brainscan 

Einstein:

The intuitive mind is a sacred gift, and the rational mind is a faithful servant.

Renowned psychiatrist and writer Iain McGilchrist explains how our ‘divided brain’ has profoundly altered human behaviour, culture and society.

This is an absolutely beautiful package from RSA Animate – flip to full-screen view, and come back in 11mins 48 seconds.

Take-aways: 

Left hemisphere: Narrow, sharply focused attention to detail. Tools and machines coded here. Closed system, perfection, emptiness. Model consistence. Simplified version of reality.

Right hemisphere: Wide focus, making connections, on the look out for friends, predators, environmental change. Sustained, broad, open, vigilance. Devil’s advocate, emotional expression. Interconnected, incarnate, unknowns, alertness.

Frontal lobes: – inhibiting. Stand back in time and space. Outwitting the other party. Empathy, necessary distance from the world, abstraction, values, trust, patterns.

Corpus callosum  – inter-hemispheric communication.

Neural Architectural Patterns:

Split brain operations – the Business / IT Divide?

Corpus callosumEnterprise Service Bus.

Left Hemisphere: ‘as is’, legacy, here and now, tactical, closed system, simplification.

Right Hemisphere: metaphor, patterns, abstraction, strategy, analytics, interconnected, organic, intangible.

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Games are getting serious

domino

Serious Gaming Taxonomy

[source: Serious Games Initiative]

seriousgamingtaxonomy

Serious Gaming is a serious business and is manifested across a number of sectors including: Educational Games, Simulation, Virtual Reality, Alternative Purpose Games, Edutainment, Digital Game-Based Learning, Immersed Learning Simulations, Social Impact Games (Change, Games for Good) and Persuasive Games. Application across various sectors has been hypothesised in the taxonomy above by Ben Sawyer and Peter Smith.

Serious Games (those designed not only for entertainment) have been used by the military for decades. In the late 1970s, the American Military introduced the commercial board game Mech War to the Army War College. This was a simulation of tactical combat in West Germany and Asia. Atari’s BattleZone also drew attention and in the early ‘80’s the US military ordered modified versions of the game to use for training.

A recent study by IDATE reported on a number of serious gaming projects across a number of market sectors including:

Training & Teaching Mass Media Communication  Corporate Communications Healthcare
  • Diversité – Daesign
  • Entretien de recadrage – ITycom
  • History Games – Interaction Games
  • EDF – Real Fusio
  • Houthoff Buruma The Game – Ranj Serious Games
  • Infinity – Crossroads Digital Media
  • Mondokiddo – Mutant Labs
  • Olympe – 3DDUO
  • The Plague – Serious Games Interactive
  • Sauver Ada – Belle Prod
  • Sea Sim Crisis – VirDys
  • Smartkwizz – C-Servces
  • The Mindty Ant – Macrotellect Ltd
  • Wingineer 3 – Esica
  • Bulletproof – Mobigame
  • Mémorial de Caen – Highfive
  • L’Experience – Actiplay
  • Forrestia – Creo
  • Neurodyssée – Belle Prod.
  • Ping – Grin Multimedia
  • Portal Places  – Taatu Studio
  • Rallye Place Royale – Idéeclic
  • Stat’Ecologie – Playsoft
  • Energy Wise – PIXELearning

  • Jeu Serai – Wizarbox
  • Largo Winch – Entropic Synergies
  • My Cyber Auto-Entreprise – Succubus Interactive
  • Suez Environnement Ambassador – KTM Advance
  • Elude – MIT GAMBIT Game Lab
  • eMotion 1.0 – VirtualWare
  • Ludomedic – CCCP
  • My Quit Kit&Khemia – Hoozinga Game Media
  • Replay – Brainstrom
  • The input questions were:

    • What are the stakes associated with the development of the Serious Gaming industry: know-how, development costs, economic models, industrial and publishing strategies?
    • What are the recent changes in the value chain of the Serious Gaming industry?
    • Who are the main players involved in Serious Gaming?
    • What practices and audiences are being targeted by Serious Games?
    • What are the latest trends in terms of content and game-play?
    • What are the prospects by market segment?

    IDATE estimated the serious gaming market at approximately 1.5 billion euro in worldwide revenue, with growth potential of 700% by 2015 (i.e. a 10 billion euro business).

