Introduction
The immersive EEG virtual environment is designed to allow individuals to participate in an indoor virtual sporting event such as tennis, badminton or squash. At the same time, they gain expert knowledge direct from simulated computer training modules / programs, which would normally take years of learning. A user will be able to interact with for example, a ball or shuttlecock and other equipment such as nets, and see them through the VR goggles. Specialised equipment including rackets can have sensors fitted to them, allowing them to interact with for example, virtual balls. Training and exercise during knowledge intake would help the mind focus in instantly improving performance. Opponents could be computer generated or a real life opponent.
During their play, the user will gain expert knowledge through the Transient EEG Transmitter shown below. The information that a player requires is directly inputted into the brain. This has obvious advantages, such as time efficiency, reliability and complete user satisfaction. The user can choose their own training program, which is loaded into a computer. The data is transferred from the computer to the EEG transmitter using the wireless technology Bluetooth, which reduces the need for the wires commonly associated with EEG caps. Information contained within programs can include tactical decision making, player positioning and attitude enhancement. These are skills that are generally taught to people over many years. This knowledge would benefit an individual’s skill level, but not increase their physical capability.
The technology available today, EEG, tries to extract waves and pulses from the brain. However, inputting information directly into the brain is not yet possible. However, it may be scientifically possible in many years, to reverse the EEG process. Increasing physical capability is down to the limits of the individual. The terminal objects that exist within the new media future are the IDE, the immersive VR goggles, the wireless transient EEG transmitter, the computer, the user and the required equipment, such as a tennis racket.

The following signs have been identified for the new media future.
Signifier |
Signified |
Face |
Expresses human’s feelings |
VR goggles |
Visual VR environment projected to human |
Antenna |
Communicates with computer |
Computer |
Stores training programs |
Bluetooth |
Wireless technology to aid EEG transmitter |
Transient EEG transmitter |
Inputs information into the brain |
Ball |
Playable object within environment |
Racket |
Device used by user to hit the ball |
Court |
Visually transparent image projected into VE |
Nodes |
Reads messages directly to the brain |
Ear pads |
Prevents noise and interference with data transfer |
Score |
Shows player’s score in training module |
Monitor |
Displays brainwave activity and message input |
Scientific Description
Interactive Digital Environment
The environment proposed for the communication interaction between the computer and the EEG transmitter is a sporting chamber. This would prevent any unnecessary interference between the wireless communication and other mobile devices. If the user was receiving training for badminton and suddenly received interference from another mobile device, the success rate of gaining expertise knowledge would diminish. However, when mobile technologies are more reliable, the proposed new media future could easily be transportable, allowing people to acquire knowledge and training from their own homes. Another advantage of the enclosed chamber is that users can control independent variables, including temperature, lighting, atmospheric pressure etc. This multi-person environment also enables individuals to feel as if they are co-present, even if they are not physically in the same place or time, a feeling that is achievable through social presence.
One of the principal differences between the interface of a virtual reality environment and that of a WIMP application is that within a WIMP application, the screen based objects of interaction are perceptually static. They constitute a small number of interaction objects with preset 2D viewpoints and have well understood behaviours. Objects within virtual environments may be perceived from a number of different viewpoints and may or may not have similar behaviours to what they would have in the real world. Iconic signifiers in this instance are the transparent images such as a shuttlecock, a net and even an opposition player. There are no sounds within this environment; therefore there are limited indexical signifiers. There are also limited symbolic signifiers which are only displayed in the VE and are for example, the score the player has on his visor during play.
Immersive VR Goggles
Designed for scientific visualisation and collaboration, the liquid crystal display goggles would transmit all virtual connectors required, including lines, equipment, objects etc. The transparency effect eases an individual’s calmness and does not create a threatening environment. However, due to more movement than calmness, there would be higher denotation than connotation. Images would be separated, similar to today's VR technology, where each eye would see only one image, which produces a 3D effect. The VR system seeks a level where the computer system becomes virtually transparent and the individual can lose themselves and transform themselves in the computer environment, almost like another world.
The user is able to build a vivid picture of the sporting environment in his mind, mainly due to the associated signifiers and his response to those signifiers. There is huge participatory aesthetics within this virtual environment as the user must fully take part to appreciate the pleasures it offers. These are identified further on.
Transient EEG Transmitter
The EEG transmitter has six different types of signifying nodes positioned over the head. Computer data is sent via the Bluetooth technology to the EEG transmitter, which generates electrical activity on the scalp. A signal-processing engine analyses the signals in real-time and inputs the information directly into the brain. The subconscious mind is very receptive to both positive and negative suggestions. It does not know what information is correct; it simply stores it, which means that data can be over-written with beneficial meta-programs, without the mind making judgements. Messages can be augmented to the brain through adaptive communication and frequently repeated, resulting in successful transfer of information.
The computer is always in command of the interaction, however the advanced techniques used are highly responsive to the user’s individual state and can adapt to changes in the individual’s skill level. There is an immense encyclopaedic aesthetic pleasure as the user gains knowledge at an incredible rate. The human’s motor system, where physical activities are performed, is determined entirely by the individual’s physical capability. The eye movement, hand-to-eye co-ordination, response speed and physical strength cannot be influenced by this system. The success rate of storing information directly into the human brain is affected by various components and human defects such as old age, blindness and deafness.
Interaction, relationships and meaning
It is not possible to predict the stimulus and responses of a human when there has been direct input to the brain. We can however, predict the cognitive activity. The stimuli and the chosen training program will effect and enforce the human’s learning capability. The data will be passed to transient memory and providing the long-term memory can always retain the procedural information, the process will be highly successful.
