Bright Ideas: A wearable interactive “Inventometer”
(brainwave-based idea display)
Steve Mann, Ryan Janzen, Hang Wu, Max Hao Lu, Nitin Guleria
University of Toronto
Abstract—The light-bulb idea metaphor (a light bulb above
someone’s head that appears or switches on when they think of an
idea) is widespread in the literature and popular culture. But, to
the best of our knowledge, nobody has ever built an actual device
that implements this function. The “Inventometer” is a fun and
playful wearable device that measures and displays epiphanometric data to a real light bulb, so its wearer and others in the
environment are alerted to “aha! moments” (“eureka moments”),
epiphanies, inventions, and idea formation in the brain/mind of
the wearer. It senses brainwave signals indicative of epiphanies,
and indicates to others a continuously varying epiphanometric
quantity by adjusting the light output of the bulb. It uses simple
machine learning on EEG (electroencephalogaph) brainwave
signals to automatically detect and quantify the novelty of ideas
formed in the brain. Long exposure photographs — made while
one or more Inventometer wearers walk around a room —
result in a Phenomenal Augmented Reality (Augmented Reality
of or pertaining to physical phenomena and phenomenology). In
particular, these “epiphanographs”, over time, indicate what sorts
of things in an environment tended to stimulate epiphanies and
to what degree — epiphanogrammetry as a possible new field of
study. Brain Games are designed so multiple people can compete
using their minds much like people competing using their bodies
(e.g. arm wrestling). The “brightest” people in a room become
visible by way of their epiphanographs. But with their wearable
display bulbs glowing brightly, they also serve as a distraction to
each other, thus introducing a richly complex and competitive
collective biofeedback gaming space. The device is meant to
appeal to people of all ages, from children to university students,
and thus forms a good teaching for making skills, science, and
engineering (e.g. power electronics, 3D printing, etc.). It is also
an ongoing research project.
I. Introduction and Background
A number of fun and playful products have recently
appeared on the market that sense and make visible human
emotions. Examples include the prosthetic tail of Kyle Simmons which wags when the wearer is happy, to the Necomimi
Brainwave Cat Ears from Japan, giving rise to the “Augmented
Human Body”. See for example, “How Being Quirky can
Get Your Tech Startup Funding: Learn from Shota Ishiwatari”
(http://www.bizpenguin.com). Much of these recent developments build on the work of Picard who founded and introduced
a new field of research called “Affective Computing” —
computing that senses and expresses human emotion [1].
Throughout history we have often seen the ubiquitous
light-bulb idea metaphor, e.g. a light bulb above someone’s
head that appears or switches on when they think of an idea.
But, to the best of our knowledge, nobody has ever built
a real device that actually implements this function. So we
present the “Inventometer”, a fun, playful, and cute wearable
epiphanometric display device. This idea idea (meta-idea) is
very simply stated: “turn on a real light bulb when someone’s
thinking of an idea (and vary its brightness in proportion to
the novelty of the idea)”. It presents some exciting research
on brainwave activity that can appeal to university students
(including PhD students) working in machine learning and
signal processing, as well as some simpler electrical wiring
problems suitable for teaching at the high school or grade
school electronics course levels. An important strength of the
Inventometer is its universal appeal to people of all ages.
A. Idea-Formation in the Brain
Generating a novel idea involves previously-unrelated
mental concepts, which become connected or combined in
the mind [2–4]. Neurological research to uncover the brain
state changes during idea formation has divided the problem
into cognitive processes: divergent thinking, artistic creativity,
and insight [5–18]. Brain function during insight, creativity
and divergent thinking can be signalled by factors including
blood flow [18], electrical activity [5, 8, 10], and chemical
signals such as dopamine [7]. Brain activity before ideaformation plays an important role [15, 16]. Dietrich et. al [19]
summarize 63 articles attempting to detect these phenomena
using electroencephalograph (EEG) and neuroimaging. We
adapt this research, firstly to make it operate in real-time, and
furthermore to function with a simple wearable user-interface
rather than in a hospital setting, and, finally, to create playful
augmentation to the human mind and body – “Brain Games”
or “Mind Games”.
B. Games and Human-Information Visualization
We wish to consider gaming in its broadest scope and definition, to include things like the augmented human mind and
body, as well as to get at the fundamental root of what a game
is. Collins English Dictionary (HarperCollins, 1979) defines a
“game” as:
game: noun. 1. an amusement or pastime; diversion.
