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INTRODUCTION:- 
For generations, humans have fantasized about the ability to communicate and 
interact with machines through thought alone or to create devices that can peer into 
person’s mind and thoughts. These ideas have captured the imagination of 
humankind in the form of ancient myths and modern science fiction stories. 
However, it is only recently that advances in cognitive neuroscience and brain 
imaging technologies have started to provide us with the ability to interface 
directly with the human brain. This ability is made possible through the use of 
sensors that can monitor some of the physical processes that occur within the brain 
that correspond with certain forms of thought. 
Primarily driven by growing societal recognition for the needs of people with 
physical disabilities, researchers have used these technologies to build brain 
computer interfaces (BCIs), communication systems that do not depend on the 
brain’s normal output pathways of peripheral nerves and muscles. Direct brain-computer 
interfaces (BCI) is a developing field that has been adding this new 
dimension of functionality to HCI (Human Computer Interaction). BCI has created 
a novel communication channel, especially for those users who are unable to 
generate necessary muscular movements to use typical HCI devices. 
WHAT IS BCI:- 
A Brain–Computer Interface (BCI), often called a Mind-Machine Interface (MMI), 
or sometimes called a Direct Neural Interface (DNI), Synthetic Telepathy Interface 
(STI) or a Brain–Machine Interface (BMI), is a direct communication pathway 
between the brain and an external device. In other words, Brain-computer interface 
(BCI) is a collaboration between a brain and a device that enables signals from the 
brain to direct some external activity, such as control of a cursor or a prosthetic 
limb. The interface enables a direct communications pathway between the brain 
and the object to be controlled. BCIs are often directed at assisting, augmenting, or 
repairing human cognitive or sensory-motor functions. In the case of cursor 
control, for example, the signal is transmitted directly from the brain to the
mechanism directing the cursor, rather than taking the normal route through the 
body's neuromuscular system from the brain to the finger on a mouse. 
The potential of BCI systems for helping handicapped people is obvious. In these 
systems, users explicitly manipulate their brain activity instead of using motor 
movements to produce signals that can be used to control computers or 
communication devices. The reason a BCI works at all is because of the way our 
brains function. Our brains are filled with neurons, individual nerve cells 
connected to one another by dendrites and axons. Every time we think, move, feel 
or remember something, our neurons are at work. That work is carried out by small 
electric signals that zip from neuron to neuron as fast as 250 mph. The signals are 
generated by differences in electric potential carried by ions on the membrane of 
each neuron. 
Although the paths the signals take are insulated by something called myelin, some 
of the electric signal escapes. Scientists can detect those signals, interpret what 
they mean and use them to direct a device of some kind. It can also work the other 
way around. For example, researchers could figure out what signals are sent to the 
brain by the optic nerve when someone sees the color red. They could rig a camera 
that would send those exact signals into someone's brain whenever the camera saw 
red, allowing a blind person to "see" without eyes. 
Working Principle of BCI
There are several computer interfaces designed for disabled people. Most of these 
systems, however, require some sort of reliable muscular control such as neck, 
head, eyes, or other facial muscles. It is important to note that although requiring 
only neural activity, BCI utilizes neural activity generated voluntarily by the user. 
Interfaces based on involuntary neural activity, such as those generated during an 
epileptic seizure, utilize many of the same components and principles as BCI, but 
are not included in this field. BCI systems, therefore, are especially useful for 
severely disabled, or locked-in, individuals with no reliable muscular control to 
interact with their surroundings. 
HISTORY OF BCI:- 
The history of brain–computer interfaces (BCIs) starts with Hans Berger's 
discovery of the electrical activity of the human brain and the development of 
electroencephalography (EEG). In 1924 Berger was the first to record human brain 
activity by means of EEG. Berger was able to identify oscillatory activity in the 
brain by analyzing EEG traces. Following the work of Hans Berger in 1929 on a 
device that later came to be known as Electro Encephalogram (EEG), which could 
record electrical potentials generated by brain activity, there was speculation that 
perhaps devices could be controlled by using these signals. 
HANS BERGER BERGER’S PATIENT
For a long time, however, this remained a speculation. As reviewed by Wolpaw 
and colleagues, 40 years later, in the 1970s, researchers were able to develop 
primitive control systems based on electrical activity recorded from the head. The 
Pentagon's Defence Advanced Research Projects Agency (DARPA), the same 
agency involved in developing the first versions of the Internet, funded research 
focused on developing bionic devices that would aid soldiers. Early research, 
conducted by George Lawrence and coworkers, focused on developing techniques 
to improve the performance of soldiers in tasks that had high mental loads. His 
research produced a lot of insight on methods of autoregulation and cognitive 
biofeedback, but did not produce any usable devices. 
DARPA logo 
DARPA expanded its focus toward a more general field of biocybemetics. The 
goal was to explore the possibility of controlling devices through the real-time 
computerized processing of any biological signal. Jacques Vidal from UCLA's 
Brain-Computer Interface Laboratory provided evidence that single-trial visual-evoked 
potentials could be used as a communication channel effective enough to 
control a cursor through a two-dimensional maze. 
Work by Vidal and other groups proved that signals from brain activity could be 
used to effectively communicate a user's intent. It also created a clear-cut 
separation between those systems utilizing EEG activity and those that used EMG 
(electromyogram) activity generated from scalp or facial muscular movements. 
Future work expanded BCI systems to use neural activity signals recorded not only 
by EEG but also by other imaging techniques. 
At the European Research and Innovation Exhibition in Paris in June 2006, 
American scientist Peter Brunner composed a message simply by concentrating on 
a display. Brunner wore a close-fitting (but completely external) cap fitted with a
number of electrodes. Electroencephalographic (EEG) activity from Brunner's 
brain was picked up by the cap's electrodes and the information used, along with 
software, to identify specific letters or characters for the message. 
The BCI Brunner demonstrated is based on a method called the Wadsworth 
system. Like other EEG-based BCI technologies, the Wadsworth system uses 
adaptive algorithm s and pattern-matching techniques to facilitate communication. 
Both user and software are expected to adapt and learn, making the process more 
efficient with practice. 
Peter Brunner 
During the presentation, a message was displayed from an American 
neurobiologist who uses the system to continue working, despite suffering from 
amyotrophic lateral sclerosis (Lou Gehrig's disease). Although the scientist can no 
longer move even his eyes, he was able to send the following e-mail message: "I 
am a neuroscientist wHo (sic) couldn't work without BCI. I am writing this with 
my EEG courtesy of the Wadsworth Center Brain-Computer Interface Research 
Program." 
BASIC COMPONENTS OF BCI:- 
To understand the requirements of basic research in BCI, it is important to put it in 
the context of the entire BCI system. The recent work of Mason and Birch (2003), 
which is adapted in this section, presented a general functional model for BCI 
systems upon which a universal vocabulary could be developed and different BCI 
systems could be compared in a unified framework. The goal of a BCI system is to 
allow the user to interact with the device. This interaction is enabled through a
variety of intermediary functional components, control signals, and feedback loops 
as detailed in the following figure. Intermediary functional components perform 
specific functions in converting intent into action. By definition, this means that 
the user and the device are also integral parts of a BCI system. Interaction is also 
made possible through feedback loops that serve to inform each component in the 
system of the state of one or more components. 
