Unit Five Individual Project
Jack Lilly
Colorado Technical University
CS875: Futuring and Innovation
Dr. Calongne
February 27, 2022
https://jackctu.blogspot.com/
Abstract
In this paper, whole body Virtual Reality (VR) is explored in the form of Galea from the company OpenBCI. The product has several features such as time-locking biometric data to a stimulus, the vast slew of sensors, and how this technology can be exapted into other forms to suit various industries. A limitation, lack of contact with sensors, is established and its consequences explored and also why this product is necessary. The amenable and challenging forces are provided, as is the choice of the Structured Design Process methodology. A model is included that illustrates how virtual reality and augmented reality affect several different industries. The sociotechnical plan will be evaluated with the Process Evaluation Framework. The anticipated results of Galea are provided as well as a conclusion for this innovation. Finally, future areas of research are provided.
Unit Four Individual Project
Introduction
The innovation for discussion is whole body Virtual Reality (VR). Virtual Reality has been around in one basic form or another since the 1800s through panoramic paintings, the early 1900s through the Link Trainer flight simulator, and up to 2016 when standalone VR headsets went mainstream (VRS, 2020). These headsets are a remarkable improvement compared to earlier innovations, but there is still room to grow. Ahead lies two paths: innovators bring VR to the user’s mind through current methods such as headsets, or innovators bring the user’s mind to VR almost as if logging into a computer.
An example of the first iteration would be the HalfDive VR created by Diver-X. The company’s initial goal was a technology with direct contact with the brain, such as BCI (Brain-Computer Interface), but it had many obstacles. Eventually, the company realized they intended to simply experience VR through a Half-Dive (half of Full-Dive) experience by combining currently accessible technologies (Kickstarter, 2022). Unfortunately, the company found several issues related to lens outsourcing and lack of funding, so the project was canceled.
An example of the latter path, bringing the user’s mind into VR, could be found in several media designs such as The Matrix or Sword Art Online. In The Matrix, users already have technology implanted into their heads shortly after birth and can connect a cable to the jack at the base of their skull. In Sword Art Online, users employ a headset similar to HalfDive called the NerveGear. The user reclines in a sleeping position, activates the device, and their consciousness is transported to a virtual world while their natural body lies motionless and unfeeling.
Galea
The intended product for this assignment, OpenBCI’s Galea, is expanding upon the innovation of these systems and realizing its full potential resulting in an experience more closely resembling the examples from The Matrix or Sword Art Online. Galea possesses several different sensors such as electroencephalography (EEG), electrooculography (EOG), electromyography (EMG), electrodermal activity (EDA), and photoplethysmography (PPG) (Hayden, 2021). The company, OpenBCI, states that Galea provides researchers and developers the tools to measure emotions and facial expressions such as happiness, anxiety, depression, attention span, and interest level (Hayden, 2021).
Galea is a hardware and software platform that merges next-generation biometrics with mixed reality. It integrates into existing AR and VR head-mounted displays such as the Valve Index. It will ensure tightly time-locked biometric data into development engines, applications, and common programming languages (Dormehl, 2020). Users will experience VR so that it feels almost like the ordinary everyday world they are used to. Additionally, this technology would allow for several different types of work and socialization in VR in ways that have never happened before.
Features and Limitations
There are several features of this device, but there are also limitations. The first feature is the precise time-locking of biometric data to a stimulus. When stimulation occurs, the device should instantly read the biometrics concerning that stimulus to respond accurately. If the time-locking were slower, the feedback would be incorrect and cause errors with the proper response. It would be like watching a movie that skips ahead a bit every few seconds. You would understand the gist of the experience, but it would undoubtedly fall short.
