Knowledge Vault 3/47 - G.TEC BCI & Neurotechnology Spring School 2024 - Day 4
Neurotechnology and spatial design synergies from microcontrollers to cities
Firas Safieddine, Spatial Forces (ES)
<Resume Image >

Concept Graph & Resume using Claude 3 Opus | Chat GPT4 | Llama 3:

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environments 19] A --> Z[Architectural schools need
neurotech labs 20] A --> AA[Hero game with G.Tec 21] AA --> AB[Shoot targets based on focus 21] A --> AC[Research tools to urban mapping 22] A --> AD[Academia: neurotech, AR/VR,
architecture 23] A --> AE[Gamification in architectural design 24] A --> AF[Neurodiverse responses to
environments 25] AA --> AG[Steal ideas/brains mechanic 26] A --> AH[Gaze scattering, Luma for depth 27] A --> AI[Current projects: 3 months 28] A --> AJ[Generate from EEG, human-space
loop 29] A --> AK[NeuroTechX hackathons: community,
innovation 30] class A,B,AA,AB,AC,AD,AE,AF,AG,AH,AI,AJ,AK tech; class C,D,E,F,G,H,I,J,K,L,M,N,O,P,Q,R,S,T,U,V,W,X,Y neurotech; class Z future;

Resume:

1.- Firas Safieddine combines interests in new technologies, NeuroTechX hackathons, and architecture, exploring how they intersect and influence each other.

2.- The brain becomes the next medium in architecture, allowing for direct interfacing to produce experiences.

3.- Biosensing provides access to emotions, psychological states, and mental states, which can be correlated with environmental factors.

4.- An experiment was conducted to measure emotional states and affordances in different urban environments.

5.- AI and user input were used as design agents to generate healthcare spaces, optimizing for happiness, surprise, and focus.

6.- Images were transformed into 3D spaces and users' EEG responses were measured inside VR to understand their feelings.

7.- Research studio focuses on redefining neuroinflammation in response to environmental stresses using biophilic design.

8.- Biophilic design patterns, biosensing metrics, and design parameters are studied to influence neural stress and inflammation.

9.- Experiments were conducted in office spaces, tweaking parameters like light, greenery, and openings based on EEG data.

10.- A wearable prototype was developed to integrate EEG and environmental sensors for real-time monitoring and space improvement.

11.- Augmented reality scenarios were created to project layers that improve office environments without physical changes.

12.- Another research combines neurotechnology, AI, and VR to generate environments based on user EEG data.

13.- User-centric approach and generative AI in VR allow users to tweak environments directly with their EEG.

14.- Spatial parameters are quantified and correlated with EEG readings to understand the impact of space on feelings.

15.- Various AI models are used to generate images, 3D meshes, and spaces from text prompts.

16.- The research cycle involves generating spaces, experiencing them in VR with EEG, and analyzing the data.

17.- Frequency bands from EEG are integrated with the VR experience to understand the relationship between space and brain activity.

18.- AI-generated spaces change and adapt based on the user's EEG data while immersed in VR.

19.- The research capitalizes on AI content gamification to produce adaptive environments that respond to neural activity.

20.- Firas advocates for every architectural school to have a neurotechnology lab to explore these intersections.

21.- A hero game is being developed with G.Tec where the user can shoot targets based on their focus level.

22.- The journey started with designing research tools and devices, which evolved into mapping urban environments' impact on people.

23.- The research extends into academia, with students working on projects combining neurotechnology, AR/VR, and architecture.

24.- Gamification plays a significant role in exploring the potential of neurotechnology in architectural design.

25.- Future research aims to understand how neurodiverse individuals, including those with ADHD, respond to designed environments.

26.- The shooting game mechanic is used to represent stealing ideas or brains based on focus levels.

27.- Gaze scattering and Luma are used for reconstructing depth data from images and videos.

28.- The current student projects will continue for three months, with plans to establish a long-term research line.

29.- The research aims to generate environments directly from EEG data, creating a feedback loop between human and space.

30.- NeuroTechX hackathons have proven successful in bringing the community together and fostering innovation at the intersection of neuroscience and technology.

Knowledge Vault built byDavid Vivancos 2024