Chapter 1169: Interactive Operations

It was the beginning of the technical exchange exhibition, which was jointly demonstrated and displayed by several internationally renowned professors.

A number of giants in the industry who were invited to come also felt some shock at this time.

Brain-computer interfaces are nothing new.

However, this is the first time that it has fully started to try commercialization and passed international safety audit standards.

Of course, the main opening is the non-invasive brain-computer interface, that is, a device similar to a headband and a helmet, rather than the back-of-the-brain intubation like in science fiction movies.

And this is also thanks to the improvement of AI technology.

The biggest difficulty of brain-computer interface technology is how to detect and analyze the collected brainwave signals, and then feed them back into the program, showing a feeling that all wishes have come true.

Thanks to the latest AI technology, it is completely possible to do this in terms of analysis.

It is also a strong technological breakthrough.

Even imaging is not just a brain-computer interface technology.

Including unmanned driving, home robots, and other industries, a series of shocks have also occurred.

Even countries are involved.

When technology reaches a certain level, it's not just a business issue.

However, there are too many places involved, and the companies involved are not only domestic, which can be said to be quite complex.

As for what kind of interests are behind these countries, and what kind of benefit distribution is finally reached, this is not too important to Yang Chen.

Because of this deeper content, for Yang Chen, he didn't pay much attention to it.

Or I don't really want to pay attention.

………………

"It's really amazing!" In the rest area of the exhibition, Grayson and Yang Chen from UEgame were discussing.

Just now, they also experienced this non-invasive brain-computer interface.

It's a little worse than I imagined, but it's shocking enough.

"It's really amazing, but it's debatable whether it can be applied to game technology." Yang Chen nodded in agreement at first, and then shook his head again.

"Huh? How so? Hearing Yang Chen's words, Grayson next to him looked at Yang Chen with some curiosity.

Unlike Yang Chen, who is not only the boss of Nebula Games, but also a legendary game producer in the industry, he is a simple company helmsman.

Hearing Yang Chen's words, he was a little curious.

In other aspects, he felt that he should be able to talk to Yang Chen, maybe even stronger.

But when it comes to the game, he's ashamed of himself.

"If it's really like science fiction or movies, you can think at a moment's notice, then this will definitely lead to a new generation, but at least from the current performance, too complex instructions are still difficult to reflect, and at the same time, there are certain requirements for the user's attention." Yang Chen explained.

This is also what he has just felt in practice.

For example, action games such as Dark Souls, Devil May Cry, God of War, and competitive games such as DOTA and Warcraft.

At least for now, Yang Chen can be sure that players who have used brain-computer interface technology will definitely return to the keyboard and mouse on the PC platform and the controller on the VR platform.

Of course, this is mainly limited to the game, if it is a system operation, there are other software applications.

Then the mature application of this brain-computer interface technology can be said to be quite convenient.

"You're not optimistic about this technology being applied to the gaming field?" Grayson looked at Yang Chen and asked curiously.

If it weren't for Yang Chen's words, in fact, Grayson would have set up a special team for this type of game as soon as he returned to UEgame.

Because of the price of the equipment, in this technical exchange meeting, everyone present has already got some news.

It is completely different from the expensive cost of imagination, and the price of the mainstream low-spec version at $199 can be said to be quite affordable.

Moreover, it can be used with mainstream VR equipment and PCs on the market.

Previously, the VR platform had a period of limitations, and the main core point was not a technical problem.

It's a matter of price.

Just like LCD monitors and LCD TVs a few decades ago, they have become normal mainstream products from rare things.

It is not other than the core price that restricts its development.

If the price of LCD is still many times different from the previous CRT display, then the latter will definitely occupy a huge market share.

Embrace the times, not be eliminated by them.

A technological change may be able to bring down the original industry giants.

Just like the advent of the era of smart phones, the old industry giants who have not yet prepared have fallen, and the new king has ascended the throne.

The same is true for the gaming industry.

"It's not that it's not optimistic, it's just that it's debatable, at least from the actual experience we have so far, as for whether it is really suitable or not, then we have to get a prototype, and then do some content development, and test the interaction of the actual experience to determine." Yang Chen shook his head, but he didn't say anything to death.

That's how he feels, too.

It's like a computer game, using a keyboard and mouse as a mode of operation, and then putting it on the controller, and the way the operation and interaction are all changed.

In Yang Chen's view, the technology of brain-computer interface is different from the change of PC and VR platforms.

to more like an interactive way of operating, from keyboard and mouse, to controllers to brainwaves.

How to make players feel more interactive in the game in this way.

Or how to make the game more adaptable to this new way of operating, this is the most important thing.

Just like real-time strategy and MOBA, as well as FPS games, are more suitable for keyboard and mouse.

Because when these games were first developed, they were made using keyboards and mice as operating tools.

There's a reason why most FPS games use a big crosshair and automatic micro-aim to optimize the FPS experience of the controller, including the later addition of controllers.

Because FPS requires precise aiming, and the controller is inherently weaker than a keyboard and mouse.

This is also the reason why in some VR and PC platforms, the controller is isolated from the keyboard and mouse.

And this brain-computer interface technology will bring a revolutionary change to the game industry.

It mainly depends on whether it will make the player feel convenient or cumbersome after actually changing the operation mode in the game.

And this is the biggest thing that these game manufacturers need to try at the moment.

Or it's not just their game manufacturers, it's something that all companies in the IT industry should try.

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