Functional components and feedback loops in a brain-computer interface system 
The user's brain activity is measured by the electrodes and then amplified and 
signal-conditioned by the amplifier. The feature extractor transforms raw signals 
into relevant feature vectors, which are classified into logical controls by the 
feature translator. The control interface converts the logical controls into semantic 
controls that are passed onto the device controller. The device controller changes 
the semantic controls into physical device-specific commands that are executed by 
the device. The BCI system, therefore, can convert the user's intent into device 
action. 
A notable experiment has been conducted by Nicolelis and Chapin (2002) on 
monkeys to control a robot arm in real time by electrical discharge recorded by 
microwires that lay beside a single motor neuron. Various motor-control
parameters, including the direction of hand movement, gripping force, hand 
velocity, acceleration, three-dimensional position, etc., were derived from the 
parallel streams of neuronal activity by mathematic models. In this system, 
monkeys learn to produce complex hand movements in response to arbitrary 
sensory cues. The monkeys could exploit visual feedback to judge for themselves 
how well the robot could mimic their hand movements. Refer to following figure 
for a detailed description. 
Experimental design used to test a closed-loop control brain-machine interface for motor control in macaque 
monkeys. 
Chronically implanted microwire arrays are used to sample the extracellular 
activity of populations of neurons in several cortical motor regions. Linear and 
nonlinear real-time models are used to extract various motor-control signals from 
raw brain activity. The outputs of these models are used to control the movements 
of a robot arm. For instance, while one model might provide a velocity signal to 
move the robot arm, another model, running in parallel, might extract a force
signal that can be used to allow a robot gripper to hold an object during an arm 
movement. Artificial visual and tactile feedback signals are used to inform the 
animal about the performance of a robot arm controlled by brain-derived signals. 
Visual feedback is provided by using a moving cursor on a video screen to inform 
the animal about the position of the robot arm in space. Artificial tactile and 
proprioceptive feedback is delivered by a series of small vibromechanical elements 
attached to the animal's arm. This haptic display is used to inform the animal about 
the performance of the robot arm gripper (whether the gripper has encountered an 
object in space, or whether the gripper is applying enough force to hold a particular 
object). ANN, artificial neural network; LAN, local area network. 
TECHNIQUES:- 
 INVASIVE TECHNIQUE:- 
In a different system, individual electrodes in the Utah electrode are tapered to a 
tip, with diameters <90 (xm at their base, and they penetrate only 1-2 mm into the 
brain. Invasive techniques cause significant amount of discomfort and risk to the 
patient. Researchers use them in human subjects only if it will provide 
considerable improvement in functionality over available noninvasive methods. A 
majority of the initial research, therefore, is conducted in animals, especially 
monkeys and rats, and is also called the brain-machine interface (BMI). Research 
in these animals has led to the rapid development of microelectronics that enables 
recording electrophysiological activities from a small group of neurons or even a 
single neuron. Present technology allows reliable simultaneous sampling of 50-200 
neurons, distributed across multiple cortical areas of small primates, for a period of 
a few years.
Recording brain activity using invasive signal acquisition methods 
Cone-shaped glass electrodes are implanted through the skull and directly into 
specific neurons in the brain. The electrode is filled with a neurotrophic factor that 
causes neurites to grow into the cone and contact one of the gold wires that 
transmits the electrical activity to the receiver unit outside the head and then 
amplified and transmitted to the BCI control using a transmitter. 
The advantage of these types of invasive techniques is the high spatial and 
temporal resolution that can be achieved, as recordings can be made from 
individual neurons at very high sampling rates. Intracranially recorded signals 
could obtain more information and allow quicker responses, which might lead to 
decreased requirements of training and attention (Sanchez et al, 2004). Several 
issues, however, have to be considered (Lauer et al, 2000). First, the long-term 
stability of the signal over days and years is hard to achieve. The user should be 
able to consistently generate the control signal reliably without the need for 
frequent retuning. Second is the issue of cortical plasticity following a spinal cord 
injury. It has been hypothesized that the motor cortex undergoes reorganization 
after a spinal cord injury, but the degree is unknown (Brouwer and Hopkins - 
Rosseel, 1997). Finally, if a neuroprosthesis that requires a stimulus to the disabled 
limb is used, this stimulus would also produce a significant artifact on the scalp 
that might interfere with the signal of interest.
 NON-INVASIVE TECHNIQUE:- 
There are many methods of measuring brain activity through noninvasive means. 
Noninvasive techniques reduce risk for users since they do not require surgery or 
permanent attachment to the device. Techniques such as computerized tomography 
(CT), positron electron tomography (PET), single-photon emission computed 
tomography (SPECT), magnetic resonance imaging (MRI), functional magnetic 
resonance imaging (fMRI), magnetoencephalography (MEG), and 
electroencephalography (EEG) have all been used to measure brain activity 
noninvasively. 
Many EEG-based BCI systems use an electrode placement strategy suggested by 
the International 10/20 system as detailed in following figure. For better spatial 
resolution, it is also common to use a variant of the 10/20 system that fills in the 
spaces between the electrodes of the 10/20 system with additional electrodes. 
Placement of electrodes for noninvasive signal acquisition using an electroencephalogram (EEG)
This standardized arrangement of electrodes over the scalp is known as the 
International 10/20 system and ensures ample coverage of all parts of the head. 
The exact positions for each electrode are at the intersection of the lines calculated 
from measurements between standard skull landmarks. The letter at each electrode 
identifies the particular subcranial lobe (FP, prefrontal lobe; F, frontal lobe; T, 
temporal lobe; C, central lobe; P, parietal lobe; O, occipital lobe). The number or 
the second letter identifies its hemispherical location (Z, denoting line zero refers 
to an electrode placed along the cerebrum's midline; even numbers represent the 
right hemisphere; odd numbers represent the left hemisphere. The numbers are in 
ascending order with increasing distance from the midline). 
 NOTE: Signals captured through invasive or noninvasive methods contain 
a lot of noise. The first step in feature extraction and translation is to remove 
noise. This is followed by selection of relevant features through several 
feature extraction techniques that focus on maximizing the signal-to-noise 
ratio. Finally, feature translation techniques are used to classify the relevant 
features into one of the possible states. This is illustrated in following figure: 
Processing steps required to convert user's intent, encoded in the raw signal, into device action 
BCI APPLICATION:- 
BCI applications can be broadly classified in two main categories, i.e., Non-medical 
applications, and Medical applications. 
NON-MEDICAL APPLICATION: 
BCIs have a wide range of applications that can be beneficial for users who do not 
necessarily have a medical indication to use one. This section provides an
overview of seven (high-level) application areas and a few examples within each 
area. 
