Download - Project 3 ppt
Brain-Computer Interfaces
MIS 2101 Section 005Yao Chen
Yiran Bai
Introduction
• Definition: Brain-Computer interfaces interpret distinct brain wave patterns as commands to guide a computer or other device.
• Channels to detect signals:– Implanting electrodes into brain– A cap or helmet through external electrodes (Headset)
• A software program analyze what people are thinking
Behm, 2006
Business Drivers
• Medical use: – Providing severely disabled individuals with the
ability to control their surroundings• Gaming:– Game control devices that use mind commands.
• Hands-free interaction– Enable our surrounding to be capable of
proactively conforming to our needs, for example, PCs and mobile application
Niccolai, 2007
Limitation and Risk
• Already in use in small areas but in its very early stage, by 2050 or sooner, can be fully developed in consumer use– Medical use– Game control– Hands-free interaction
• What it needs to be improved:– Safety (prevent criminal use, personal password and location)– Accuracy ( increase accuracy to 90%) – Reaction speed ( reduce the transfer time and response time)
Niccolai, 2007
Niccolai, 2007
Technologies it may replace
• Voice control– Microphone no longer needed.
• Traditional computer input devices– Keyboard, mouse, microphone, etc.
• Traditional controlling devices– Hand controls for wheel-chairs, on-off switches,
etc.
Niccolai, 2007
Current use of the technology
• Three main consumer-devices commercial-competitors: – Neural Impulse Actuator– Emotiv Systems– NeuroSky
• Devices primarily for gaming- and PC-users
• These companies are not very successful at the current stage– Technical issue(Accuracy, reaction time)– Small market penetration(Less than 1% target audience)
• It is a threat to all the traditional input devices manufactories
Evaluation
Although this technology is still in its very early stage, but we believe it will be very successful in the future. It is very likely to bring us a revolutionary change to our lives when this technology is fully developed. It provides easier and more sufficient way to input commands, and outreach human body potential.
“If we can interpret basic thoughts now, it isn’t far off where we we’ll be able to interpret more complex thoughts.” – Tan Le, president and co-founder of Emotiv Systems.
Steere, 2008
Additional Information
• There is a video demonstrates this technology in its early stage:
http://www.youtube.com/watch?v=fVhggGSjXVg
Reference
• Behm, A., Kollotzek, M., Huske, F. “ Brain Computer Interfasces”. May1, 2006. • Fenn. J. “Hype Cycle for emerging technologies, 2010.” G00205757. Gartner. 2
August 2010. http://my.gartner.com/portal/server.pt?open=512&objID=260&mode=2&PageID=3460702&resId=1414917&ref=QuickSearch&content=html#h-N66586
• Niccolai J. “Scientists show thought-controlled computer at Cebit”. PC World. Mar 15,
2007. http://www.pcworld.com/article/129889/scientists_show_thoughtcontrolled_computer_at_cebit.html
• Steere, M. “The future of gaming is all in the mind”. CNN Tech. Vol. 45, September
08,2008. http://articles.cnn.com/2008-09-08/tech/Futureofgaming_1_emotiv-systems-games-and-reality-gaming-market/2?_s=PM:TECH
• Youtube. “ A headset that read your brainwaves”. Ted Talk. June 22, 2011http://www.youtube.com/watch?v=fVhggGSjXVg