    Observing StarCraft 2

    There is a fascinating article in February’s Scientific American (by Sandra Upson) describing how Cognitive Scientists are observing StarCraft 2 players to gain insight into how humans multitask. Analysis of the contextual data and the decisions made by the game players give a detailed view into problem solving, learning, strategy and decision making. This is an interesting by-product of ‘entertainment-centric gaming’. There are a lot of interesting threads which could be pulled together in this field including:

    • Context Aware Computing (virtual context)
    • Social Network Analysis (as groups and teams form within the game)
    • Big Data architectures (storage and analysis of massive quantities of game play data)
    • Pattern Analysis

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    Dec 312010
     
    studentstudying
    The Digital Revolution has brought many benefits and profound societal humanmind changes. As we endlessly skim the web seeking “information rewards” like crazed lab rats, are we in danger of losing cognitive function, the ability to read and think deeply? Are our brains being re-wired by the very machines and technological channels that we mistakenly believe we control? Has the master already become the slave?

    Having just finished reading the astonishing “The Shallows” by Nicholas Carr, I am in vociferous agreement with his assertions on the dangers of cognitive overload and the risk of depletion of reasoning skills. Carr (formerly the executive editor of the Harvard Business review, and blogger), the author of “The Big Switch: Rewiring the World, from Edison to Google” famously posed the question “Is Google making us stupid?” And quite frankly, over-reliance on “search memory”, the neurological bombardment of constant digital stimuli and exponential demands of multi-tasking appear to be making us ‘flighty’ and intellectually shallow. Web pages are skimmed in an “F-shape” pattern in approximately 20 seconds. But, a “poor life this if full of care, we have no time to lift finger from mouse and stare” – and contemplate.

    Carr questions if Google is a search engine or is it really (along with its Web cohorts) nothing more than a massively sophisticated distraction engine?

    The Church of Google

    Google’s business model is built on the art of distraction. Velocity counts, the paradigm demands constant skimming, link jumping, and attention hogging (chat, social platforms, RSS feeds, information sources akimbo). Web commercialisation, click revenues from advertising demand constant motion. A consumer ‘at rest’ decays in value. However, velocity through the digital mire may reward the AdSense gods, but does little for our comprehension, except service (and indeed reinforce it) with the banal and superficial.

    From Socrates to Plato to Nietzsche

    I hear screams of ‘Luddite’ echoing across the digital expanse. And true, the oral tradition of Socrates wrestled with the written tradition of Plato. Much would be lost. The concern was unfounded, and with Gutenberg’s printing press led to a surge in intellectual mass-cultivation and enlightenment. The tools we use become part of us, and we become part of them. As Carr reminds us of Nietzsche’s relationship with his typewriter:

    The Writing ball is a thing like me: made of iron

    Yet easily twisted on journeys.

    Patience and tact are required in abundance,

    As well as fine fingers, to use us.”

    We must not ignore the effect the tools we think we control, control us and shape us to their every whim.

    Plasticity of the Brain

    And it is indeed the marvellous plasticity of the brain that is its undoing. “What fires together, wires together” is a truism of the construction and reinforcement of neural circuitry. The brain adapts, and seems to be adapting to the attention deficient world of the web, and not necessarily to our benefit. Our ability to comprehend and subsequently ruminate over weighty or lengthy topics appears to be in swift decline. The speed at which information can be consumed appears to be a significant determining factor in its perceived quality and importance (an observation not lost on me in the way I have to structure blog articles).

    Omni-visibility

    For an number of years I have been interested in the concept of Web 2.0 “Presence Engineering.” In essence the automaton of self, always on, always present, always engaged. But as Seneca said: “To be everywhere is to be nowhere.” I therefore (taking heed of Carr) redefine omnipresence as omni-visibility. Multi-channel visibility is different to multi-channel presence. The former is advertising, the latter is fulfilment of brand promise. Substance comes with deep thought, contemplation, originality and innovation. Servicing web presence leads us into the same trap as the lab rat hunting for its next pellet. Consider therefore if you would benefit from greater digital disengagement in 2011, switch off the Kindle, buy some challenging (paper based) brain food and head for a secluded and tranquil glade for neural regeneration.

