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A Step Toward Remote-Control Humans A Step Toward Remote-Control Humans
By Sixto Ortiz Jr.
March 10, 2006 7:02AM

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The possibilities are endless, from fully immersive virtual-reality environments that faithfully reproduce real motion to, perhaps, a way to control unruly crowds without tear gas, rubber bullets, and riot police.
 



The idea of controlling people by manipulating brain activity long has been a staple of science fiction and dystopian fantasy. Hypnotism, implanted devices, brainwashing, even the Jedi mind trick -- all are methods that have appeared in fictional works as effective ways to subvert the will of human beings.

Today, however, the possibility of being controlled by an outside force is more science than fiction, thanks to researchers at Nippon Telegraph and Telephone in Japan.

A team at NTT's Communication Science Laboratories has invented a headset that can, when linked to a remote control equipped with a pair of joysticks, force the wearer to move against his or her will.

The device originally was designed to add realism to video games and other virtual environments. But while technically impressive, the invention is viewed by some as ethically troubling -- viewed, quite literally, as a new form of mind control. The apparatus has raised questions about the possibilities and perils of a world in which humans can be moved around like chess pieces.

Shock Value

NTT is using a technology called galvanic vestibular stimulation (GVS) to influence the delicate machinery in the inner ear that controls balance and movement in humans. Subjects slip on the headset, which looks like a pair of bulky headphones, and researchers zap electrical impulses into their ears to control their movements remotely.

"At low currents, GVS selectively activates nerve cells in the peripheral vestibular system Relevant Products/Services (the balance receptors in the inner ear) and such activation results in sensations and movements of the eyes and limbs, just as natural stimulation of balance receptors results in such movements," said Dr. Ian Curthoys, professor of vestibular function at the University of Sydney's Vestibular Research Laboratory.

In other words, GVS artificially induces the same natural sensations caused whenever the inner ear's balancing mechanism is stimulated with real movement. For example, Curthoys said, a subject undergoing this type of stimulation could feel like she is turning even though she is sitting still. The technology could be used both to trick a person into "feeling" motion and to move in a predetermined direction.

The possibilities are endless, from fully immersive virtual-reality environments that faithfully reproduce real motion to, perhaps, a way to control unruly crowds without tear gas, rubber bullets, and riot police.

Playing with Your Head

Dr. J.J. Collins, professor of biomedical engineering at Boston University and codirector of its Center for BioDynamics, said GVS does indeed hold massive potential appeal for gamers. "[Its] great chance for success is as a component of virtual-reality games, one for enhancing the total immersion experience by creating motion illusions." (continued...)

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