Old English gamen "game, joy, fun, amusement," ...
"joy, glee," ... "sport, merriment," ...
"participation, communion," from Proto-Germanic
*ga- collective prefix + *mann "person," giving a
sense of "people together."
Serious Gaming [20–25] is a very relevant context to this
work, since our design will use carefully-defined neurological
measurements, and thus can reveal scientifically interesting
data, in addition to offering a playful user-interface.
The Inventometer is a form of human-information-human
interaction through brainwave-sensing computation. In thinking about whether to regard this as human-computer-human
or human-information-human interaction, consider the fields
of HCI (Human-Computer-Interaction) versus HII (HumanInformation-Interaction), a field of research introduced by
Gershon [26–28] in 1995 [28]. Gershon’s work is distinct from
HCI (Human Computer Interaction) [29], in that its focus is
the information itself, i.e. its message content, rather than the
physical hardware or the information media. The field of HII
embodies many aspects of gaming, such as Storytelling, Spatial
Narratives, and Augmented Reality [30–34], and other issues
surrounding social justice, gender issues, privacy, etc. [35–
39]. HII is an important design philosophy for looking at
information processing [26]. HII is multisensory, affecting
vision (light/illumination) as well as audition [34].
Games can also take the form of artistic interventions that
playfully breach social norms [40]. In this paper, we build
on the seminal work of Gershon, Kapralos, Bertozzi, Baecker,
Fisher, Page, Solmi, and many others, with a simple humaninformation-human brainwave display device that is a a form
of Tangible User Interface [41].
C. The light bulb as a symbol of inventions and ideas
Fig. 1. Bright Ideas: (left) Edison’s Menlo Park light bulb, 1879. (right)
Le de Forest’s light bulb was the first electronic amplifier. In addition to the
Edison screw base on the left side of the light bulb, there are two additional
electrodes on the right: a plate and a control grid, forming the world’s first
3-element vacuum tube. Pictures from Wikimedia Commons.
In 1802, Sir Humphry Davy invented the world’s first
incandescent light bulb, which provided inspiration for many
others to improve upon over the next 75 years [42]. Then in the
late 1870s, Thomas Edison made some improvements to the
light bulb, and more importantly, created the electrical power
distribution systems needed in order to support widespead use
of electric light. The widespread adoption and distribution of
electricity itself was mainly created for supplying electricity
to light bulbs in particular (Other devices such as motors,
radios, televisions, etc., became widely used much later, once
electricity was already widely available.)
Edison noticed that light bulbs running on DC (Direct
Current) darkened more near their positive terminal than their
negative terminal. He created a number of experimental light
bulbs with a metal plate inside the bulb, thus inventing the
vacuum tube (diode), to illustrate what is now known as
the “Edison Effect”, forming the basis for the new field of
electronics, vacuum tubes, and hundreds of invention like
radio, television, etc..
Professor Fleming (University College London) did consulting work for Edison Electric, and produced the “Fleming
Valve” in 1904, a one-way valve for electricity, which he used
as a detector for radio receivers. The Edison and Fleming
devices were the first vacuum tubes — special light bulbs that
switched on when electricity flowed one way, and off when it
flowed the other way.
In 1906, Le de Forest, the “Father of Radio”, created the
first successful three-element (triode) vacuum tube, a special
light bulb with a control grid that could be used to amplify
electrical signals. See Fig 1.
Fig. 2.
Thomas Edison, TIME Magazine, “How One Powerful Idea ...
INSIDE HIS IDEA FACTORY.”
The work of Edison and others has brought the electric
light bulb into such a degree of prominence, ubiquity, and
iconography (Fig 2), that the light bulb itself has become the
symbol of any kind of invention and idea, including inventions
and ideas that have nothing to do with light bulbs or electricity.
(See Fig 3.)
The word “intelligence” derives from the Latin verb “intelligere”, which means to “comprehend or perceive”. The
light bulb has been associated with idea formation, and more
broadly, intelligence. Thus it is a universally recognizable
symbol of “brainpower”.
