Mind Garden

Paras Kaul
Paras West Productions

email: brainwavechick@earthlink.net
Copyright, 1997 by Paras Kaul

Abstract

Mind Garden is a personnel growth game which utilizes interactive brainwave activity for learning and for therapy. The concept and design of the game have evolved through the research of the author of this paper, Paras Kaul. This research was influenced by personal interaction in the water with dolphins. Mind Garden has been designed to call attention to the development of brainwave interactive learning tools. Playing the game provides a three dimensional journey through an audio, visual, and neurolinguistic environment. The experience within the garden is controlled by the player's interactive brainwave activity. Using IBVA, Interactive Brainwave Visual Analyzer Software, a state of the art brainwave software developed by IBVA technologies, brainwave frequencies are set to control the motion of forms, sounds, and words in a digital game world.

The first public exhibit of Mind Garden was at the Los Angeles Convention Center, August 3-8, 1997, for the Electric Garden Exhibition at SIGGRAPH '97 (Special Interest Group for Computer Graphics and Interactive Techniques).

Game Design: Entrainment

The vision for Paras West Productions has been to design interactive multimedia tools to assist in learning and therapy. Used in the context of Mind Garden, entrainment is a process whereby a player's brainwave activity is stimulated by multimedia events. In the Mind Garden, frequencies trigger effects, so each player learns to control the predominant frequencies of their brainwave activity in order to have the most interesting multimedia experience in the game environment. The challenge of the game is to entrain one's own brainwaves to the alpha and theta frequencies associated with deep mental states of activity. The design of this game combines the technologies of EEG, digital brainwave analysis, computer system design, cgi effects, and digital sound.

The Mind Garden game is designed to be played in a quiet place with the appropriate hardware, configured to run the IBVA software, which is required for the interactive transmission of brainwave activity via computer networked system. A player, seated in a chair in front of a computer monitor, wears a headband configured with electrodes designed for state-of-the-art EEG testing. The headband will be used to transmit brainwave signals from the player to the computer. These signals are input to the computer as digital data. From here various freque ncies of brainwave signals will be output. Frequencies of this output are then used to trigger multimedia events.

For the Mind Garden Exhibit, a waiting area is defined where players gain assistance from previous game players who will discuss methods for training new players to, in a sense, program their brainwaves. What this means is that techniques will be introduced to help players understand the process of brainwave switching. If a player has not had access to the Mind Garden Exhibit, the game also includes detailed instructions for relaxation exercises to practice before entering the garden.

Brainwave switching involves changing the predominant frequency of the brainwave signal back and forth from one frequency range to another. Frequencies range from beta to alpha, then theta, and on to delta. These techniques are, more specifically, methods for increasing relaxation in the physical body. Brainwave switching produces changes in one's focus and relaxation. The most skilled of players will be able to control the degree of relaxation which allows them to switch back and forth from one brainwave state to another.

Interactive Experience


The experience within the Mind Garden environment becomes a personal challenge, whereby the user is asked to focus into a variety of brainwave states, determined by frequencies of their own brainwave signals. In the garden, the complexity of forms, sounds, and words will be determined by these frequencies as they are occurring in Real Time. The journey one experiences is determined by one's own imagination as reflected in their brainwave activity. If a player is predominantly signaling theta wave activity, he or she will experience a journey of greater complexity and focus, whereas a player, primarily experiencing beta brainwave activity, may find the journey to be simple and confused. The challenge of the journey is to experience the garden as controlled by alpha and theta brainwaves, thus perceiving a deeper and more co mplex view of the simulated reality. The goal is to achieve the ultimate experience while in the Mind Garden by tuning one's frequencies to the deepest level.

Chronological Overview of Mind Garden Research


The idea for the Mind Garden game was conceived by Paras Kaul at Paras West Productions in 1997. Since 1986, I have been involved in researching brainwave activity, as it relates to intelligence, in conjunction with research regarding dolphin communication. Early studies were influe nced by my interaction with Dr. John Lilly in regard to dolphins, brainwave activity, and flotation tanks.