1. DEVICE CONTROL: 
One of the driving forces behind the development of BCIs was the desire to 
give users who lack full control of their limbs access to devices and 
communication systems. Under these circumstances, users can already 
benefit from a device even if it has limited speed, accuracy and efficiency. 
For healthy users that have full muscular control, a BCI currently cannot act 
as a competitive source of control signals due to its limitation in bandwidth 
and accuracy. Also, the generation of control signals and the extraction of 
these from the brain signals may cause latency in the control loop of several 
hundreds of milliseconds or more that makes smooth closed-loop control 
impossible. The introduction of a form of shared control between the device 
and the user in which the latter gives more high level, open-loop commands 
may overcome the latency issue. However, it is possible, that healthy users 
could – for limited application scenarios – also benefit from either 
additional control channels or hands-free control. Examples include drivers, 
divers, and astronauts who need to keep their hands on the steering wheel, 
to swim, or to operate equipment. Brain-based control paradigms are 
developed for these applications in addition to, for instance, voice control. 
This field has a strong body of research work on single task situations and 
for patient users but lacks data on control in multi-task environments and 
for healthy users. Also, the surplus value over other hands-free input 
modalities such as voice or eye movement control must be shown. 
2. USER STATE MODELLING: 
The future generation user-system interfaces need to be able to understand 
and anticipate user’s state and user’s intentions. For instance, automobiles 
will react to driver drowsiness and virtual humans could convince users to 
follow their diet. These future implementations of so-called usersystem-symbiosis 
or affective computing [4] require systems to gather and interpret 
information on mental states such as emotions, attention, workload, fatigue,
stress, and mistakes. Another application field is the use of BCIs as a 
research tool in neuroscientific research. Compared to slower, lab-based 
functional imaging methods it can monitor the acting brain in real time and 
in the real world and thus help to understand the role of functional networks 
during behavioural tasks. Brain-based indices of these user states are 
extending physiological measures like heart rate variability and skin 
conduction and are thus complimentary to and not so much in competition 
with existing technology. There is a limited but fast growing body of 
knowledge for these applications and a very high societal impact and 
economic viability. High-end applications for e.g. air traffic controllers and 
professional drivers (i.e., driver drowsiness detectors) are seriously 
investigated and may have good spinoffs for the general public. Better user 
interfaces can have an important contribution to societal challenges such as 
providing access to electronic systems and services for all (including the 
aging population and people with cognitive challenges), a healthy life style 
and (traffic) safety. 
3. EVALUATION: 
Evaluation applications can be used in an online fashion (by constant 
monitoring) and an offline fashion. Neuromarketing and neuroergonomics 
are two evaluation examples. Neuroergonomics has a clear link to Human- 
Computer Interaction: it evaluates how well a technology matches human 
capabilities and limitations. An illustrative example is the recent research on 
cell phone use during driving: brain-imaging results show that even hands-free 
or voice activated use of a mobile phone is as dangerous as being 
under the influence of alcohol during driving. The body of evidence in this 
area is mainly based on fundamental neuroscientific studies and would 
benefit from a transition to more applied studies. The societal impact is rated 
low; it is merely a tool that adds to current evaluation tools but has no direct 
contribution to solving societal issues. The economic viability is potentially 
high: design and evaluation are relevant for many services and products 
(e.g., electronics, food, buildings). These methods should prove their added 
value over for instance questionnaires. 
4. TRAINING:
Most aspects of training are related to the brain and its plasticity. Measuring 
this plasticity and changes in the brain can help to improve training methods 
in general and an individual’s training schedule in particular. With respect to 
the latter, indicators such as learning state and rate of progress (novice / 
expert) are useful for automated training systems and virtual instructors. 
Currently, this application area is in a conceptual phase with limited 
experimental evidence. However, (permanent) education (also known as 
lifelong learning) and the need for efficient and effective (automated) 
tutoring systems have a good societal as well as economic impact, especially 
for societies with a knowledge-based economy, facing an aging population 
and/or requiring a flexible workforce. Applications may be both in a 
professional environment and for home use, making the price sensitivity 
difficult to rate. 
5. GAMING AND ENTERTAINMENT: 
The entertainment industry is often front runner in introducing new concepts 
and paradigms; among others in human-computer interaction for consumers 
(recent examples are 3D movies at home and gesture-based game 
controllers). Over the past few years, new games have been developed that 
are exclusively for use with a EEG headset by companies like Neurosky, 
Emotiv, Uncle Milton, MindGames, and Mattel. Additional, there is a 
general conviction that experiences of existing game and entertainment 
systems are enriched, intensified and/or extended by using BCIs, for 
example by tailoring games to the affective state of the user (immersion, 
flow, frustration, surprise etc.). For instance, several game designers linked 
mental states to the popular game World of WarcraftÂź so that the 
appearance of an avatar is no longer controlled through the keyboard, but 
reflects the mental state of the gamer. The first (mass) application of non-medical 
BCIs may actually be in the field of gaming/entertainment where 
the first stand-alone examples came to the market in 2009 and a broadening 
to console games may follow soon. We expect that successful applications 
will be based on state monitoring and not on the user directly controlling the 
game (although this can add a new fun factor to existing games). Although 
BCIs for gaming were suggested a decade ago, the research basis is still 
small but growing rapidly in a mainly application-driven manner and not
theory. The societal impact is judged low, but the economic viability is very 
high (according to a survey held by GameStrata - the leading online 
community for gamers - in 2008, an average North American gamer 
spends more than $30,500 on games and gaming hardware over their peak 
gaming years between 18 and 48). The price sensitivity is very high, with 
important requirements with regard to ease of use, amongst others. 
6. COGNITIVE IMPROVEMENT: 
Some argue that improvement of cognitive performance is an everyday 
reality, for instance through the use of coffee or tea. However, the debate 
about cognitive enhancement has gained importance, amongst others 
through the increased use of prescription drugs like Modafinil and Ritalin 
without a medical indication, by both students and professional workers. 
BCIs are also considered a means to improve cognitive functioning of 
healthy users. Neurofeedback training (brain activity alteration through 
operant conditioning), for instance to improve attention, working memory, 
and executive functions is relatively common among healthy users. Another 
potential application area is the optimized presentation of learning content. 
Although there is currently lack of good experimental data on its 
effects, the effect size is probably small and limited to specific cognitive 
tasks. Generally, there may be a thin line between medical and non-medical 
use of neurofeedback. 
7. SAFETY & SECURITY: 
EEG alone or combined EEG and eye movement data of expert observers 
could support the detection of deviant behaviour and suspicious objects. In 
an envisioned scenario an observer or multiple observers are watching 
CCTV recordings or baggage scans to detect deviant (suspicious or criminal) 
behaviour or objects. EEG and eye movements might be helpful to identify 
potential targets that may otherwise not be noticed consciously. Also, 
images may be inspected much faster than normal (RSVP paradigm). It is 
already known that eye fixations as well as event related potentials in the 
EEG reflect what is (unconsciously perceived as being) relevant, and that 
brain signals indicate relevant pictures in a rapidly presented stream of 
images up to 50 images per second. Other applications in this area include
using EEG in lie detection and person identification, but both are under 
fierce debate. The body of research shows that this application area can be 
considered a niche and the field is still in a concept development phase. 
