be able to see separate graphs for each hemisphere. That 3-D graph is damnably hard to read. In fact, the sheer intellectual effort involved may have colored my results; please keep this in mind. When my turn at the hardware came up, I let them put the headband on me and adjust it, then started my standard meditation exercises while watching the screen. No matter what I tried, the output stayed the same: VERY high beta, some delta, nothing much else. Then I remembered that a lot of biofeedback clinics don't let the subject see the output until after the full set of exercises, so I stared off into space above the screen and tried again. When I looked back, I saw a slight increase in delta energy but not much other change. Now, I've been meditating pretty frequently since 1973, and my subjective experience does NOT match what I saw on the IBVA screen. I can make three hyoptheses but can't figure out any way to decide between them without more evidence than I've got. Either (1) I'm not one tenth the meditator I think I am, or (2) their hardware and software was not giving reliable readings, or (3) I was reading the output wrong, due to the confusing overload badly labelled graphs. I may not have been impressed, but an awful lot of people were. Psychic Labs' booth had one of the longer lines I saw at the show. On the other hand, most of the people I saw put on the sensors didn't look like they were even bothering to try to modify the output; I think they were just entranced by the narcistic effect of seeing their own brainwaves. Their literature suggests a low-end setup with a one-channel IBVA sensor would run fine on a Mac LC or PowerBook 100 with 2MB of RAM, and would cost you $995. To add the second sensor they suggest moving up to a Mac IIci or PowerBook 170 with 4MB of RAM; the two-channel system would set you back $1640. (Obviously, neither of those prices include the computer itself; add roughly $2k and $5k respectively if you need to buy a Macintosh for the purpose.) VIRTUALLY VIRTUAL REALITY: Three Test Drives The first system that I know of to market anything called (or resembling) virtual reality to the public is in a trendy pier on Lake Michigan in Chicago: BattleTech Center. BattleTech Center has twelve custom-built "cockpits" that simulate the interior of BattleTech walking tanks straight out of the wargame of the same name, based on the ubiquitous Japanese "mechwarrior" genre of animated cartoons. They can run two battle simulations at a time; in each of them, two teams of three mechs battle it out on a planet's surface with randomly chosen conditions of visibility, light, weather, etc. The inside of your cockpit has a large "windshield" screen with various heads-up displays projected on it; below it is a smaller radar screen and all around you are the controls to the mech. Unlike other VRs, the BattleTech system doesn't even try to provide stereo optics. Arguably, at the ranges and speeds involved, human stereo vision isn't very reliable, anyway, so it shouldn't matter. Maybe it doesn't, after all. But after spending about a half-hour in the cockpit in two different game sessions, I can tell you that having only a forward view gets very annoying; I kept wanting to look from side to side. I would say that BattleTech makes a good video game, but it's not a very convincing "artificial reality" simulation in that neither I nor any of the players I spoke with had much of a sensation of actually being there. And BattleTech Center is expensive, too; I don't have my price list handy anymore, but I remember it being somewhere around $10 to $20 per 15 minute game. Months later I got to see a demo of the new MicroCosm system from virtual reality pioneers Jaron Lanier and VPL. The MicroCosm is the first system to offer stereo goggles and 3-D audio on a microcomputer -- if you can call a Macintosh Quadra 900 with 8 MB RAM and a 160 MB hard disk a micro. The MicroCosm uses the joint processing power of the 68040 in the Quadra, another CPU on a Nubus adapter card, and a large scale array processor in the upright MicroCosm case to render 3-D video and audio on the fly while tracking the position sensors in the goggles and in the powerglove. The whole assembly (minus the high-end Quadra 900) costs about $50,000. The VPL MicroCosm comes with nice software for building virtual realities. For creating objects, it uses the highly rated Swivel 3D Professional software that is already quite popular as a 3D drawing and rendering package on the Macintosh. It offers good, easy to use 3D drawing tools and simplifies the design of moving, articulated assemblies; putting jointed fingers on a hand or meshing teeth on gears is easy in Swivel. Once objects are drawn in Swivel, you import them into another piece of software that lets you specify their movements and how they interact with each other or with the wearer. (One demo showed a floating paintbrush that wearer could use to "paint" patterns on the side of a large floating cube.) The interface for the world building software would seem very familiar to an electrical engineer: reality "components" are shown as blocks with various "pins" for their inputs and outputs; you drop them onto the diagram and then draw lines to connect inputs to outputs. The 3-D wraparound goggles make for a much more "real" experience than the BattleTech cockpits, but the system still falls very short of convincing, because as soon as the universe gets at all complicated or anything starts moving, the refresh rate drops noticably, and screen updates get VERY jerky. Jaron Lanier claims that their $250,000 professional system handles such situations much better. And it, unlike the MicroCosm, allows two people to enter the same reality and interact with each other. A couple of months ago, a dance club in St. Louis called Atomix changed its format to industrial music and its name to RAIL. RAIL made the papers lately when they installed their own public virtual reality system, called Dactyl Nightmare from Virtuality. A friend of mine and I, who were already plannig on going out dancing, decided to drop by RAIL, and while there try out Dactyl Nightmare. According to the papers, the Virtuality hardware invovled costs $60,000 per station and RAIL has two of them connected together sharing the same reality; they rent time on them for $4 per person per 4 minutes. Like BattleTech Center before it, Dactyl Nightmare is at heart a violent video game. Once they put on the goggles and headphones and pick up the controller stick, the two players are transported onto a multi-layer platform floating in space (with stars drifting in the background, a nice touch). Hold your arm out in front of you, and you see a crudely drawn arm sticking out, and the simple control stick has metamorphosed into something resembling a pistol grenade launcher. The trigger fires a short-range grenade (at low velocity, in big arcs, up to every 3 seconds); the button on top under your thumb moves you forward. As you turn your body or just your head, the view shifts, of course. If you crouch down, your viewpoint drops -- and the other player sees you crouched down, with your head tilted or turned appropriately. When the other player is moving, their game image looks like it's running. Flying in circles overhead is a big green pterodactyl; let it get too close and it will grab you, carry you up way over the playing field, and drop you to your death. The object of the game is to repeatedly hunt each other down, while fending off the 'dactyl. Each time you get killed, you rematerialize elsewhere on the platform. Maybe it has something to do with being hunted, and maybe it has a lot to do with the hallucinatory quality of the experience, but those four minutes seem like a VERY long time. In fact, while I never really lost the feeling of playing a video game, I got a lot of the same adrenaline rush I get from playing paintball; when I was shot at (or picked up by the 'dactyl) I kept expecting it to hurt. Pam was much more strongly affected. She asked me when we got out if those machines used strong electrical fields to track your position (they don't), because as soon as she stuck her arm out, it started to tingle and then got numb, and by the end of the four minutes her whole body was tingling and starting to go numb. We talked it out for a long time, and I think I know what happened: she put her hand out and saw something that didn't look at all like her hand; looked down and saw something that didn't look at all like her body; held out a stick and saw a huge gun. The dissociation freaked her out and was moving towards completely paralyzing her. At one point early on, she drifted to the edge of a platform and looked down at the platform below trying to find the way down -- and then started screaming because she felt exactly like she was looking down off of a cliff and she couldn't remember how to back away from the edge; she thought she was going to fall. (You can't back up; you have to turn your body in the desired direction and then go forward.) It was definitely real enough to mess with her mind. But we both had complaints about some things that were entirely unrealistic. When you run, the viewpoint is rock solid stable, entirely unlike what real humans see when they walk or run. Even worse was going down or up the stairs, where the movement was so smooth is was more like flying than running. Unlike the MicroCosm, Dactyl Nightmare doesn't even attempt 3-D sound; when the 'dactyl screams or another player shoots at you, your ears give you no clue which way to turn. And if you turn your head at all quickly, the display becomes very jerky. (Too its credit, as hinted above, it gives very good depth vision, though.) Having "test driven" BattleTech Center, the MicroCosm, and Dactyl Nightmare, I think that contrary to most of the hype you've heard so far, virtual reality has a very, very long way to go. Unless you can afford as much CPU power as a multimillion dollar aircraft simulator, the sensory inputs just can't keep up well enough to fool the mind. But based on Pam's experience with Dactyl Nightmare, when it does, it will prove a very disorienting experience indeed.