SGC Session 1-A-2

Lee Hsieh
Director of Business & Strategic Planning
Neurosky, Taiwan

Explore your Brainwaves and Unlock Infinite Possibilities

NeuroSky, Inc. is the leader in Brain-Computer Interface (BCI) technologies for consumer product application. Founded in 2004 and headquartered in San Jose, Calif., NeuroSky works with industry partners, developers and with academic and research institutions, to provide innovative products and solutions across a wide range of areas. Grounded in over 60 years of medical research, NeuroSky’s technology has taken proven medical EEG (electroencephalograph) technology, and evolved it for application to the mass market by making it more user-friendly and cost-effective. Technological innovations include significant advancements in electrical noise reduction, dry-sensor development (rather than requiring a wet conductive gel), substantial “cost engineering” (reducing the price), and enabling the wearer to use it outside of a lab (without the assistance of a doctor). With such universal innovation, NeuroSky’s games and other applications are sure to have an impact in a variety of arenas in the coming years.

NeuroSky’s BCI ThinkGear chip is most well-known for its use in Mattel’s extremely successful Mindflex and Star Wars Force Trainer by Uncle Milton. Both of these toys sold out during the 2009 Christmas season. The Mattel Mindflex also received People’s Play Award, “Best Toy of the Year,” and was rated one of the top five toys for Christmas by Bloomberg. Some of the most recent advances NeuroSky has made for the consumer market include the MindWave and MindWave Mobile headsets, the MyndPlay platform, and Necomimi Brainwave Cat Ears, which launched in July 2012 at Comic Con. Necomimi was named one of the “50 Best Inventions of the Year” by TIME Magazine. NeuroSky has been working with leading research institutions to develop tools to help people improve their concentration and attention. These institutions have repeatedly attested to the quality and effectiveness of NeuroSky’s technology.

A great example of this type of collaboration is Focus Pocus, a computer game based on 15 years of research on ADHD. Created and developed by NeuroCog Solutions in conjunction with Wollongong University, Australia, Focus Pocus uses NeuroSky’s MindWave Mobile EEG headset to monitor attention and relaxation levels, and is further designed to improve impulse control, working memory, relaxation and attention for children who have difficulty concentrating. Focus Pocus™, an innovative gaming technique to improve impulse control, memory, and concentration in children now is available on the market.


Kamran Khowaja
& Siti Salwah Salim
Multimodal Interaction Research Lab
University of Malaya, Malaysia

Serious Games for the Vocabulary Acquisition of Children with Autism Spectrum Disorder (ASD)

Research has shown that children with autism are able to properly decode words; however, they face difficulty in language comprehension. Vocabulary plays a vital role in the development of language comprehension. There are various serious games have been developed to assist autistic children in learning concepts of money, social and communication skills, visual motor coordination and first aid skills. Our research focuses on how serious games can be used to develop vocabulary of autistic children, in which there is presently little support available to help them with this aspect. In this presentation, we emphasise the framework supporting the design and development of the serious games, the iterative cycles of the user interface design, and the performance evaluation of children using the serious games. The formulated framework whose first version was presented in the symposium of serious games held in South Korea last year has a theoretical basis conducted through systematic reviews, and a preliminary study investigated the difficulties faced by these children in language comprehension. Expert review sessions were also conducted as a step to validate and improve the construct of the framework. The interface is formatively improved using a heuristics set developed for evaluating interactive software for children with ASD. Performance evaluation is conducted with ASD children from several autism centres located in the city of Kuala Lumpur, Malaysia.


David Hobbs
The Medical Device Research Institute
Flinders University, Australia

The Design and Development of a Serious Gaming System for the Rehabilitation of Hand Impairment

Many people with hand impairments are restricted from participation and engagement in typical leisure and daily-living activities. The nature of the impairment can also make therapeutic interventions difficult. This presentation will provide an overview of the design, development and trial of a novel, accessible, integrated hardware and software serious gaming system targeted at children with a hand impairment due to cerebral palsy. The presentation will discuss the project background and rationale, and the player centric design process for the 15 interactive games and menu system. Insight will be provided on the iterative user centred design process that was used to develop the novel controller, the therapy and rehabilitation aspects that were designed into the system, and the outcomes of the six week home-based trial. The presentation will also highlight the commercialisation process for the system that is currently underway, and the key markets that have been identified for the product.