Since 1990, SIGGRAPH has allowed me to produce exhibits which have led to production of the Mind Garden. Additionally, SIGGRAPH'S Educator 's Program provided an educational grant to me in 1990, based on a proposal to establish a course regarding the design of motion and sound in the fractal domain. At this time I was involved with beta-testing the NeXT computer system, and the primary area of interest was high frequency sound in the fractal domain. During this time, I was also invited to present a technical paper in Australia, which paper represented early research before using interactive brainwave softwares. The primary interest at th is time was the effect of high frequencies on the human body. The paper associated with the research is "Motion Moves Sound" and is viewable through Paras West Productions on the World Wide Web, at the Virtual Research.

Later, while participating in an exhibit at a Cyber Arts Conference in Pasadena, California, I was introduced to IBVA, a two channel brainwave software developed for use on Apple computers (IBVA - Interactive Brainwave Visual Analyzer soft ware). Using this software, I became involved with before and after studies of brainwave tests, attempting to discover what types of human experience would result in the deepest states of human consciousness (theta-delta activity). In the following two years, I attended various conferences and symposiums personally demonstrating the use of an interactive brainwave software and attempting to demonstrate how humans can control their brainwave activity, or as Dr. Lilly would describe this process, "Programming and Metaprogramming in the Human Biocomputer". In 1993 while pursuing this research, I was introduced to Dave Cole and the AquaThought Foundation, which organization has focused their research on the effect of dolphin sonic emissions on the human brain. Since that time, many individuals have organized into a larger group of approximately 200 individuals who are working to support Dolphin Assisted Therapy for healing purposes. These people now meet in Cancun to share research at yearly International Symposiums regarding Dolphin Assisted Therapy.

In 1994, while working with Masahiro Kahata, software programmer for IBVA, and Gohsuke Takama , President of Meta Sound Engineering in Tokyo, an exhibit was designed by Masahiro for the Be-In of MacWorld in San Francisco. At this exhibit, we worked with participants teaching them brainwave switching in order to turn on and off various colors of light bulbs relative to the predominant frequency of their brainwave activity.

I n 1994, I also became a volunteer at Loma Linda University Rehabilitation Center working as part of the Human Performance Institute with Dr. Dave Warner, Neuroscientist, M.D. He was exploring the use of Virtual Reality technologies for rehabilitation pur poses. During this time, in collaboration with Bill Martens, P.H.D. in Spatial Psychology, we developed a user interface to the IBVA software for SGI's Indigo computer. Later, while collaborating with Dr. Warner on a SIGGRAPH exhibit for The EDGE Exhibition at the Orlando Convention Center, the Human/Dolphin Virtual World Concept was formulated. For the exhibit, I designed a dolphin animation, viewed in large screen projection, which could be controlled by human brainwave activity. Using this technique, the animation would be viewed differently by each participant relative to the frequency sequencing of their brainwave activity.

In 1995, I began to explore communications via the World Wide Web and became interested in the development of technological communities related through computer networks. I began to envision a uture where humans would colonize to develop a living community in space where humans and dolphins could interact. The premise behind this notion is that dolphins can provide knowledge to humans regarding high frequency communication (ultra-sonic) of information. Additionally, their potential for ultrasonic communication can be used for therapeutic purposes. Moved by the possibilties for scientific innovation, I developed a Website to collect information relating to the technological needs of a human/dolphin living environment in space. This Website was presented at SIGGRAPH '95 for the INTERACTIVE COMMUNITIES EXHIBITION. More information on the project can be accessed from the Virtual Research.

Motion Moves Molecules

Following the 1995 Space Colonies Exhibit, I found myself in Cancun, Mexico at the First International Dolphin Assisted Therapy Conference produced jointly between Dave Cole, AquaThought Foundation, and Donna Brewer, Dolphin Discovery Center. Registration to this conference included the opportunity to swim with dolphins from the Discovery Center on the Isla de Mujeres. After this symposium, I began a new phase of re search based on my experience in the water with dolphins. In 1996 I wrote the paper "Motion Moves Molecules", which compared human reaction to sonic emissions from dolphins to the synaptic transmission of energy experienced in the practice of Chinese Chi Kung. My research became a study of how to describe human physiological responses to the experience of being sonared by the dolphins. The paper suggested that sonic emissions are capable of altering the nature of molecules by stimulating synaptic tr ansmission in the brain.

Learning Through Entrainment


After reflecting upon the brainwave test results described previously, I became convinced that sonic emissions from dolphins are capable of altering the internal nature of a neur on. High frequency information transmitted from dolphins produces rapid synaptic transmission of presynaptic electrical neurotransmitters. The flow of transmission through ion gated channels is received by postsynaptic receptors which receive electrical neurotransmitters that bind to the channel walls and stimulate the postsynaptic cells in the brain.

