GAME DEVICE USING BRAIN WAVES AND GAMING METHOD
THEREFOR
Technical Field The present invention relates to a game device using brain waves and a gaming method therefor, and more particularly, to a game device which measures the change in brain waves varying according to the consciousness and will of a user while reflecting individually intrinsic features of brain waves on a game and alters the situation of the game
Background Art
An electrical potential difference of several tens of micro volts at a frequencyless than 30Hz and measured from the skin of the human head is a physical value reflecting the state of consciousness and highly valuable in the fields of science and technology As one technological application, a device control technology using only thinking of a human being is being studied so that a device recognizes the will of the human being directly When a human being is in a psychologically stable state or closes his or her eyes, alpha waves of 8-13Hz are dominant In the stable state or when there are no thoughts, beta waves of 13-30Hz decrease
In the prior art, a mind switch was disclosed, in which the change in alpha waves due to opening and closing of the eyes of a human being is used, so that only thinking operates a device, turns on or off an electric bulb, or manipulates a toy simply Also, the fact that the intensity of the brain waves decrease in the stable state is used, so that a racing match game apparatus uses only a thinking as its on-and-off control signal If a human being closes his or her eyes to rest, a positiveness/negativeness (on/off) can be easily recognized since the change in brain waves fluctuates greatly However, even when a human being does not close his or her eyes, the recognition ratio for a one-bit mental discrimination such as the on/off discrimination is very high, and the recognition ratio further increases through practice Also, an eye tracker was proposed in which a cursor on a computer monitor can be moved
in accordance with what a user looks at by tracking the movement of the user's eye balls U S Patent No 5,638,825 was issued as an example of the prior art relevant to the above cursor movement
Since the above existing control methods using brain waves adopt brain wave recognition irrespective of the difference in brain waves of each person, an analytical error can occur due to the individual difference in brain waves of the human being Also, since each individual brain wave is not compared with a brain wave database comprised of statistical values, a frequency domain which can be easily controlled by each person, or an individual concentration capability cannot be effectively used Further, there exists no technology for changing the situation of a game picture by measuring brain waves
Disclosure of the Invention
To solve the above problems, it is an objective of the present invention to provide a game device and method using brain waves which vary according to the change in a user's will to enjoy a game, in which reference brain waves reflecting individual features of brain waves of each user on a real-time basis are used
It is another objective of the present invention to provide a game device and method using reference brain waves made up by considering the features of the brain waves of each user, in which brain waves of the user is preliminarily measured, and the preliminary brain wave measurements are compared with a brain wave database
To achieve the objective, there is provided a game device comprising means for measuring and inputting brain waves, and a computer for comparing, analyzing and processing the measured brain waves with respect to reference brain waves and driving and outputtmg a stored game program in accordance with a processed result
Preferably, the brain wave measuring and inputting means comprises a head band which is worn on the head of the user and where electrodes for detecting brain waves are attached, an amplifierfor amplifying the brain waves measured in the head band, and a computer interface for converting the
amplified brain wave signals into computer-readable signals
Preferably, the computer can change the screen of the game according to the comparison result of the frequency analysis result of the user's brain waves with the reference brain waves Also, the reference brain waves are determined by analyzing the user's brain waves on a real-time basis, or are input from a brain wave database The measured brain waves are compared with the reference brain waves, to find and feedback a brain wave control signal appropriate for the user
According to another aspect of the present invention, there is provided a gaming method for a game device comprising the steps of measuring and inputting brain waves, and comparing, analyzing and processing the measured brain waves with respect to reference brain waves and driving and outputtmg a stored game program in accordance with a processed result, by using a computer Preferably, the computer compares the frequency analysis result of the brain wave signal with the reference brain waves, to alter the screens of the game according to the user's brain waves Also, the reference brain waves are calculated on a real-time basis according to the brain waves in use of the user and the measured brain waves are compared with the reference brain waves, to find and feedback a brain wave control signal appropriate for the user
Preferably, the computer compares the frequency analysis result of the brain wave signal with the reference brain waves, to alter the screens of the game according to the user's brain waves Also, the reference brain waves are input from a brain waves database and the measured brain waves are compared with the reference brain waves, to find and feedback a brain wave control signal appropriate for the user
Brief Description of the Drawings The above objectives and advantages of the present invention will become more apparent by describing in detail a preferred embodiment thereof with reference to the attached drawings in which
FIG 1 schematically shows a game device using brain waves according to the present invention,