Fig. 3. The light bulb — perhaps the greatest invention of all time —
has become a universal symbol that represents ideas, revelation, creativity,
and inventions, i.e. that represents idea formation in the brain. Images:
Shutterstock, free clip-art, and physicsfromapicklejar.wordpress.com
D. On the use of the light bulb as an information display
The light bulb has been used not just for illumination,
but also to convey information, e.g. indicator lamps that are
affected by physical quantities. Early television displays also
used lighting to convey the picture information (e.g. Nipgow
Disk), and early motion picture film used lights and light
sensors to record and play back sound. Other forms of lighting have also been invented for improved energy efficiency,
lifespan, and response time, in applications like early motion
picture film and video displays that required fast-responding
light sources. The LED (Light Emitting Diode) for example
was invented more than 100 years ago [43] and in modern
times is commonly used as a replacement for incandescent
indicator lights.
In the early 1970s, light sources (incandescent, LED, arc
lamps, and high voltage electrical discharge) were used as
AR (Augmented Reality) displays of physical quantities, e.g.
to make visible the otherwise hidden world of radio waves,
sound waves, and sightfields of surveillance cameras [44, 45].
In this way, a display of these otherwise hidden quanties was
overlayed in perfect registration with the real world in which
the quantities existed or could exist. See Fig 4.
E. Sousveillant Systems and “DoubleVision™”
The Inventometer is an example of open disclosure, because it is a form of inverse privacy (e.g. making thoughts
public). It addresses the two common criticisms of wearable
computing and associated wearable “cyborg” technologies,
namely:
•
that the wearable cameras and other sensors pay too
much attention to others (e.g. issues of privacy); and
•
a fear that the wearer might not be paying enough
attention: “Is he looking at me or reading his email?”
The first of these has been extensively addressed in the literature under the topic of “sousveillance” (inverse surveillance),
upon which hundreds of books, papers, and articles have been
written [46]. The second of these criticisms is explored in
this paper, as we attempt to playfully make visible a person’s
thoughts, thus reversing privacy toward a sousveillant technology of public disclosure. The Inventometer, however, is not
the first wearable display to do so. Such public disclosure has
also been explored in previous work reported in the literature,
such as Mann’s “DoubleVision™” system of wearable, mobile,
and portable two-sided screens and displays. These doublesided displays had a screen facing the wearer, plus a second
screen facing outward for others to see. This construct is a
direct opposite of the commonly used 3M ”privacy filters”!
See Fig. 5.
Brainwave-controlled lighting is also known in the prior
art, e.g. InteraXon’s “Bright Ideas” exhibit in which various lights on architectural landmarks have been controlled by brainwaves, as well as “Clara”, the brainsensing, environmental augmenting, focus enhancing lamp.
(http://www.thingswemake.com/light-bulbs-lasers/).
To the best of our knowledge, no prior work has been done
specifically using a headworn light source that indicates idea
formation, “epiphanometry”, or “brainpower”.
Fig. 4. Augmented Reality based on light bulbs: Mann’s SWIM (Sequential
Wave Imprinting Machine), and PHENOMENAmplifier, 1974, was a physical
augmented reality system using sequentially illuminated light bulbs to display
and overlay virtual waveforms and other content in perfect register with the
real world. This allowed person to see the field of view of a surveillance
camera, or see standing radio waves (as from a Doppler radar system), which
was done using light bulbs, or, more recently, using modern LED technology
(bottom image).
Fig. 5. Inverse privacy: social and artistic experiments with two-sided
computer screen to make what is normally, in wearable computing,
private, something that is public. Left and center: Plenary lecture plus weeklong performance at Ars Electronica 1997. “DoubleVision™” two-way screen:
one side faces the wearer; the other side faces others in the environment so they
can see what the wearer sees, or a redacted version thereof. The double-sided
display eliminated what was otherwise a socially obnoxious cyborg practice of
being in one’s own world ignoring other people. While meeting someone, the
wearable face-recognizer automatically did a background search and displayed
that person’s web site. The person could see that the wearer was actually
paying attention to them and not ignoring them by reading email or doing
idle “web surfing”. Right: Mann’s exhibit at List Visual Arts Centre Oct9Dec28, 1997.
Fig. 7. Inventometer prototype based on the InteraXon Muse: Two
participants are seen here, one thinking of new ideas and inventions with a
lab notebook, and the other sitting idle. We can see that the person toward
the left side of the picture is the “brighter” person at this point in time.