Successful applications can contribute to societal issues, for instance 
regarding the safety of main transport hubs. The niche character makes the 
economic viability limited and the horizon to application 5-10 years away. 
MEIDCAL APPLICATIONS: 
Over the past 30 years, many BCI systems have been developed that have targeted 
different applications. However, the main goal of all of them is to 
translate the intent of the user into an action without using the periphery nerves 
and muscles. Because of the number of methods in feature extraction and 
translation and the increasing target audience, it became difficult to make a 
universal scoring method to compare different systems. However there have been 
a few successful trials to make a general framework for BCI design technology. 
Researchers at Keim and Aunon developed a BCI system for patients with severe 
physical disabilities that enabled them to spell a specific code words. They placed 
electrodes on the whole surface of the scalp, enabling the system to detect the 
difference in lateralized spectral power levels. Farwell Donchin developed a BCI 
system to type words by making the user select letters and words from a display. 
The system flashes letters randomly on a 6 by 6 matrix on the screen while the 
user thinks about the next letter they want to type. They used the P300 signal 
obtained from several electrodes on the scalp to control the BCI system. 
Rebsamen et al. developed a brain-controlled wheelchair (The Aware Chair). 
They adopted the widely used P300 component method. It was claimed in this 
work that users can navigate inside a typical office or hospital with a BCI 
controlled wheelchair safely but slowly.
Aware Chair Control Interface 
DRAWBACKS & INNOVATORS: 
Although we already understand the basic principles behind BCIs, they don't work 
perfectly. There are several reasons for this: 
1. The brain is incredibly complex. To say that all thoughts or actions are the result of 
simple electric signals in the brain is a gross understatement. There are about 100 
billion neurons in a human brain. Each neuron is constantly sending and receiving 
signals through a complex web of connections. There are chemical processes 
involved as well, which EEGs can't pick up on. 
2. The signal is weak and prone to interference. EEGs measure tiny voltage 
potentials. Something as simple as the blinking eyelids of the subject can generate 
much stronger signals. Refinements in EEGs and implants will probably overcome 
this problem to some extent in the future, but for now, reading brain signals is like 
listening to a bad phone connection. There's lots of static. 
3. The equipment is less than portable. It's far better than it used to be -- early systems 
were hardwired to massive mainframe computers. But some BCIs still require a 
wired connection to the equipment, and those that are wireless require the subject 
to carry a computer that can weigh around 10 pounds. Like all technology, this will 
surely become lighter and more wireless in the future. 
BCI Innovators 
A few companies are pioneers in the field of BCI. Most of them are still in the 
research stages, though a few products are offered commercially.
 Neural Signals is developing technology to restore speech to disabled people. An 
implant in an area of the brain associated with speech (Broca's area) would 
transmit signals to a computer and then to a speaker. With training, the subject 
could learn to think each of the 39 phonemes in the English language and 
reconstruct speech through the computer and speaker. 
 NASA has researched a similar system, although it reads electric signals from 
the nerves in the mouth and throat area, rather than directly from the brain. They 
succeeded in performing a Web search by mentally "typing" the term "NASA" into 
Google. 
 Cyberkinetics Neurotechnology Systems is marketing the BrainGate, a neural 
interface system that allows disabled people to control a wheelchair, robotic 
prosthesis or computer cursor. 
 Japanese researchers have developed a preliminary BCI that allows the user to 
control their avatar in the online world Second Life. 
CONCLUSION: 
A brain–computer interface is a communication and control channel that does not 
depend on the brain’s normal output pathways of peripheral nerves and muscles. 
At present, the main impetus to BCI research and development is the expectation 
that BCI technology will be valuable for those whose severe neuromuscular 
disabilities prevent them from using conventional augmentative communication 
methods. These individuals include many with advanced amyotrophic lateral 
sclerosis (ALS), brainstem stroke, and severe cerebral palsy. 
Successful BCI operation requires that the user acquire and maintain a new skill, a 
skill that consists not of muscle control but rather of control of EEG or single-unit 
activity. BCI inputs include slow cortical potentials, P300 evoked potentials, and 
rhythms from sensorimotor cortex, and single unit activity from motor cortex. 
Recording methodologies seek to maximize signal-to-noise ratio. Noise consists 
of EMG, EOG, and other activity from sources outside the brain, as well as brain 
activity different from the specific rhythms or evoked potentials that comprise the 
BCI input. A variety of temporal and spatial filters can reduce such noise and 
thereby increase the signal-to-noise ratio. BCI translation algorithms include 
linear equations, neural networks, and numerous other classification techniques.
The most difficult aspect of their design and implementation is the need for 
continuing adaptation to the characteristics of the input provided by the user. BCI 
development depends on close interdisciplinary cooperation between 
neuroscientists, engineers, psychologists, computer scientists, and rehabilitation 
specialists. It would benefit from general acceptance and application of objective 
methods for evaluating translation algorithms, user training protocols, and other 
key aspects of BCI operations. Evaluations in terms of information transfer rate 
and in terms of usefulness in specific applications are both important. Appropriate 
user populations must be identified, and BCI applications must be configured to 
meet their most important needs. The assessment of needs should focus on the 
actual desires of individual users rather than on preconceived notions about what 
these users ought to want. 
Similarly, evaluation of specific applications ultimately rests on the extent to 
which people actually use them in their daily lives. Continuation and acceleration 
of recent progress in BCI research and development requires increased focus on 
the production of peer-reviewed research articles in high quality journals. 
Research would also benefit from identification and widespread utilization of 
appropriate venues for presentations (e.g., the Society for Neuroscience Annual 
Meeting), and from appropriately conservative response to media attention. For 
the near future, research funding will depend primarily on public agencies and 
private foundations that fund research directed at the needs of those with severe 
motor disabilities. With further increases in speed, accuracy, and range of 
applications, BCI technology could become applicable to larger populations and 
could thereby engage the interest and resources of private industry.
REFERENCES 
1. Niels Birbaumer, P. Hunter Backham, “Brain Computer Interface 
Technology: A Review of First International Meeting”, IEEE Transactions 
on Rehabilitation Engineering, Vol.8, No.2, June 2000. 
2. Anirudh Vallabhaneni, Tao Wang, “Brain Computer Interface”, University 
of Illinois, Chicago, 2005. 
3. Haider Hussein Alwaiti, Ishak Aris, “Brain Computer Interface Design & 
Applications: Challenges & Future”, World Applied Journal 11, 2010. 
4. Jan B. F. Vanerp, Fabien Lotte, “Brain-Computer Interfaces for Non- 
Medical Applications: How to Move Forward”, Computer-IEEE Computer 
Society-45, April 2012. 
5. http://computer.howstuffworks.com/brain-computer-interface.htm 
6. en.wikipedia.org/wiki/Brain–computer_interface 
7. www.braincomputerinterface.com/
SHRI RAM COLLEGE OF ENGINEERING 
& MANAGEMENT, BANMORE (M.P.) 