FIG. 2 is a block diagram schematically showing the circuitry portion of FIG 1 , FIG 3 is a flowchart view for explaining a first embodiment of a method of operating a game program of FIG 1 ,
FIG 4 is a flowchart for explaining a second embodiment of a method of operating a game program of FIG 1 , and
FIG 5 shows an example of a game picture applied to the present invention
Best mode for carrying out the Invention
Hereinafter, the structure and operation of a game device using a brain waves pattern according to preferred embodiments of the present invention will be described with reference to the accompanying drawings
A game device, as shown in FIG 1 , according to the present invention utilizes brain waves measured by a brain waves measuring system In FIG 1 , a head band 1 looking like a hair band contacts the skin of the head of a user, to simply measure the brain waves The brain waves are measured by electrodes (not shown) within the head band 1 The minute analog voltage signals of the measured brain waves have an electric potential difference of several micro volts through several tens of micro volts, respectively, at a frequency of less than 30Hz The analog voltage signal is amplified and converted into a computer-readable digital signal in a converter 2, to then be supplied to a computer 3 The computer 3 processes the input brain waves signal and displays it on a display 4
The circuit of the converter 2, as shown in FIG 2, includes an amplifier 22 which receives a head band electrode signal of several micro volts and amplifies it fifty thousand times, an analog to digital converter 24 for converting the amplified analog signal into a digital signal, and a computer interface for converting the digital signal from the analog to digital converter 24 into a signal being input to a computer serial port
The computer 3 analyzes the brain wave signal which has been measured and input to the computer 3 and extracts several parameters from it In the present invention, amplitudes, average values and standard deviations of an alpha wave and a beta wave among the brain waves measured at the left and right frontal lobes of the brain, and a ratio of the alpha and beta waves are used as parameters The analysis method for extracting the measuring positions of the brain waves, the frequency and the parameters are varied appropriately according to the purpose and the type of game In order for a gamer to become more advantageous in the game as the stability of the user becomes higher, the ratio of the alpha waves and beta waves is chiefly used as a parameter The parameters of the brain waves used for producing a game control command language are called control variables In order to discriminate the state or will of the user by using the brain wave control variables, a reference value of each variable is required For example, if a variable X becomes larger than a reference value Xg, an object on the computer monitor rises up, otherwise the object falls down Here, there are cases of obtaining it in real-time and by using a database as the method of determining the reference value XQ
In the case that the reference value is determined in real-time, the brain waves need not be measured in advance and the brain wave signal measured in real-time are statistically analyzed, for example, frequency-analyzed to determine a reference value For example, an average value of an alpha wave ratio from a game start time to a current time is determined as a reference value If an alpha wave ratio higher than the reference value is measured, it is determined that the user is in a stable state
In the case that a database is used, the brain waves of the user are measured in advance and then a reference value appropriate for the brain waves of the user is input from the database When the user starts to enjoy the game, he or she registers his or her own brain waves through measurement of the brain waves After his or her own brain waves have been registered, the registered values are used The database includes reference values of the variables appropriate for the individual features of the brain
waves according to the statistical analysis result with respect to the brain waves of several persons
A command word produced using the above reference value can be expressed by the following Equation 1
L\S = A{\ - → (1 )
Here, ΔS is a function for determining production of a command word such as the position of an object on a computer, the amount of change in the velocity of the object, the degree of movements of a moving image and the increase in scores X is a component used as a variable among the brain waves, X0 is a reference value and A is a coefficient determining the proceeding velocity
In the case that two or more variables are used, a command word is produced by using a value obtained by adding each value obtained by multiplying ΔS, according to each variable Xi by a weight value Wi as in the following Equation 2
AS = X W1AS1 (2)
FIG 3 is a flowchart view showing a case in which the brain waves of a user are measured in real-time and a statistical average value for a predetermined period of time is determined as a reference brain wave value, among operation methods of a game device using the brain waves according to the present invention This will be described below with reference to FIGs 1 through 3
If a user wears a head band 1 on the head and turns on a game device according to the present invention, a measured brain wave signal is input to a computer 3 (step 30) The computer 3 statistically analyzes the brain wave signal measured in real-time for a predetermined time without having a need to measure the brain waves in advance, and determines a reference value For example, an average value of an alpha wave ratio from the game start
