Brain Wave Games 4Learning

By Paras Kaul [09.19.06]


Are you ready to ride the wave to an alternative approach to gaming that supports the development of brain wave games? If so, a new wave of gaming is appearing on the horizon. Implants are not required! Would you like to see and hear transmissions of neural data channeled from hyper-dimensions? What is hyperspace anyway? Words cannot describe the concept; numbers cannot define the space, and consciousness cannot contain it. Remote viewing, on the other hand, enables you to put your consciousness there in order to perceive objects and events beyond the ordinary senses in non-conventional ways.

 There are several brain wave interface systems available on the commercial market, but IBVA4, the Interactive Brain Wave Visual Analyzer, is a profound bio and psychic feedback system that is easily adapted for the gaming industry. The wireless receiver facilitates the analysis of frequency, amplitude, and coherence data from the brain, the animation of 3D objects, and brain wave audio mixing The user interaction with brain wave multimedia is unique. IBVA4 is the fourth generation of the IBVA hardware and software interface system. Neural signals are input to the computer from a headband that is worn, which contains 3 electrodes that receive signaling from the frontal lobe of the brain.

Understanding and manipulating this data to perform optimal new media functions is both exciting and fun. The excitement comes from being able to see and hear how the brain is performing. The fun is in the new kind of challenge that gamers encounter.

IBVA4 software, coupled with custom-made wireless Bluetooth hardware, allows one to analyze neural data using EEG, electroencephalographic analysis of the signals. This analysis delineates waveform signals into frequencies between 0 and 40 Hz and amplitudes of 0 to 20 microvolts. Masahiro Kahata, is the developer and programmer of IBVA4 and also the President of Psychic Lab, Inc. who began developing IBVA in 1991. You can find out more about IBVA4 at

 What is Brain Wave Gaming?

When I strap on the IBVA4 headband and settle into the electrode studs, I become that “brain wave chick,” a name coined by a former colleague in music, now assistant professor at Stanford, Dr. Mark Applebaum. Then I focus my attention in the 3D gaming environment. I work to calm my thoughts and filter out noise factors in the mind. As I become calm, and the mental chatter ceases, a magical connection is made to another time and space. Simultaneously, I observe that objects in the gaming environment begin to move with the rhythms of my brain waves. If I check a raw data window in the software, I can see the frequencies and amplitudes of the neural signaling. I watch as the predominant frequencies begin to lower from the high beta activity I experienced when I first started the game. Frequencies are monitored from 0 to 40 Hz, which is within the normal range of human neural activity. The peak values of the amplitudes of the signals have also lowered, and when I observe the coherence data, I see there is greater balance between the right and left hemispheres of the brain. Now I have tuned my brain to a degree sufficient to interact with the objects and sounds in the gaming environment.

Calm brain waves with predominant alpha activity
that is coherently balanced between the left
hemisphere and right hemisphere of the brain.

As I relax to a greater degree, I see changes in the animation and in the audio, and I begin to identify mental and physical conditions that are associated with the changes. Each time I tune into this game and am able to discover new ways of interacting in the environment. The more I play the game, the more I am able to incorporate the skills I develop from gaming into life.

 In the Realm of the Physical Senses

Accepting the challenge of brain wave gaming requires one to acquire new gaming skills, such as developing coherent, focused attention. Regular practice in the neurological gaming environment enables remote viewing to develop as a skill that manifests from this type of brain exercise. This skill is hyper-dimensional and can be mastered. Mastery enables one to fast forward into the future, activating basic principles of time travel. The goal achieved is an extraordinary visionary experience that gives one insight to events in the future and in remote locations. This knowledge is extremely valuable for problem solving, such as deterring the long-term ramifications of present acts leading to global warming.

Training for this type of perceptual evolution has been underway by the military and also by the Monroe Institute, among other institutions involved in this type of research. See the book Captain of My Ship, Master of My Soul. [F. Holmes Atwater, 2006] Developing heightened perceptual awareness within a digital gaming environment is an effortless learning experience that increases brainpower and enables one to lower brain wave frequencies and amplitudes for sustained periods of time. This activity is excellent for developing precognitive abilities. Brain games 4learning expand one’s ability to receive energy from the cosmos, which enhances perception and possibly alters events remotely by brain waves.

 Tuning in via Artificial Intelligence

Most of the video and computer games available today require excellent eye, hand coordination to acquire best scores. A game using artificial intelligence requires an alternative type of skill to succeed. This skill requires mental acuity, which is based on the condition of one’s neural activity, more specifically on the brain's ability to function by instruction. Without instruction, the brain functions randomly on its own. Brain wave gaming increases one's ability to control how the brain functions, which is referred to as brainpower. Increased brainpower expands perceptual awareness by stimulating a greater portion of the brain.

Brainpower is acquired in many ways. Even the diet one has chosen will influence the frequency, amplitude, and coherence of brain wave signals. Audible frequencies of human brain wave signals range between 0 and 40 Hz. High frequency signaling between 30 and 40 Hz would, more than likely, accompany high blood pressure and occur under stress. During this state one is likely to have a more weakened immune system. The overall condition of the physical body plays a significant role in the type of brain wave activity that is triggering. The body—mind connection is vital. Reading and understanding brain waveform data is required knowledge for playing brain games. It is also critical to teach oneself how to regulate brain wave activity in order to achieve the appropriate amount of brainpower for optimal performance of a particular task.

 Brain Switches

Brain wave switches are used to isolate specific parameters of brain wave frequencies, amplitudes, and coherence values in box like structures created by the game designer. Switches are activated when neural signaling associated with frequency, amplitude, and coherence data peaks within the parameter values defined by a single box. Each box is associated with a brain switch. If the peak values fall within the values defined in the switch box, the activity assigned to the switch is activated. Switches are used to animate objects and to mix audio.