This product, Galea, would allow VR to become better realized than its current state by including physical sensor data within the application. This is similar to the NeuroSky MindWave headsets that measure brainwave signals and monitor individuals' attention levels as they interact with a variety of apps (NeuroSky, 2022). The Galea possesses the same sensors and more to determine the user’s biometric data within the application accurately. Have you ever played a horror survival game? They can get intense when playing on the console, but even more so in VR because it’s right in your face. Now imagine the same scary scene, but the game can detect your fear and stress levels and either increase or decrease the fear-inducing aspects of the application.
The third feature for the Galea is how it makes VR feel more immersive. This opens the playing field to the typical gaming vendors and other applications such as therapy or healthcare. A meta-analysis investigated the efficacy of Virtual Reality Exposure Therapy (VRET) as an effective treatment for PTSD compared to the waitlist and active comparators. The findings suggest that VRET may be as effective as active comparators for PTSD patients (Kothgassner et al., 2019). Additionally, this level of virtual interaction empowers developers to create a sandbox of wide-ranging applications that can have varying uses throughout many industries.
One of the limitations of this innovation is the integration of contact of these many sensors to the user’s body. Body shapes and variations exist across individuals, and without proper contact with the sensors, the signal degrades, and environmental noise creeps into the data. Additionally, it was found in the electrical work that a star ground configuration allowed developers to explore different ground setups and determine whether each ground plane should be continuous or connected by resistors while still making sure that every signal trace has an adjacent return path (Bernal, 2021). Similar to the sensors, proper grounding paths were needed to ensure a lack of environmental noise that could disrupt the sensors and their readings.
Purpose
This technology is needed to expand the ways and forms in which we socialize and how technology is integrated within society. A specific example was already mentioned regarding therapy for PTSD. Using VR, a patient and doctor can step through a controlled environment to experience a trauma even in small doses and thus build a tolerance. Utilizing the Galea, the patient’s biometrics can be monitored, and their treatment better tailored to suit their specific needs. Also, society can benefit from this technology as it is expanded to enable even more assistive technology for individuals who require it.
Supportive Forces
Two of the supporting forces are technological and medical. As ideas and innovations prosper, so too does technology. While the Galea may have rather specific uses, the technology it employs could also be exapted into other forms and applications. The medical industry could see significant returns on the type of care provided, and its consistency, to patients. Additionally, those in need of assistive technology may have yet another opportunity to claim it in the form of the Galea.
Challenging Forces
Two of the primary challenging forces take the form of ethical and financial forces. By its nature, the Galea tracks and relays biometric data to its applications. Many individuals, groups, or organizations may be concerned with storing and using this data. Additionally, the financial force plays a significant role in this product. It will be quite expensive to research and develop, which could translate to a higher price point for consumers. This could effectively create a steep divide between those willing to accommodate such a price point and those who are not.
Structured Design Process (SDP) Methodology
The Structured Design Process (SDP) has been chosen for this innovation because it is best suited. This process allows a complex design to be partitioned into smaller modules, and details of each module are hidden from the others (Kission et al., 1994). Each type of sensor (EEG, EOG, EMG, etc.) will be contained within its own module. The time-locking aspect of biometrics will constitute another module because this aspect is critical to the Galea. Additionally, the typical elements of VR such as tracking, video, vibration, controller inputs, and audio will also have their own modules and submodules.
Model
(World Economic Forum, 2022).
As can be seen from the model above, there are numerous avenues for virtual and augmented reality. Project Galea benefits from these same avenues and can create new material or processes to enhance the entertainment industry and healthcare, digital communications, and the digital economy. While Galea is better suited to particular aspects within this illustration, it can still be used for all others. Because of the broad swath of potential integration, virtual reality and augmented reality are here to stay and will help make our lives more comfortable.
Analytical Plan
This sociotechnical plan will be evaluated using the Process Evaluation Framework recommended by Moore et al. (2015), such as contextual factors, implementation process, and the mechanism of impact. Dietrich et al. (2019) used the same approach when testing a VR system with teenagers regarding peer pressure and social decisions. The contextual factors are any external factors that can affect the implementation of Galea.