SEMINAR FILE 
ON 
BRAIN-COMPUTER INTERFACE (BCI)
Submitted to 
submitted by 
Mr Abhay Khedkar Devendra 
Singh Tomar 
(HOD ECE DEPT.) 
0904EC111038 
CONTENTS 
 INTRODUCTION 
 WHAT IS BCI 
 HISTORY OF BCI 
 BASIC COMPONENTS OF BCI 
 TECHNIQUES 
 INVASIVE TECHNIQUE 
 NON-INVASIVE TECHNIQUE 
 BCI APPLICATION 
 NON-MEDICAL APPLICATION 
o DEVICE CONTROL
o USER STATE MODELLING 
o EVALUATION 
o TRAINING 
o GAMING AND ENTERTAINMENT 
o COGNITIVE IMPROVEMENT 
o SAFETY & SECURITY 
 MEIDCAL APPLICATIONS 
 DRAWBACKS & INNOVATORS 
 CONCLUSION

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Brain Computer Interface WORD FILE

  • 1. INTRODUCTION:- For generations, humans have fantasized about the ability to communicate and interact with machines through thought alone or to create devices that can peer into person’s mind and thoughts. These ideas have captured the imagination of humankind in the form of ancient myths and modern science fiction stories. However, it is only recently that advances in cognitive neuroscience and brain imaging technologies have started to provide us with the ability to interface directly with the human brain. This ability is made possible through the use of sensors that can monitor some of the physical processes that occur within the brain that correspond with certain forms of thought. Primarily driven by growing societal recognition for the needs of people with physical disabilities, researchers have used these technologies to build brain computer interfaces (BCIs), communication systems that do not depend on the brain’s normal output pathways of peripheral nerves and muscles. Direct brain-computer interfaces (BCI) is a developing field that has been adding this new dimension of functionality to HCI (Human Computer Interaction). BCI has created a novel communication channel, especially for those users who are unable to generate necessary muscular movements to use typical HCI devices. WHAT IS BCI:- A Brain–Computer Interface (BCI), often called a Mind-Machine Interface (MMI), or sometimes called a Direct Neural Interface (DNI), Synthetic Telepathy Interface (STI) or a Brain–Machine Interface (BMI), is a direct communication pathway between the brain and an external device. In other words, Brain-computer interface (BCI) is a collaboration between a brain and a device that enables signals from the brain to direct some external activity, such as control of a cursor or a prosthetic limb. The interface enables a direct communications pathway between the brain and the object to be controlled. BCIs are often directed at assisting, augmenting, or repairing human cognitive or sensory-motor functions. In the case of cursor control, for example, the signal is transmitted directly from the brain to the
  • 2. mechanism directing the cursor, rather than taking the normal route through the body's neuromuscular system from the brain to the finger on a mouse. The potential of BCI systems for helping handicapped people is obvious. In these systems, users explicitly manipulate their brain activity instead of using motor movements to produce signals that can be used to control computers or communication devices. The reason a BCI works at all is because of the way our brains function. Our brains are filled with neurons, individual nerve cells connected to one another by dendrites and axons. Every time we think, move, feel or remember something, our neurons are at work. That work is carried out by small electric signals that zip from neuron to neuron as fast as 250 mph. The signals are generated by differences in electric potential carried by ions on the membrane of each neuron. Although the paths the signals take are insulated by something called myelin, some of the electric signal escapes. Scientists can detect those signals, interpret what they mean and use them to direct a device of some kind. It can also work the other way around. For example, researchers could figure out what signals are sent to the brain by the optic nerve when someone sees the color red. They could rig a camera that would send those exact signals into someone's brain whenever the camera saw red, allowing a blind person to "see" without eyes. Working Principle of BCI
  • 3. There are several computer interfaces designed for disabled people. Most of these systems, however, require some sort of reliable muscular control such as neck, head, eyes, or other facial muscles. It is important to note that although requiring only neural activity, BCI utilizes neural activity generated voluntarily by the user. Interfaces based on involuntary neural activity, such as those generated during an epileptic seizure, utilize many of the same components and principles as BCI, but are not included in this field. BCI systems, therefore, are especially useful for severely disabled, or locked-in, individuals with no reliable muscular control to interact with their surroundings. HISTORY OF BCI:- The history of brain–computer interfaces (BCIs) starts with Hans Berger's discovery of the electrical activity of the human brain and the development of electroencephalography (EEG). In 1924 Berger was the first to record human brain activity by means of EEG. Berger was able to identify oscillatory activity in the brain by analyzing EEG traces. Following the work of Hans Berger in 1929 on a device that later came to be known as Electro Encephalogram (EEG), which could record electrical potentials generated by brain activity, there was speculation that perhaps devices could be controlled by using these signals. HANS BERGER BERGER’S PATIENT
  • 4. For a long time, however, this remained a speculation. As reviewed by Wolpaw and colleagues, 40 years later, in the 1970s, researchers were able to develop primitive control systems based on electrical activity recorded from the head. The Pentagon's Defence Advanced Research Projects Agency (DARPA), the same agency involved in developing the first versions of the Internet, funded research focused on developing bionic devices that would aid soldiers. Early research, conducted by George Lawrence and coworkers, focused on developing techniques to improve the performance of soldiers in tasks that had high mental loads. His research produced a lot of insight on methods of autoregulation and cognitive biofeedback, but did not produce any usable devices. DARPA logo DARPA expanded its focus toward a more general field of biocybemetics. The goal was to explore the possibility of controlling devices through the real-time computerized processing of any biological signal. Jacques Vidal from UCLA's Brain-Computer Interface Laboratory provided evidence that single-trial visual-evoked potentials could be used as a communication channel effective enough to control a cursor through a two-dimensional maze. Work by Vidal and other groups proved that signals from brain activity could be used to effectively communicate a user's intent. It also created a clear-cut separation between those systems utilizing EEG activity and those that used EMG (electromyogram) activity generated from scalp or facial muscular movements. Future work expanded BCI systems to use neural activity signals recorded not only by EEG but also by other imaging techniques. At the European Research and Innovation Exhibition in Paris in June 2006, American scientist Peter Brunner composed a message simply by concentrating on a display. Brunner wore a close-fitting (but completely external) cap fitted with a
  • 5. number of electrodes. Electroencephalographic (EEG) activity from Brunner's brain was picked up by the cap's electrodes and the information used, along with software, to identify specific letters or characters for the message. The BCI Brunner demonstrated is based on a method called the Wadsworth system. Like other EEG-based BCI technologies, the Wadsworth system uses adaptive algorithm s and pattern-matching techniques to facilitate communication. Both user and software are expected to adapt and learn, making the process more efficient with practice. Peter Brunner During the presentation, a message was displayed from an American neurobiologist who uses the system to continue working, despite suffering from amyotrophic lateral sclerosis (Lou Gehrig's disease). Although the scientist can no longer move even his eyes, he was able to send the following e-mail message: "I am a neuroscientist wHo (sic) couldn't work without BCI. I am writing this with my EEG courtesy of the Wadsworth Center Brain-Computer Interface Research Program." BASIC COMPONENTS OF BCI:- To understand the requirements of basic research in BCI, it is important to put it in the context of the entire BCI system. The recent work of Mason and Birch (2003), which is adapted in this section, presented a general functional model for BCI systems upon which a universal vocabulary could be developed and different BCI systems could be compared in a unified framework. The goal of a BCI system is to allow the user to interact with the device. This interaction is enabled through a