Brain switches are designed by defining boundaries that form
boxes. When brain wave activity peaks within a box, the
switch assigned to the box makes something happen.

Brain games utilize a skill referred to as brain wave switching. Using the brain switch technology, gamers learn to consciously switch neural signaling from one frequency domain to another and also to raise and lower peak values of wave amplitudes. The process is measured by EEG and analyzed from bio and psychic feedback. Neurological games have brain switches that facilitate switching between gamma, beta, alpha, theta, and delta frequency domains and between high and low amplitude signals. Disciplined practice enables one to more easily peak in the delta domain and therefore focus attention in low delta frequencies. Sustained focus that harmonizes brain waves in the delta frequency domain, with low waveform amplitudes facilitates the capabilities of remote viewing, nonverbal communication, and self-healing. These are human abilities that are not addressed in traditional educational environments, which abilities may prove to be valuable for problem solving in the future.

 What to Do About Tradition

Popular games on the market are dependent upon electronic stimulus that charges the physical body. So brain waves are part of a movement for new kinds of games that stimulate learning, creativity, and conflict resolution by teaching how to control brainpower and sustain activity in the lower frequency domains of alpha, theta, and delta. Skills acquired while gaming are used to solve real world problems.

The question arises as to whether the gaming industry is ready to invest in a new way of thinking for their gamers, as they can easily continue to promote traditional gaming methodologies requiring aggressive and sometimes violent behavior, which have proven to be financially rewarding. Hopefully, the gaming industry will be motivated to put a new type of game on the market with evolutionary magnitude that is not targeted to prurient sensibilities. Will the public embrace this new gaming and realize the potential brain games offer 4learning?

 Crossings and Crop Circles Brain Wave Games

I have been developing prototypes of brain games for learning since 1997 and researching neurological learning and nonverbal communication since 1992. In doing so, I have developed 2 prototypes for games using IBVA4. The second of these games, Crossings, was recently presented at the Dana Centre Museum of Science in the UK. The object of the game is to submerge a boat under water, to make different colored lotus flowers move out of a water environment, and to raise and rotate a spirit object in the 3D gaming environment. The animation used in this environment is all brain wave animation, which means that all of the objects are moved by brain switches assigned to waveform frequencies, amplitudes, and overall coherence of the brain’s activity. Brain wave switches are also set to activate audio sounds from digital instruments built into Apple's operating system.

Gaming environment for the Crossings brain wave game

Crop Circles, the most recent brain game, presented at SIGGRAPH 2006 in Boston has the most sophisticated brain wave animation, whereby one of the crop circles that was discovered near Stonehenge, England was simulated and designed to move backwards and forwards on the Z-axis with a brain wave switch that measures peak values of wave amplitudes. Brain switches also move individual spheres that comprise the crop circle formation up and down on the Y-axis. The object of this game is to be able to predetermine which sphere is moving where, and to make that motion happen with brain waves.

Simulation of the crop circle near Stonehenge in the Crop Circles game.

 Brain Wave Audio Mixing

The crop circle game also uses audio to enhance the learning experience in the environment. Several sound tracks were created for the game, one of which is a voice over that provides information about the crop circle that was formed near Stonehenge, England in 1996. Brain wave switches are assigned to mix individual audio tracks in Apple's GarageBand application. Any sound application that includes the Audio Unit Lab (AU Lab) application can be used with an IBVA4 plug-in that facilitates interaction with the IBVA4 software and the sound application. In the crop circle game, switches are set to control the audio gain of each track of a music composition that includes tracks of brain wave music and alien sound effects. Switches can also be set to control filtering for the audio tracks.

Brain wave data assigned to switches operates mixing controls in the AU Lab application.

New Concepts | New Software | New Hardware

Neurological gaming is about utilizing a brain wave interface to the computer 4learning. Brain wave games have the potential to transform the planet by providing learning tools that can redesign the future. The hardware and software clearly exist to support the development of intelligent games. Rather than aggressively attempting to do physical harm, or to compete with a virtual identity through masterful eye and hand coordination, the goal of brain gaming is to use brainpower to effect deliberate changes in the gaming environment. These games use brain wave switches assigned to neural data to control animation and to mix sound. It is necessary to develop innate human skills in order to program for the future, as once again the times need to be changing. Capabilities that are enlivened via brain wave gaming are powerful manifestations of human brainpower and need to be used to regulate environmental changes and peaceful coexistence in the world.


Atwater, F. Holmes, Captain of My Ship, Master of My Soul, Hampton Roads Publishing Company, Inc., 2001.


Images related to IBVA4 were created by Masahiro Kahata, President, Psychic Lab, Inc.

To acquire IBVA4, email:
[email protected]
Psychic Lab, Inc.
New York, NY, USA

Bluetooth IBVA4 2 channel and coherence system:
• Bluetooth interface.
• High quality state of the art amplifier board
• Dynamic range
• 120 Hz to 1920 Hz programmable sampling rate.
• 12 Hz to 900 Hz programmable high cut filter, no AC cut notch filter


Kaul, "That Brain Wave Chick,” is a neural multimedia artist, researcher,
and music composer using a brain wave interface to the computer to create
multimedia performances. As George
Director of Web Communications, Kaul is also a member of the university's web
team and technology council. In 1992, she began working with the IBVA brain
wave interface to the computer. Currently, Kaul furthers her
compositional development by working with music composer, Steve Antosca, while
also working closely with Masahiro Kahata, programmer and developer of the
IBVA4 brain wave interface system. Her multimedia performances are designed to
call attention to brain matters, and she seeks to introduce neurological
learning and healing tools into educational programs.

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