According to Moore et al. (2015), the actual implementation process consists of three factors in the form of fidelity, reach, and dose. Fidelity delivers the product as intended, and Galea will be evaluated in the same way to ensure that the base goals of its deployment are met. Reach determines whether consumers encounter Galea and how. It can help determine if price points are too high or low, the availability of the product from retailers, and where they may have initially heard about the product. Dose refers to how often the product is used. While Galea will not replace specific computing products, it will enhance them and create its niche environment.
The mechanism of impact refers to the consumers' interaction with the product (Dietrich et al., 2019). Galea has several use-cases available outside the box and offers several others, depending on future implementation in several industries. The critical evaluation here will focus on the core mechanics and goals of Galea to ensure a quality product. This is a necessary step to ensure that the product meets the baseline requirements, which can then be expanded later, as needed.
Anticipated Results
The social impact that Galea represents is massive, albeit in a niche area. It will further enhance the gaming/entertainment industry by providing additional biometrics leading to further immersion. Other sectors such as healthcare, therapy, or physical sports training will see positive gains in their environments. Additionally, consumers will have enhanced social interactions due to the heightened levels of immersion.
Conclusion
Innovation includes developing new products, processes, or business models that better fit the needs of a group of consumers (DiFranza, 2020). One of the most famous innovators in history is Nikola Tesla, who invented the first alternating current motor and developed AC generation and transmission technology (History, 2009). Though he worked alone or in pairs with other people, he provided many inventions that were equaled only by his many failures. This illustrates how just one person can change the world through innovation.
Innovation in Organization
Innovation is somewhat different within an organization but is also mostly the same. Qualified people can work alone or form teams to tackle an innovative idea within an organization. Additionally, proper steps must be observed to keep projects on task. Organizations typically have the funding and staffing to generate creative ideas and fully realize them compared to individuals or small groups. Additionally, organizations tend to have a much more diverse staff that can be called upon to help flesh out innovation details.
Innovation in Society
Actors in society, compared to organizations, tend to have a much less formal process when it comes to innovations. These innovators are typically self-starters who may or may not have the knowledge and technical prowess required to realize their innovation fully. For the most part, these individuals or small groups have more flexible ideas than organizations but lack the skills, funding, or staffing to make it happen. That is not to say that innovators in society should be ignored. Instead, it simply means that the standard barriers to innovation pose more of an obstacle for these innovators. Regardless, crowdsourcing and crowdfunding solutions such as GoFundMe.com exist and are often employed.
How Galea Affects Organizations
Project Galea is an innovation that can affect a great deal of the world, including organizations, the markets, and suppliers. Some organizations will want to include this technology into their structure to enhance how they do business. As Galea becomes a prominent leader for several niche industries, markets will be affected, and Galea will also aid more generalized initiatives. Additionally, raw materials used in its construction will enhance the supply and demand of those resources. Galea will be seen as an innovative tool that allows an organization to expand its capabilities and further support its customer base.
How Galea Affects Society
Galea will affect society because it affects how people can communicate and more fully submerge themselves into an immersive experience. Entertainment will be even more interactive while individuals can enhance communication with friends. Society will view this innovation as the next logical step in immersion while they eagerly await the next step. Galea will be a boon to society because it allows blending technology and society in a more cohesive and seamless experience.
Areas of Future Research: What is needed in the future?
Regarding future research, several areas should be explored. The first is to understand how this technology can be further enhanced and what other biometrics should be included. The second is how can this technology become smaller and more convenient? The third is to research the next step of immersion and how Galea or another similar innovation can help us get there. Finally, we must discover an even better innovation that will far outshine Galea.
References
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DiFranza, A. (2020). What does it mean to be innovative? Northeastern University Graduate Programs. Retrieved February 21, 2022, from https://www.northeastern.edu/graduate/blog/what-does-it-mean-to-be-innovative/
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