Frank is a physicist who is working to develop technical interefaces for cars, cockpits and boats.

 
MAGNO – PARVO – two parts of the brain that govern perception. Peripheral vision – he talks about the signals that the primitive part of our brain understands. In understanding how these parts of our brain work – he can create  interfaces which have low attention requirements – like a log fire in your living room.
 
Serious Games are training tools and are about giving a heightened sense of self conscious awareness (and ability to respond) and evolution of the full use of senses that a fireman, soldier or dyke guard. For example – if there is a fire – then an experienced fireman will be able to read a whole set of sensory experiences – smell, air pressure (sound, relative heat – wind upon the arm, spatial awareness) – so, to be able to re-create situations which simulate an experience and train people to read and use their sensual awareness. And, through studying how the senses interact with each other generate powerful pieces of information – this knowledge can be used to interact with human experiences.
 
SLEEPY CAR DRIVERS – puffs of air that blow on the forehead when it is perceived that the driver os getting sleepy
COCKPIT PLANES – enabling heightened awareness of other senses if a pilot has to make a ‘blind’ emergency landing. 
Also – how can you  create a Full 3D set of head phones that use spatial awareness senses to express values in auditory inputs.
TACTILE VEST – if you have a hearing impairment and you like to dance – you can use the vest to enable the user to feel the rhythm that is in the room.
TELEPRESENCE BINOCULARS – 3D audio that gives directional awareness to enable the user a sense of prioritisation on what and where they should be looking at through cameras in another place.
 

They are recording brainwaves and interrogate them to understand what the person wants – through measuring the exact physical sensors that light up when – for example you want to speed up – slow down – press a specific button – the machine can learn the brain responses.   
 
Humans do not detect slow changes in the senses. . . .
Therefore to train – those slow changes are removed and people are trained to respond to the quicker changes.
 
How do you create an experience that is believable? Scientific research – like 
 
ILLUSIONS
If you can understand how visual illusions work then we can understand how to work with them and train people to be aware  of them
 
Motion – is seen through the the primitive part of the brain PARVO
Colour – is seen through the more developed part of the brain
 
NIGHT VISION GOGGLES
SKIN 
Touch in the fingers is excellent – temporal and spatial experience across the body is differentiated across the body.
Using skin to give feedback (so if you are stressed, anxious etc. – then a touch interface can have a powerful calming effect) 
 
A week perception in time is responsible for a lot of illusions . . . 
They use synsthesia as a tactic: 
The sense that has the most certainty will dominate the less certain sense – the clearest most reliable sense will dominate the other sense.
 
He gives us the example of a beep and a black flashing dot – on a white background one black spot flashes up – but when you see this one dot alongside a double beep you see 2 dots! 
 
This is an interesting effect!

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