    The Ultimate Book Worm

    Carr also discusses Google Book Search and the extremely ambitious project to ‘digitise all of the world’s printed books.’ A wonderfully altruistic goal it might be argued, except for (copyright infringement aside) the placement of a single digital library in the hands of an humongous private enterprise. Monetisation of access, content ‘unbundling’, slice and dice and book mashups will surely follow. But is there a chimera under the dust cover? Why burn books when they can be digitally shredded? Search results could be skewed to present books ‘leaning to towards a certain ideology’, in digital form publication is transient – facilitating a re-write or implantation of propaganda revised narrative. And if a worm ever did get loose inside the great digital library, how could we ever trust the integrity of the word again?

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    neuroscience

    Neuromarketing extends traditional marketing techniques through the application of neuroscience, leveraging advances in greater understanding of brain function and developments in brain scanning techniques such as functional magnetic resonance imaging (fMRI) and electroencephalography (EEG). The ability to “measure the brain while it is operating” and interpret emotional response and “engagement” provides new opportunity in measuring the effectiveness of many aspects of product design and advertising.

    Eye tracking, pupillometers, Galvanic skin response (as used in polygraph devices) and other peripheral nervous system measures have sought to provide insight into ‘deep brain’ activity and emotional response to stimuli (in advertising and other contexts) for some years. The ability to monitor (be that by fMRI or other means) deep brain function, comprehend (with “reasonable certainty”) the cause and effect of positive and negative emotional response would provide an unprecedented insight into the subconscious and provide a revolutionary path to product design and market testing.

    Neuromarketing cannot however dismiss standardisation requirements, regulation and ethical application. It suffers from “over claiming”, has significant cost implications, scalability challenges and interpretation ‘difficulties’ based on gaps in our current understanding of neural function (in part I refer to the limbic system). Cost and scalability of using fMRI are clearly issues as it requires expensive and highly specialised equipment and facilitates analysis of one “subject” at a time. Conducting sample testing on significant volume of participants is therefore impractical. Some have suggested that this simply requires highly focused subject choice (such as key market influencers); although “plausible” this accepts a fundamental limitation and loses a great deal of “statistical potential”. EEG is significantly cheaper and portable and benefits from higher temporal resolution, but (with scalp EEG) brain structures such as the amygdala or hippocampus may not be clearly visible. Peripheral nervous system measurements have at times meandered into pseudo-science although there are some promising advances.

    Neuromarketing has its detractors, fearing exploitation and even “idea implantation”, although I equate this with the hocus pocus of mind control and subliminal manipulation. Marketers also want something which is simple to understand “will this campaign work”, “is this a winning product” and elements of neuroscience research and marketing exuberance seem immiscible.

    The key to unlocking neuromarketing’s potential is the development of our understanding of how the brain works. Our functional understanding continuously improves, but should be understood to be the ultimate limiting factor. The proprietary nature of initial developments may also stifle progress, and a healthy focus on existing techniques should be maintained (such as covert observation, psychophysiology etc.).

    If neuroscience developments and neuromarketing really delivered, some of the potential benefits would include:

    • A radical new approach to focus groups and product testing. Insights into deep brain function with “no requirement for surveys” and their many associated pitfalls (translation, misinterpretation etc.). This also removes any ‘localisation’ or cultural aspects of traditional product testing
    • The ability to create “emotional heatmaps” – in other words not only see (through eye tracking) connections with visual content, but also understand emotional engagement with content. This would drive optimisation of media effectiveness
    • An exceptional opportunity to augment traditional sentiment analysis techniques
    • Improved product design and surety of that design through improved analytical technique, process optimisation, reduced cost and reduced risk
    • An opportunity to rethink and restructure web content and its presentation

    Naturally (and I share the cynicism) altruistic or pro-social uses of neuromarketing may not top the agenda. There is however real potential in this regard, for example:

    • The potential to analyse compulsive disorders (such as the underlying behavioural patterns in compulsive and impulsive purchasing)
    • Designing safety advertising that conveys simple, engaging and memorable information
    • Designing health campaigns and public information campaigns that are again emotionally connecting and memorable

    One of my “really out there” visions of the potential of neuromarketing is the creation (years hence) of “Adaptive HCI’s”. In other words an intelligent Human Computer Interface with the ability to personalise ‘user experience’ driven by ’self-detected, subconscious emotional responses’.

    This article first appeared on the Atos Origin CIO/CTO Blog in July 2010.

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