4. Light bulb
glows on
bright idea
1. User wears
Muse
User
Fig. 6. Inventometer prototype with 64-electrode EEG “thinking cap”:
(left) with clear bulb in which the filament is visible (typical of light bulbs
in the early 1900s); (right) with modern frosted light bulb, as has been more
commonly used since the 1930s.
II.
The “Inventometer”
The Inventometer is a wearable epiphanometric information display that indicates a continuously varying degree
of idea formation, or “brainpower”. It takes the form of a
headworn light bulb. It works on EEG (brainwaves).
The most advanced brain mapping techniques are done
using neuroimaging through fMRI, NMR and MRI, with the
output of such brain scanning displayed with different colors
indicating the brain activities of different regions [47]. A
drawback of such techniques is that of expense and lack of
portability or wearability.
Gamma waves have been associated with visual shortterm memory capacity, intelligence, and consciousness, and
are in the frequency range responsible for idea formation in
the brain [48]. Recent research shows a correlation between
cognitive decline and a decrease of EEG gamma activity,
indicating a correlation between intelligence levels and gamma
wave activities [49]. Thus we use gamma waves as a measure
of ideation, intelligence, “brilliance”, or how “bright” a person
is at any time, and display this information on a light bulb
(clear or frosted). A first system prototype is shown in Fig 6,
followed by an improved design in Fig 7.
The first prototype used a triac dimming circuit to control
the brightness of the bulb, at 60 cycles per second AC
(Alternating Current) line frequency (i.e. 120 chops per second,
Control circuitry
(Arduino Uno and
power driver)
3. Analyzed data
from artificial
neural network
Muse
Bluetooth
2. EEG Waves
to Mobile phone
Mobile phone
Fig. 8.
Process diagram of Inventometer prototype based on the
InteraXon Muse.
since there are two chops per cycle). This frequency was found
to interfere with the brainwave sensing, which was done with
the MindMesh 64-electrode brainwave sensor.
The improved design uses the InteraXon Muse, presently
the world’s leading brainwave sensing device, together with a
much higher switching frequency on the light bulb dimmer circuit. The improved dimmer circuit was operated on DC (Direct
Current) at 12 volts rather than 120 volts AC. Additionally, the
switching frequency on the dimmer was set to 40,000 cycles
per second rather than 60 cycles per second, thus much further
removed from the 25 to 100 cycles per second of the gamma
waves being sensed. The operation is controlled by an Android
smartphone app that uses wireless Bluetooth communication
with the Muse. The result is displayed on a wearable light bulb
that is controlled by way of a WiFi communications link to an
Atmel AVR (Arduino) microcontroller, housed in a headworn
device connected to a light bulb by way of a MOSFET (Metal
Oxide Semiconductor Field Effect Transistor) driven by a gate
driver chip connected to a PWM (Pulse Width Modulation)
output of the microcontroller. This allows for continuously
adjustable light output on either an incandescent (12 volt)
or LED light bulb, without any noticeable interference of the
brainwave sensing. The process is illustrated in Fig 8. and the
Bluetooth
wireless
link
22uF
VIN
5V
PWM-9 EEGGND
EEG sensing headset:
InteraXon Muse
+12V
WiFi
module
Smartphone
controlled
pulse-width
modulation
Arduino Uno
GND
VCC
VB
HIN
HOut
LIN
VS
COM LOut
Electric
light
bulb
10 Ohms
Gate Driver
GND
GND
GND
Fig. 9. Hybrid block/wiring/schematic diagram of the Inventometer
prototype based on the InteraXon Muse: A smartphone app picks up sigals
from the Muse over Bluetooth and controls the brightness of a light bulb by
way of our custom-made WiFi dimmer. This allows us to use a wide range
of different kinds of light bulbs — incandescent or LED bulbs for example.
Fig. 11. Screen capture of the inventometer app, which displays a monitor
of a small number of monitoring signals separately from the internal
machine learning algorithm.
circuit diagram (a hybrid block/schematic/wiring diagram) is
shown in Fig 9, which was housed in an enclosure as illustrated
in Fig 10.
A screen capture of the inventometer app is shown in
Fig 11.
III. EEG Data Recording
The EEG signals were measured with the InteraXon Muse
headband sensor. The Muse has its sensor contacts at the
following four positions:
•
TP9 (above left ear);
•
FP1 (left part of forehead);
•
FP2(right part of forehead);
•
TP10 (above right ear).
