Project 3 ppt

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Project 3 ppt

  1. 1. Brain-Computer Interfaces<br />MIS 2101 Section 005<br />Yao Chen<br />YiranBai<br />
  2. 2. Introduction<br />Definition: Brain-Computer interfaces interpret distinct brain wave patterns as commands to guide a computer or other device. <br />Channels to detect signals:<br />Implanting electrodes into brain<br />A cap or helmet through external electrodes (Headset)<br />A software program analyze what people are thinking<br />Behm, 2006<br />
  3. 3. Business Drivers<br />Medical use: <br />Providing severely disabled individuals with the ability to control their surroundings<br />Gaming:<br />Game control devices that use mind commands. <br />Hands-free interaction<br />Enable our surrounding to be capable of proactively conforming to our needs, for example, PCs and mobile application<br />Niccolai, 2007<br />
  4. 4. Limitation and Risk<br />Already in use in small areas but in its very early stage, by 2050 or sooner, can be fully developed in consumer use<br />Medical use<br />Game control<br />Hands-free interaction <br />What it needs to be improved:<br />Safety (prevent criminal use, personal password and location)<br />Accuracy ( increase accuracy to 90%) <br />Reaction speed ( reduce the transfer time and response time)<br />Niccolai, 2007<br />
  5. 5. Technologies it may replace<br />Voice control<br />Microphone no longer needed.<br />Traditional computer input devices<br />Keyboard, mouse, microphone, etc.<br />Traditional controlling devices<br />Hand controls for wheel-chairs, on-off switches, etc. <br />Niccolai, 2007<br />
  6. 6. Current use of the technology<br />Three main consumer-devices commercial-competitors: <br />Neural Impulse Actuator<br />Emotiv Systems<br />NeuroSky<br />Devices primarily for gaming- and PC-users<br />These companies are not very successful at the current stage<br />Technical issue(Accuracy, reaction time)<br />Small market penetration(Less than 1% target audience) <br />It is a threat to all the traditional input devices manufactories <br />Niccolai, 2007<br />
  7. 7. Evaluation<br /> 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. <br />It provides easier and more sufficient way to input commands, and outreach human body potential. <br /> “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.<br />Steere, 2008<br />
  8. 8. Additional Information<br />There is a video demonstrates this technology in its early stage:<br />http://www.youtube.com/watch?v=fVhggGSjXVg<br />
  9. 9. Reference<br />Behm, A., Kollotzek, M., Huske, F. “ Brain Computer Interfasces”. May1, 2006. <br /> <br />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<br /> <br />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<br /> <br />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<br />Youtube. “ A headset that read your brainwaves”. Ted Talk. June 22, 2011http://www.youtube.com/watch?v=fVhggGSjXVg<br />

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