time to a current time is determined as a reference value If an alpha wave ratio higher than the reference value is measured, it is determined that the user is in a stable state If the brain wave value of the user is obtained in step 32, the computer 3 proceeds to a game mode and displays an initial game picture (step 40) Then, the computer 3 measures the current brain waves of the user (step 42) Then, the computer 3 compares the determined reference brain waves with the current measured brain waves, and determines the direction and velocity of animation, in order to control a game screen (step 44) Then, the computer 3 controls a picture animation to be displayed according to the determined game picture control amount (step 46) Then, the user determines whether he or she will continue or complete the game (step 48) If the user completes the game, the user information processed up to now is not stored to then complete the game If the user continues the game, the program proceeds to step 48, in which the current brain waves are measured to calculate a function and then control a picture animation in step 46 through a game control step 44
Meanwhile, another embodiment of the present invention will be described with reference to FIG 4
FIG 4 is a flowchart showing a case in which a database is used, among operation methods of a game device using the brain waves according to the present invention This will be described below with reference to FIGs 1 , 2 and 4
If a user wears a head band 1 on the head and turns on a game device according to the present invention, a measured brain wave signal is input to a computer 3 (step 30) The computer 3 searches whether an input brain wave signal of a user is registered in a brain wave database stored in a memory or a hard disc therein (step 32) If it is judged that a user's brain wave pattern is not registered in step 34, brain waves are measured in a brain wave measurement mode (step 36) Then a reference brain wave value is obtained using the measured brain waves or the user registration information (step 38) If a reference brain wave value is obtained in step 38, the computer 3 proceeds to a game mode to then control an initial game screen to be
displayed (step 40) Then, the computer 3 measures the current brain waves of the user (step 42) Then, the computer 3 compares the determined reference brain waves with the current measured brain waves, and determines the direction and velocity of animation, in order to control a game screen (step 44) Then, the computer 3 controls a picture animation to be displayed according to the determined game picture control amount (step 46) Then, the user determines whether he or she will continue or complete the game (step 48) If the user completes the game, the user information processed up to now is stored to then complete the game (step 50) If the user continues the game, the program proceeds to step 42, in which the current brain waves are measured to calculate a function and then control a picture animation in step 46 through a game control step 44
As an example of a picture which is applied to the game device according to the present invention, a picture of a spoon is illustrated as shown in FIG 5 If a brain wave of 4 through 7Hz which is good for the user to perform supernatural acts, is dominant, the game can proceed so that the spoon is bent As different examples of such games, an aerial floating picture of a human body or a running human body picture contracting or compressing space by magic is displayed as the picture of a game Besides, the present invention can be applied to a complicated animation game such as a motion image game operating with cursor keys (-, T , I ,«-), a control key (CTRL), an alt- key (ALT) and a space bar to move a cursor Also, the game device according to the present invention proceeds so that the brain waves of the user become stable while enjoying the game As described above, the level of the amplitude can be adjusted by the stable brain waves and the criteria for stability In addition, if the brain waves become stable, the image on the monitor screen is changed into a picture having a positive image or into a situation where the scores increases Accordingly, the user maintains the stable status and obtains a feedback effect so that the stability grows deeper As described above, the game device using the brain wave pattern according to the present invention has considered an increase and decrease in alpha waves, an increase and decrease in beta waves, an increase and
decrease in the ratio between alpha waves and beta waves, and the frequency region and amplitude level of the brain waves The present invention can also perform a game control of a desired game device, using information contained in theta waves and delta waves being other kinds of brain waves and an increase and decrease in the theta waves and delta waves, or using an average value of each channel or the entire channel of the kind of each brain wave, where not only the frequency region and the amplitude level but also portions of the brain wave measurement on the skin of the head are various channels As described above, the game device and method using the brain waves according to the present invention analyzes statistics of the brain waves of a user in real-time or preliminarily measures the brain waves of the user, to then compare the measured brain waves with a brain wave database Accordingly, the present invention determines the degree of concentration and an amplitude by which each user can easily control Also, in the case of a computer game using the brain waves, the difficulty of the game is adjusted according to features of the brain waves of each user, to enable the user to enjoy the game The present invention measures the brain waves of the left and right frontal lobes and alters the picture on the computer screen into a more positive and brighter image according to the measured brain waves or controls the game into a situation advantageous for the user to obtain higher scores, which gives an effect of being more stable mentally while enjoying the game
The present invention is not limited to the above-described embodiment and various modifications and changes may be effected by one skilled in the art within the scope of the present invention
Industrial Applicability
The game device and gaming method according to the present invention can be applied to a computer game device using a computer software program, or a meditation induction apparatus, a study efficiency enhancement apparatus, and so on