  • 6. variety of intermediary functional components, control signals, and feedback loops as detailed in the following figure. Intermediary functional components perform specific functions in converting intent into action. By definition, this means that the user and the device are also integral parts of a BCI system. Interaction is also made possible through feedback loops that serve to inform each component in the system of the state of one or more components. Functional components and feedback loops in a brain-computer interface system The user's brain activity is measured by the electrodes and then amplified and signal-conditioned by the amplifier. The feature extractor transforms raw signals into relevant feature vectors, which are classified into logical controls by the feature translator. The control interface converts the logical controls into semantic controls that are passed onto the device controller. The device controller changes the semantic controls into physical device-specific commands that are executed by the device. The BCI system, therefore, can convert the user's intent into device action. A notable experiment has been conducted by Nicolelis and Chapin (2002) on monkeys to control a robot arm in real time by electrical discharge recorded by microwires that lay beside a single motor neuron. Various motor-control
  • 7. parameters, including the direction of hand movement, gripping force, hand velocity, acceleration, three-dimensional position, etc., were derived from the parallel streams of neuronal activity by mathematic models. In this system, monkeys learn to produce complex hand movements in response to arbitrary sensory cues. The monkeys could exploit visual feedback to judge for themselves how well the robot could mimic their hand movements. Refer to following figure for a detailed description. Experimental design used to test a closed-loop control brain-machine interface for motor control in macaque monkeys. Chronically implanted microwire arrays are used to sample the extracellular activity of populations of neurons in several cortical motor regions. Linear and nonlinear real-time models are used to extract various motor-control signals from raw brain activity. The outputs of these models are used to control the movements of a robot arm. For instance, while one model might provide a velocity signal to move the robot arm, another model, running in parallel, might extract a force
  • 8. signal that can be used to allow a robot gripper to hold an object during an arm movement. Artificial visual and tactile feedback signals are used to inform the animal about the performance of a robot arm controlled by brain-derived signals. Visual feedback is provided by using a moving cursor on a video screen to inform the animal about the position of the robot arm in space. Artificial tactile and proprioceptive feedback is delivered by a series of small vibromechanical elements attached to the animal's arm. This haptic display is used to inform the animal about the performance of the robot arm gripper (whether the gripper has encountered an object in space, or whether the gripper is applying enough force to hold a particular object). ANN, artificial neural network; LAN, local area network. TECHNIQUES:-  INVASIVE TECHNIQUE:- In a different system, individual electrodes in the Utah electrode are tapered to a tip, with diameters <90 (xm at their base, and they penetrate only 1-2 mm into the brain. Invasive techniques cause significant amount of discomfort and risk to the patient. Researchers use them in human subjects only if it will provide considerable improvement in functionality over available noninvasive methods. A majority of the initial research, therefore, is conducted in animals, especially monkeys and rats, and is also called the brain-machine interface (BMI). Research in these animals has led to the rapid development of microelectronics that enables recording electrophysiological activities from a small group of neurons or even a single neuron. Present technology allows reliable simultaneous sampling of 50-200 neurons, distributed across multiple cortical areas of small primates, for a period of a few years.
  • 9. Recording brain activity using invasive signal acquisition methods Cone-shaped glass electrodes are implanted through the skull and directly into specific neurons in the brain. The electrode is filled with a neurotrophic factor that causes neurites to grow into the cone and contact one of the gold wires that transmits the electrical activity to the receiver unit outside the head and then amplified and transmitted to the BCI control using a transmitter. The advantage of these types of invasive techniques is the high spatial and temporal resolution that can be achieved, as recordings can be made from individual neurons at very high sampling rates. Intracranially recorded signals could obtain more information and allow quicker responses, which might lead to decreased requirements of training and attention (Sanchez et al, 2004). Several issues, however, have to be considered (Lauer et al, 2000). First, the long-term stability of the signal over days and years is hard to achieve. The user should be able to consistently generate the control signal reliably without the need for frequent retuning. Second is the issue of cortical plasticity following a spinal cord injury. It has been hypothesized that the motor cortex undergoes reorganization after a spinal cord injury, but the degree is unknown (Brouwer and Hopkins - Rosseel, 1997). Finally, if a neuroprosthesis that requires a stimulus to the disabled limb is used, this stimulus would also produce a significant artifact on the scalp that might interfere with the signal of interest.
  • 10.  NON-INVASIVE TECHNIQUE:- There are many methods of measuring brain activity through noninvasive means. Noninvasive techniques reduce risk for users since they do not require surgery or permanent attachment to the device. Techniques such as computerized tomography (CT), positron electron tomography (PET), single-photon emission computed tomography (SPECT), magnetic resonance imaging (MRI), functional magnetic resonance imaging (fMRI), magnetoencephalography (MEG), and electroencephalography (EEG) have all been used to measure brain activity noninvasively. Many EEG-based BCI systems use an electrode placement strategy suggested by the International 10/20 system as detailed in following figure. For better spatial resolution, it is also common to use a variant of the 10/20 system that fills in the spaces between the electrodes of the 10/20 system with additional electrodes. Placement of electrodes for noninvasive signal acquisition using an electroencephalogram (EEG)
  • 11. This standardized arrangement of electrodes over the scalp is known as the International 10/20 system and ensures ample coverage of all parts of the head. The exact positions for each electrode are at the intersection of the lines calculated from measurements between standard skull landmarks. The letter at each electrode identifies the particular subcranial lobe (FP, prefrontal lobe; F, frontal lobe; T, temporal lobe; C, central lobe; P, parietal lobe; O, occipital lobe). The number or the second letter identifies its hemispherical location (Z, denoting line zero refers to an electrode placed along the cerebrum's midline; even numbers represent the right hemisphere; odd numbers represent the left hemisphere. The numbers are in ascending order with increasing distance from the midline).  NOTE: Signals captured through invasive or noninvasive methods contain a lot of noise. The first step in feature extraction and translation is to remove noise. This is followed by selection of relevant features through several feature extraction techniques that focus on maximizing the signal-to-noise ratio. Finally, feature translation techniques are used to classify the relevant features into one of the possible states. This is illustrated in following figure: Processing steps required to convert user's intent, encoded in the raw signal, into device action BCI APPLICATION:- BCI applications can be broadly classified in two main categories, i.e., Non-medical applications, and Medical applications. NON-MEDICAL APPLICATION: BCIs have a wide range of applications that can be beneficial for users who do not necessarily have a medical indication to use one. This section provides an
  • 12. overview of seven (high-level) application areas and a few examples within each area. 1. DEVICE CONTROL: One of the driving forces behind the development of BCIs was the desire to give users who lack full control of their limbs access to devices and communication systems. Under these circumstances, users can already benefit from a device even if it has limited speed, accuracy and efficiency. For healthy users that have full muscular control, a BCI currently cannot act as a competitive source of control signals due to its limitation in bandwidth and accuracy. Also, the generation of control signals and the extraction of these from the brain signals may cause latency in the control loop of several hundreds of milliseconds or more that makes smooth closed-loop control impossible. The introduction of a form of shared control between the device and the user in which the latter gives more high level, open-loop commands may overcome the latency issue. However, it is possible, that healthy users could – for limited application scenarios – also benefit from either additional control channels or hands-free control. Examples include drivers, divers, and astronauts who need to keep their hands on the steering wheel, to swim, or to operate equipment. Brain-based control paradigms are developed for these applications in addition to, for instance, voice control. This field has a strong body of research work on single task situations and for patient users but lacks data on control in multi-task environments and for healthy users. Also, the surplus value over other hands-free input modalities such as voice or eye movement control must be shown. 2. USER STATE MODELLING: The future generation user-system interfaces need to be able to understand and anticipate user’s state and user’s intentions. For instance, automobiles will react to driver drowsiness and virtual humans could convince users to follow their diet. These future implementations of so-called usersystem-symbiosis or affective computing [4] require systems to gather and interpret information on mental states such as emotions, attention, workload, fatigue,
