We have a great show for you today! Jay Dhaliwal of @voxx.life talks about #neurotech devices and how they help our wellness and "Human Performance Technology (tm)", as they call it. Listen to him talk #IP , #distribution , #wellness , and #brainmapping . LIVE at 4PM today on @appleboxnetwork !
At #WEF18 in #Davos , @emotiv is delighted to have partnered with Hintsa Performance -the leading company offering performance coaching and digital wellbeing services to individuals, teams and entire organisations- and ConsenSys to run the #DavosBrain experiment at #WEF18 . Using our EMOTIV EPOC+ brainwear and our translational algorithm, James Hewitt, Head of Science and Innovation at Hintsa Performance asked volunteer Davos attendees to perform a series of cognitive test while their brainwaves were recorded at the beginning and the end of the event, to better understand the effects of fatigue on high performing brains. Results of the experiments will be published in an upcoming Hintsa report to which EMOTIV will contribute. #DavosBrains was kicked off by a panel where Tan Le and I joined Jussi Räisänen, CEO of Hintsa Performance, and James Hewitt to discuss our joint work to improve the performance and wellness of individuals how the blockchain impacts neuroinformatics. We are grateful to ConsenSys, especially Amanda Gutterman and her great team (including my friend Tee Ganbold) for welcoming and hosting us in the Etheral Lounge.
It may be a while yet before you can harness telekinetic powers in real life, but a brain-controlled virtual-reality game is aiming to let you use your mind to pick up and throw items with ease as soon as this year.
Last year, @neurable.inc , a Boston-area startup, has started showing a demo of a dystopic sci-fi game called Awakening that the company is working on. It works with an electrode-laden headband that connects to an HTC Vive virtual-reality headset. Awakening casts the VR-headset wearer as a child with telekinetic powers who must escape a government lab by using mind power to pick up various toys and throw them. The technology behind the game uses dry electrodes placed on the scalp and electroencephalography to track brain activity. Software analyzes this signal and figures out what should happen in the game.
Retrieved from www.technologyreview.com on 16 January 2018. Author: Rachel Metz
Founded by Professor Henry Markram in May 2005, the Blue Brain Project is attempting to reverse engineer the rodent brain (and ultimately, the human brain) and recreate it at the cellular level inside a computer simulation.
The goal of the project is to gain a complete understanding of the brain and from this, help in the long term to enable better and faster development of brain disease treatments. Scientists at the project have adopted an innovative approach.
First, brain imaging, electrophysiology and neuron morphology data are acquired in the lab. Next, to extract the maximum possible information from the data the project has established a set of workflows supporting the acquisition, curation, databasing, post-processing and mining of their data.
This second step is what sets Blue Brain apart. They call it data driven simulation. By creating supercomputer-based reconstructions and simulations based on experimental data they believe they can fast track our understanding of the brain. Exploiting the interdependencies in the experimental data collected to obtain dense maps of the brain, without measuring every detail of its multiple levels of organisation.
To facilitate this approach Blue Brain has a large neuroinformatics capability. The team responsible for building the platforms and systems that enable scientists at the project to store, analyse and process their data in a unified infrastructure.
Source: Technology Networks