In the Muse, EEG signals are oversampled and then downsampled to yield an output sampling rate of 220 Hz with
2µV (RMS) noise. Active noise suppression is achieved by the
Muse with a feedback configuration using centrally positioned
frontal sensors. The input range of the AC-coupled signal (low
cutoff at 1 Hz) was 2 mV point to point [50].
Our system extracted 43 features from the EEG signals
(activity at various frequency ranges), which were fed into an
artificial neural network algorithm. The algorithm functioned
as a classification system, trained to classify ideas as “novel”
or “not novel” at the time of user response. The neural network
was a two layer perceptron with 20 hidden nodes each.
IV. Training the Artificial Neural Network
For initial training of the artificial neural network, we
presented a group of participants with a cognition test and
used the resulting 43 numerical features to form a machine
learning training set. An “alternative uses” (AU) task [51] [52]
was presented to the participants. Pictures of known common
objects were shown to the participants, who were instructed to
devise alternative uses for each object — uses which must be
original and unconventional. The objects shown were chosen
such that they are well-known common items for the electrical
engineer test subjects, such as “light” or “soldering iron”. The
images were presented on the screen, one at a time, and the
participants were told to come up with a novel use for the item.
This task was implemented as a modified version of an AU
task from [4]. One key difference from [4] is that rather than
merely attempting to detect the EEG responses, we attempt
to predict the idea-generating activity using machine learning,
based on the EEG response to control a 1-pixel display in realtime. To build the training set, we began with 6 participants
(all men) aged between 23-26. Participants were electrical
engineering students, having familiarity with electronics. The
EEG system (InteraXon Muse) presented four channels of data
corresponding to locations TP9, FP1, FP2, and TP10. These
locations are receptive to activity in the prefrontal cortex,
which is responsible for information processing and short
term memory. The raw data was streamed via bluetooth and
collected in a mobile application in which the alpha, beta,
gamma, theta and delta power, both relative and absolute
were used. Other input features were derived from the Muse’s
internal software, including “mellow”, “eye blinking”, and
“concentration”, and also used as inputs to the ANN. The user
was directed to push a button on the mobile application to selfindicate whether they felt their idea was original or not, and
this data was used as a ground-truth in the machine learning
training. After completion of the training, the ANN system
was used in conjunction with the existing setup. The system
was further evaluated by additional data for verification, as
illustrated in the Results section.
V. Results
For verification, the method of Scaled Conjugated gradient
backpropagation was used. Auto-correlation was used to test
the desired output and the experimental output of the dataset
provided.
The artificial neural network (ANN) produced a resulting
confusion matrix (Figure 12), gradient descent patterns (Figures 13 and 14), and error statistics (Figures 15 and 16). The
Fig. 10. 3D modelling of the assembly and physical enclosure for the Inventometer. The EEG sensor (InteraXon Muse) and mounting assembly for the light
bulb are worn on the head, and a control box is hidden elsewhere on the body, to include the arduino microprocessor and power control unit.
Training Confusion Matrix
Validation Confusion Matrix
Gradient = 0.042371, at epoch 25
1
10
3
0.4%
99.2%
0.8%
224
30.9%
99.4%
0.6%
98.2%
1.8%
1
2
161
66.5%
98.7%
1.3%
98.8%
1.2%
0
gradient
1
2
0.8%
4
1.7%
2
75
31.0%
10
−1
10
94.9%
5.1%
−2
10
Validation Checks = 6, at epoch 25
99.0%
1.0%
97.6%
2.4%
97.4%
2.6%
1
2
6
97.5%
2.5%
val fail
2
4
0.6%
Output Class
Output Class
1
494
68.1%
Target Class
Target Class
Test Confusion Matrix
All Confusion Matrix
4
2
1
158
65.3%
0
0.0%
100%
0.0%
2
0
0.0%
84
34.7%
100%
0.0%
100%
0.0%
100%
0.0%
100%
0.0%
Output Class
Output Class
0
1
813
67.2%
6
0.5%
99.3%
0.7%
2
7
0.6%
383
31.7%
98.2%
1.8%
99.1%
0.9%
98.5%
1.5%
98.9%
1.1%
0
5
10
15
Training ROC
Validation ROC
1
1
Class 1
Class 2
Target Class
2
0.8
Target Class
Fig. 12. Artificial neural network (ANN) confusion matrix correlates EEG
signals with a user’s idea-generation.