  • 13. stress, and mistakes. Another application field is the use of BCIs as a research tool in neuroscientific research. Compared to slower, lab-based functional imaging methods it can monitor the acting brain in real time and in the real world and thus help to understand the role of functional networks during behavioural tasks. Brain-based indices of these user states are extending physiological measures like heart rate variability and skin conduction and are thus complimentary to and not so much in competition with existing technology. There is a limited but fast growing body of knowledge for these applications and a very high societal impact and economic viability. High-end applications for e.g. air traffic controllers and professional drivers (i.e., driver drowsiness detectors) are seriously investigated and may have good spinoffs for the general public. Better user interfaces can have an important contribution to societal challenges such as providing access to electronic systems and services for all (including the aging population and people with cognitive challenges), a healthy life style and (traffic) safety. 3. EVALUATION: Evaluation applications can be used in an online fashion (by constant monitoring) and an offline fashion. Neuromarketing and neuroergonomics are two evaluation examples. Neuroergonomics has a clear link to Human- Computer Interaction: it evaluates how well a technology matches human capabilities and limitations. An illustrative example is the recent research on cell phone use during driving: brain-imaging results show that even hands-free or voice activated use of a mobile phone is as dangerous as being under the influence of alcohol during driving. The body of evidence in this area is mainly based on fundamental neuroscientific studies and would benefit from a transition to more applied studies. The societal impact is rated low; it is merely a tool that adds to current evaluation tools but has no direct contribution to solving societal issues. The economic viability is potentially high: design and evaluation are relevant for many services and products (e.g., electronics, food, buildings). These methods should prove their added value over for instance questionnaires. 4. TRAINING:
  • 14. Most aspects of training are related to the brain and its plasticity. Measuring this plasticity and changes in the brain can help to improve training methods in general and an individual’s training schedule in particular. With respect to the latter, indicators such as learning state and rate of progress (novice / expert) are useful for automated training systems and virtual instructors. Currently, this application area is in a conceptual phase with limited experimental evidence. However, (permanent) education (also known as lifelong learning) and the need for efficient and effective (automated) tutoring systems have a good societal as well as economic impact, especially for societies with a knowledge-based economy, facing an aging population and/or requiring a flexible workforce. Applications may be both in a professional environment and for home use, making the price sensitivity difficult to rate. 5. GAMING AND ENTERTAINMENT: The entertainment industry is often front runner in introducing new concepts and paradigms; among others in human-computer interaction for consumers (recent examples are 3D movies at home and gesture-based game controllers). Over the past few years, new games have been developed that are exclusively for use with a EEG headset by companies like Neurosky, Emotiv, Uncle Milton, MindGames, and Mattel. Additional, there is a general conviction that experiences of existing game and entertainment systems are enriched, intensified and/or extended by using BCIs, for example by tailoring games to the affective state of the user (immersion, flow, frustration, surprise etc.). For instance, several game designers linked mental states to the popular game World of WarcraftÂź so that the appearance of an avatar is no longer controlled through the keyboard, but reflects the mental state of the gamer. The first (mass) application of non-medical BCIs may actually be in the field of gaming/entertainment where the first stand-alone examples came to the market in 2009 and a broadening to console games may follow soon. We expect that successful applications will be based on state monitoring and not on the user directly controlling the game (although this can add a new fun factor to existing games). Although BCIs for gaming were suggested a decade ago, the research basis is still small but growing rapidly in a mainly application-driven manner and not
  • 15. theory. The societal impact is judged low, but the economic viability is very high (according to a survey held by GameStrata - the leading online community for gamers - in 2008, an average North American gamer spends more than $30,500 on games and gaming hardware over their peak gaming years between 18 and 48). The price sensitivity is very high, with important requirements with regard to ease of use, amongst others. 6. COGNITIVE IMPROVEMENT: Some argue that improvement of cognitive performance is an everyday reality, for instance through the use of coffee or tea. However, the debate about cognitive enhancement has gained importance, amongst others through the increased use of prescription drugs like Modafinil and Ritalin without a medical indication, by both students and professional workers. BCIs are also considered a means to improve cognitive functioning of healthy users. Neurofeedback training (brain activity alteration through operant conditioning), for instance to improve attention, working memory, and executive functions is relatively common among healthy users. Another potential application area is the optimized presentation of learning content. Although there is currently lack of good experimental data on its effects, the effect size is probably small and limited to specific cognitive tasks. Generally, there may be a thin line between medical and non-medical use of neurofeedback. 7. SAFETY & SECURITY: EEG alone or combined EEG and eye movement data of expert observers could support the detection of deviant behaviour and suspicious objects. In an envisioned scenario an observer or multiple observers are watching CCTV recordings or baggage scans to detect deviant (suspicious or criminal) behaviour or objects. EEG and eye movements might be helpful to identify potential targets that may otherwise not be noticed consciously. Also, images may be inspected much faster than normal (RSVP paradigm). It is already known that eye fixations as well as event related potentials in the EEG reflect what is (unconsciously perceived as being) relevant, and that brain signals indicate relevant pictures in a rapidly presented stream of images up to 50 images per second. Other applications in this area include
  • 16. using EEG in lie detection and person identification, but both are under fierce debate. The body of research shows that this application area can be considered a niche and the field is still in a concept development phase. Successful applications can contribute to societal issues, for instance regarding the safety of main transport hubs. The niche character makes the economic viability limited and the horizon to application 5-10 years away. MEIDCAL APPLICATIONS: Over the past 30 years, many BCI systems have been developed that have targeted different applications. However, the main goal of all of them is to translate the intent of the user into an action without using the periphery nerves and muscles. Because of the number of methods in feature extraction and translation and the increasing target audience, it became difficult to make a universal scoring method to compare different systems. However there have been a few successful trials to make a general framework for BCI design technology. Researchers at Keim and Aunon developed a BCI system for patients with severe physical disabilities that enabled them to spell a specific code words. They placed electrodes on the whole surface of the scalp, enabling the system to detect the difference in lateralized spectral power levels. Farwell Donchin developed a BCI system to type words by making the user select letters and words from a display. The system flashes letters randomly on a 6 by 6 matrix on the screen while the user thinks about the next letter they want to type. They used the P300 signal obtained from several electrodes on the scalp to control the BCI system. Rebsamen et al. developed a brain-controlled wheelchair (The Aware Chair). They adopted the widely used P300 component method. It was claimed in this work that users can navigate inside a typical office or hospital with a BCI controlled wheelchair safely but slowly.