Speculation is that these postsynaptic responses produce motion that reinforces stimuli for learning. This receptor process involves recepti on of high frequency communication of information. As a result of the higher frequencies and coherence of the signal, a significant amount of information is transmitted in quick time. The force of impact behind the motion is the significant contributing factor. When a human is "dolphined", that is, when a dolphin directs its sonar to a human being, the response to the information transmitted is so vast and high in frequency that a natural entrainment process occurs between human and dolphin. The human basically entrains to the higher dolphin frequencies, and in so doing, becomes aware of a greater database of information. Non-verbal learning occurs. The effect on the human brain is to quiet the mind and slow frequencies of human brainwave activity to deeper levels of attention which allows the individual to focus on the information being transmitted from the dolphin via neural networking in the brain.

Audio/visual feedback in the Mind Garden encourages players to tune their brainwave activit y to higher frequencies. Thus, the game is intended to stimulate learning as the player, encouraged by the digital effects, attempts to switch frequencies of brainwave activity. This personal growth game is a process of learning by entrainment. Product ion of Mind Garden is intended to develop interactive multimedia tools to assist in learning through entrainment rather than by memorization.

Therapy Via Entrainment

Therepeutic entrainment is an extension of learning by entrainment , whereby an individual's state of mind is positively influenced by the kind of stimulus it is entrained to. In regard to the use of multimedia effects in a game like environment, if alpha and theta brainwave frequencies are set to activate visuals of he aling colors, sounds that have soothing effects, and words that have positive effects on the psyche, then the effect of the experience can be therapeutic in nature. The overall state of mind should improve as a result of positive feedback. In t he Mind Garden, the incentive for playing is to see, hear, and feel better. There is no killing or destruction involved. The quality of the multimedia design of the game is critical to the resulting mental state.

Therapy becomes a process of tuning in to brainwave frequencies that activate pleasureable experiences within a game environment. In a sense players learn to control their brainwaves to entrain to frequencies which trigger positive feedback. The outcome of this process produces an increased f eeling of well being in the player. A participant comes out of the game experience feeling refreshed.

Conclusion

Mind Garden, an experience in gaming, is designed as a prototype for the kind of games that can be developed using interac tive brainwave technologies. The SIGGRAPH Exhibit was designed to introduce this new method of gaming which can be produced in the future. The concept involved in the production of the game is to create a personal growth environment which facilitates le arning and therapy via entrainment. It is this author's opinion that a game of this type can be used at educational institutes or medical facilities. With appropriate funding, Mind Garden can be further designed to allow players to work together for in teraction with each other via brainwaves over the World Wide Web. Using Web technologies for brainwave interaction with objects in a 3D VRML environment will allow players to interact with each other via brainwaves. Subsequent versions of the Mind Garden game will be designed to distribute over the World Wide Web. The game as described in the preceding manuscript was presented as part of SIGGRAPH '97 in the ELECTRIC GARDEN EXHIBITION in August of 1997.

BIBLIOGRAPHY


PRINCIPLES OF NEURAL SCIENCE: Third Edition, Edited by: Kandel, Eric R.,, Schwartz, James H., and Jessell, Thomas M., Copyright: Appleton and Lange, 1991, CT.

Kaul, Paras: "Human/Dolphin Virtual Reality World Concept," VISUAL PROCEEDINGS: The Art and Interdisciplinary Programs of SIGGRAPH '94, COMPUTER GRAPHICS
Annual Conference Series, 1994, p. 180.

Kaul, Paras: "Space Colonies: A 3D Computer Simulation and Space Research Project," VISUAL PROCEEDINGS: The Art and Interdisciplinary Programs of SIGGRAPH '94,COMPUTER GRAPHICS Annual Conference Series, 1995, p. 148.

Kaul, Paras: "T'ai Chi Ch'uan, A Computer Simulation of the Movement,". SECOND IMAGE SYMPOSIUM; Image Processing, Computer Generated Images, Technology and Applications., Vol. 2, 1986, pp. 291-294.

Kaul, Paras:"Motion Moves Sound," PROCEEDINGS OF AUSGRAPH '90 , World Congress Centre, Melbourne Australia, pp. 23-27.