True Positive Rate
1
True Positive Rate
2
25
Fig. 14. Validation of the artificial neural network (ANN) performance, with
gradient descent.
0.8
1
20
25 Epochs
0.6
0.4
0.2
0.6
0.4
0.2
Best Validation Performance is 0.12857 at epoch 19
1
0
Train
Validation
Test
Best
0
0.2
0.4
0.6
0.8
False Positive Rate
0
1
0
0.2
Test ROC
0.4
0.6
0.8
False Positive Rate
1
All ROC
1
1
0.8
0.8
0
−1
10
True Positive Rate
10
True Positive Rate
Cross−Entropy (crossentropy)
10
0.6
0.4
0.2
0
−2
10
0
5
10
15
20
25
0.6
0.4
0.2
0
0.2
0.4
0.6
0.8
False Positive Rate
1
0
0
0.2
0.4
0.6
0.8
False Positive Rate
1
25 Epochs
Fig. 13. Validation of the artificial neural network (ANN) performance, with
cross-entropy.
Fig. 15. Validation of the artificial neural network (ANN) performance, with
gradient.
Error Histogram with 20 Bins
1200
Training
Validation
Test
Zero Error
1000
Instances
800
Fig. 17. (left) Yoga in the state-of-flow (“Flowga” or “Hydroga”) exercises. In some embodiments brainwave-controlled water pumps are also used
(hydraulic yoga). (right) Fitness rings driving game exercise and Nahum
Gershon performing ankle exercise driving game at IEEE GEM2014 (Integral
Kinesiology).
600
400
200
0.85
0.9499
0.75
0.65
0.55
0.45
0.35
0.25
0.15
0.05
−0.05
−0.15
−0.25
−0.35
−0.45
−0.55
−0.65
−0.75
−0.85
−0.9499
0
VII.
Errors = Targets − Outputs
Fig. 16. Validation of the artificial neural network (ANN) performance: error
histogram.
Performance
Values
Epoch
Values
Classification
Accuracy
Gradient
Values
TABLE I.
Alpha
alone
Beta
alone
Gamma
alone
Theta
alone
Delta
alone
Combined
EEG data
from ANN
0.183
0.133
0.0038
0.1071
0.000506
0.128
32
41
74
55
88
25
96.2%
95.6%
99.8%
99.3%
100%
98.9%
0.067
0.111
0.0027
0.0277
0.00233
0.042
Results of different EEG bands for creative ideation
results in Table I indicate the significance of the delta signal
in contribution towards the ideation process. The ANN model
with delta signal as the sole input yields a 100
The neural network provides a correlation between EEG
waves and creative ideation. Unlike previous studies that only
studied the effects of creative ideation on alpha waves [51],
we used a richer set of EEG wave data and furthermore made
a classifier based on the user response with an artificial neural
network (ANN). Since we are only measuring activity in the
frontal and temporal lobes, we required more EEG wave spectral data than merely alpha waves to run the neural network
to obtain a classifier for creative ideation. This allowed us to
generalize and automatically determine the ideation process
once it occurs and use the classifier for a light bulb.
VI.
Authintegrity: The Integrity of Authenticity
Additional inputs to the Muse measure parietal lobe activity [4] which is also linked with ideation, leading to new
kinds of games and gaming. “Idea people”, i.e. authentic
inventors, are in the state-of-flow when their Inventometer bulb
is glowing, indicating a true love (rather than mere duty) of/to
their profession. BrainGames/MindGames train for mind+body
flow-state with biofeedback to reach simultaneously high alpha
and beta brainwave states, while achieving simultaneous concentration, relaxation, and physical exertion while performing
fitness or rehab exercises. See Fig 17.
Conclusion
We presented the Inventometer, a wearable real-time neurosensing system which makes visible the process of ideation
or invention. The system displays a cognitive epiphanometric
quantity of each player or participant wearing the device,
to allow a gaming environment, giving insight towards the
“brightness” of a person’s ideas based on the brightness of
a light bulb. Our epiphanometric system, based on a neural
network (ANN), yielded a 98.9% correlation between target
output and experimental output. Moreover, we have introduced
epiphanography as a way of studying spaces, such as civic
places, galleries, museums, and the like, as to their capacity to
stimulate invention and creativity. This further advances the
field of Phenomenal Augmented Reality.
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