  • 17. Aware Chair Control Interface DRAWBACKS & INNOVATORS: Although we already understand the basic principles behind BCIs, they don't work perfectly. There are several reasons for this: 1. The brain is incredibly complex. To say that all thoughts or actions are the result of simple electric signals in the brain is a gross understatement. There are about 100 billion neurons in a human brain. Each neuron is constantly sending and receiving signals through a complex web of connections. There are chemical processes involved as well, which EEGs can't pick up on. 2. The signal is weak and prone to interference. EEGs measure tiny voltage potentials. Something as simple as the blinking eyelids of the subject can generate much stronger signals. Refinements in EEGs and implants will probably overcome this problem to some extent in the future, but for now, reading brain signals is like listening to a bad phone connection. There's lots of static. 3. The equipment is less than portable. It's far better than it used to be -- early systems were hardwired to massive mainframe computers. But some BCIs still require a wired connection to the equipment, and those that are wireless require the subject to carry a computer that can weigh around 10 pounds. Like all technology, this will surely become lighter and more wireless in the future. BCI Innovators A few companies are pioneers in the field of BCI. Most of them are still in the research stages, though a few products are offered commercially.
  • 18.  Neural Signals is developing technology to restore speech to disabled people. An implant in an area of the brain associated with speech (Broca's area) would transmit signals to a computer and then to a speaker. With training, the subject could learn to think each of the 39 phonemes in the English language and reconstruct speech through the computer and speaker.  NASA has researched a similar system, although it reads electric signals from the nerves in the mouth and throat area, rather than directly from the brain. They succeeded in performing a Web search by mentally "typing" the term "NASA" into Google.  Cyberkinetics Neurotechnology Systems is marketing the BrainGate, a neural interface system that allows disabled people to control a wheelchair, robotic prosthesis or computer cursor.  Japanese researchers have developed a preliminary BCI that allows the user to control their avatar in the online world Second Life. CONCLUSION: A brain–computer interface is a communication and control channel that does not depend on the brain’s normal output pathways of peripheral nerves and muscles. At present, the main impetus to BCI research and development is the expectation that BCI technology will be valuable for those whose severe neuromuscular disabilities prevent them from using conventional augmentative communication methods. These individuals include many with advanced amyotrophic lateral sclerosis (ALS), brainstem stroke, and severe cerebral palsy. Successful BCI operation requires that the user acquire and maintain a new skill, a skill that consists not of muscle control but rather of control of EEG or single-unit activity. BCI inputs include slow cortical potentials, P300 evoked potentials, and rhythms from sensorimotor cortex, and single unit activity from motor cortex. Recording methodologies seek to maximize signal-to-noise ratio. Noise consists of EMG, EOG, and other activity from sources outside the brain, as well as brain activity different from the specific rhythms or evoked potentials that comprise the BCI input. A variety of temporal and spatial filters can reduce such noise and thereby increase the signal-to-noise ratio. BCI translation algorithms include linear equations, neural networks, and numerous other classification techniques.
  • 19. The most difficult aspect of their design and implementation is the need for continuing adaptation to the characteristics of the input provided by the user. BCI development depends on close interdisciplinary cooperation between neuroscientists, engineers, psychologists, computer scientists, and rehabilitation specialists. It would benefit from general acceptance and application of objective methods for evaluating translation algorithms, user training protocols, and other key aspects of BCI operations. Evaluations in terms of information transfer rate and in terms of usefulness in specific applications are both important. Appropriate user populations must be identified, and BCI applications must be configured to meet their most important needs. The assessment of needs should focus on the actual desires of individual users rather than on preconceived notions about what these users ought to want. Similarly, evaluation of specific applications ultimately rests on the extent to which people actually use them in their daily lives. Continuation and acceleration of recent progress in BCI research and development requires increased focus on the production of peer-reviewed research articles in high quality journals. Research would also benefit from identification and widespread utilization of appropriate venues for presentations (e.g., the Society for Neuroscience Annual Meeting), and from appropriately conservative response to media attention. For the near future, research funding will depend primarily on public agencies and private foundations that fund research directed at the needs of those with severe motor disabilities. With further increases in speed, accuracy, and range of applications, BCI technology could become applicable to larger populations and could thereby engage the interest and resources of private industry.
  • 20. REFERENCES 1. Niels Birbaumer, P. Hunter Backham, “Brain Computer Interface Technology: A Review of First International Meeting”, IEEE Transactions on Rehabilitation Engineering, Vol.8, No.2, June 2000. 2. Anirudh Vallabhaneni, Tao Wang, “Brain Computer Interface”, University of Illinois, Chicago, 2005. 3. Haider Hussein Alwaiti, Ishak Aris, “Brain Computer Interface Design & Applications: Challenges & Future”, World Applied Journal 11, 2010. 4. Jan B. F. Vanerp, Fabien Lotte, “Brain-Computer Interfaces for Non- Medical Applications: How to Move Forward”, Computer-IEEE Computer Society-45, April 2012. 5. http://computer.howstuffworks.com/brain-computer-interface.htm 6. en.wikipedia.org/wiki/Brain–computer_interface 7. www.braincomputerinterface.com/
  • 21. SHRI RAM COLLEGE OF ENGINEERING & MANAGEMENT, BANMORE (M.P.) SEMINAR FILE ON BRAIN-COMPUTER INTERFACE (BCI)
  • 22. Submitted to submitted by Mr Abhay Khedkar Devendra Singh Tomar (HOD ECE DEPT.) 0904EC111038 CONTENTS  INTRODUCTION  WHAT IS BCI  HISTORY OF BCI  BASIC COMPONENTS OF BCI  TECHNIQUES  INVASIVE TECHNIQUE  NON-INVASIVE TECHNIQUE  BCI APPLICATION  NON-MEDICAL APPLICATION o DEVICE CONTROL
  • 23. o USER STATE MODELLING o EVALUATION o TRAINING o GAMING AND ENTERTAINMENT o COGNITIVE IMPROVEMENT o SAFETY & SECURITY  MEIDCAL APPLICATIONS  DRAWBACKS & INNOVATORS  CONCLUSION