Signs have meaning because of the codes they belong too. The social codes involve the bodily movements and the transfer of information. The textual codes involve the Bluetooth data transfer protocol and the EEG transmission process. The interpretive codes involve the transient memory storage procedure. It may also be possible to generate an interaction code for this environment.
Denotative meanings for signs have already been identified. The following table identifies the connotative meanings between signs.
Signifier |
Signified |
Face |
a required actor to interact |
VR goggles |
a way to protect the eyes |
Antenna |
main method of communication |
Bluetooth |
main method of communication |
Ball |
the main object or controller within the training module |
Racket |
shapes the direction of game play |
Nodes |
translates messages into generated electric activity |
Ear pads |
keeps thoughts within the mind, hinders distraction |
Score |
a reference to counting as a system of meaning |
Monitor |
a way of displaying information |
Semiotic analysis
Again, perceptual opportunities are mostly associated with games in general. However, the following surprises have been identified in relation to the new media future, where badminton has been chosen as a training module:
Attractors |
Connectors |
Rewards |
Court markings |
Navigation controls |
Reward is useful equipment |
Net |
Navigation controls |
Reward is useful equipment |
Shuttlecock |
Main object of play |
Activity |
Score |
None |
Confidence and ability to win |
Racket |
Navigation controls |
Force the direction of play |
Aesthetics are a good starting point for IDE design. In the context of the virtual environment, the agency, narrative potential and transformation are massively increased. The Chruch / Murray aesthetics of new media, in relation to this new media future are discussed below.
- Agency: There is a strong sense of agency. The user has to choose which direction he wants to go in, in terms of movement, and is rewarded with information about the perceived consequences of his choice.
- Narrative potential: The different procedures and learning modes means there is narrative potential. There is no single training mode so not everybody's experience will be the same.
- Transformation: The VE certainly transforms the user.
- Co-presence: The user may feel there is co-presence as they interact with objects such as a shuttlecock or another player.
- Presence: There is certainly a strong feeling of being present within the VE.
- Procedural: The new media future is highly procedural, as regards to the layout and objects, and the training program responds to the user’s individual actions.
- Participatory: Participation is not restricted and the user can do as he pleases. A user ultimately determines the outcome of the training module.
- Spatial: The environment is spatial in the sense that a user can move around the court and interact with objects, but movement and actions are limited and relatively the same. The user cannot discover new layouts.
- Encyclopaedic: The new media future is not designed to be encyclopaedic and the user quickly discovers they have seen all they are going to see and it is all about increasing their skills. Navigation is not a typical feature associated within a virtual environment.
Based on Anderson’s theory of computer based signs, the following table represents signs associated within the new media future. Following close analyses of the information presented below, Anderson’s theory may need another component that has both transience and action.
Sign |
Class |
Action |
Transience |
Permanence |
Handling |
VR goggles |
Actor |
- |
+ |
+ |
+ |
Antenna |
Actor |
+ |
+ |
+ |
+ |
Court |
Layout |
- |
- |
+ |
- |
Bluetooth |
Ghost |
+ |
+ |
+ |
- |
EEG transmitter |
Interactive |
+ |
+ |
+ |
+ |
Racket |
Interactive |
+ |
+ |
+ |
+ |
Score |
Object |
- |
+ |
+ |
- |
Ball |
Actor |
+ |
+ |
+ |
+ |
New media similarities and differences
The VE described for this new media future processes images identical to current technology to produce a 3D effect. However, the VE described for this new media future is technically more advanced than the current VE available. In particular, VE’s today cannot adapt to high speed reactions of an individual when for example, playing sport. VE’s today restrict user’s movement, where as the Bluetooth communication method allows users to roam around the environment without any attachments or restrictions. To improve the VR environment and make it more realistic, the system could introduce a locomotion display, which is currently being researched at the MIT labs. It is the presentation of mechanical stimuli to stimulate the various aspects of natural locomotion. Such examples include applying artificial inertial force to prevent people from walking through walls and a treadmill to enhance the feeling of walking.
The Bluetooth wireless communication system already exists and is becoming more popular for a range of services. The amount of data it can transfer and the speed at which it transfers is continually improving. It can easily support transfer of data from a computer to an EEG headset. However, the EEG technology available today is extremely poor. EEG is a new scientific approach and has incredible biometric possibilities, but ultimately it depends on whether the human perceptual system can handle data input and store this data in transient long-term memory. Current EEG methods can only measure outbound electric brainwave current. Also, all training modules that are digitally available via DVD etc. are not personalised or specific to an individual’s needs. The new media future proposes a structured, personalised approach to training people and benefiting their skills as required. Evidently, the new media future could be adapted to input any information, not just sport related training modules.
The influence of digital technology in the future will continue to grow and to profoundly change how humans express themselves, communicate with each other and how they perceive, think and interact with the world. Technologies in today’s world are only the first stage of modern evolution. They are impersonal and poorly matched to human needs and tend to be more science fiction than scientific, although they will improve in the future.
Conclusion
Semiotics has been enormously influential in cultural studies. The semiotic method appealed to cultural critics as it had the foundations to explain language, film, TV, radio, newspapers. However, some authors have abandoned semiology and they suggest that semiotic analysis is little more than a pretentious form of literary criticism based on subjective interpretation. They argue that it is an imperialistic approach that is often applicable to anything and everything and is often presented as a general-purpose tool. John Corner (1980) has criticised the way in which some semioticians have treated almost anything as a code, whilst leaving the details of such codes inexplicit. Semiology is now regarded as one of many analysing methods rather than a ‘science’ of cultural forms. Although there are many authors who doubt the intentions of a semiotic approach to analysing media, it does offer the promise of a systematic, comprehensive and coherent study of communications. According to Coloshinov (1973), semiology always involves ideological analysis. Overall, semiotics can help humans become more aware that they are always dealing with signs and that sign systems are involved in the construction meaning.