Brain-Computer InterfacesMIS 2101 Section 005Yao ChenYiranBai
IntroductionDefinition: Brain-Computer interfaces interpret distinct brain wave patterns as commands to guide a computer or other device. Channels to detect signals:Implanting electrodes into brainA cap or helmet through external electrodes (Headset)A software program analyze what people are thinkingBehm, 2006
Business DriversMedical use: Providing severely disabled individuals with the ability to control their surroundingsGaming:Game control devices that use mind commands. Hands-free interactionEnable our surrounding to be capable of proactively conforming to our needs, for example, PCs and mobile applicationNiccolai, 2007
Limitation and RiskAlready in use in small areas but in its very early stage, by 2050 or sooner, can be fully developed in consumer useMedical useGame controlHands-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
Technologies it may replaceVoice controlMicrophone no longer needed.Traditional computer input devicesKeyboard, mouse, microphone, etc.Traditional controlling devicesHand controls for wheel-chairs, on-off switches, etc. Niccolai, 2007
Current use of the technologyThree main consumer-devices commercial-competitors: Neural Impulse ActuatorEmotiv SystemsNeuroSkyDevices primarily for gaming- and PC-usersThese companies are not very successful at the current stageTechnical issue(Accuracy, reaction time)Small market penetration(Less than 1% target audience) It is a threat to all the traditional input devices manufactories Niccolai, 2007
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 InformationThere is a video demonstrates this technology in its early stage:http://www.youtube.com/watch?v=fVhggGSjXVg
ReferenceBehm, 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:TECHYoutube.  “ A headset that read your brainwaves”. Ted Talk. June 22, 2011http://www.youtube.com/watch?v=fVhggGSjXVg

Project 3 ppt

  • 1.
    Brain-Computer InterfacesMIS 2101Section 005Yao ChenYiranBai
  • 2.
    IntroductionDefinition: Brain-Computer interfacesinterpret distinct brain wave patterns as commands to guide a computer or other device. Channels to detect signals:Implanting electrodes into brainA cap or helmet through external electrodes (Headset)A software program analyze what people are thinkingBehm, 2006
  • 3.
    Business DriversMedical use:Providing severely disabled individuals with the ability to control their surroundingsGaming:Game control devices that use mind commands. Hands-free interactionEnable our surrounding to be capable of proactively conforming to our needs, for example, PCs and mobile applicationNiccolai, 2007
  • 4.
    Limitation and RiskAlreadyin use in small areas but in its very early stage, by 2050 or sooner, can be fully developed in consumer useMedical useGame controlHands-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
  • 5.
    Technologies it mayreplaceVoice controlMicrophone no longer needed.Traditional computer input devicesKeyboard, mouse, microphone, etc.Traditional controlling devicesHand controls for wheel-chairs, on-off switches, etc. Niccolai, 2007
  • 6.
    Current use ofthe technologyThree main consumer-devices commercial-competitors: Neural Impulse ActuatorEmotiv SystemsNeuroSkyDevices primarily for gaming- and PC-usersThese companies are not very successful at the current stageTechnical issue(Accuracy, reaction time)Small market penetration(Less than 1% target audience) It is a threat to all the traditional input devices manufactories Niccolai, 2007
  • 7.
    Evaluation Although this technologyis 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
  • 8.
    Additional InformationThere isa video demonstrates this technology in its early stage:http://www.youtube.com/watch?v=fVhggGSjXVg
  • 9.
    ReferenceBehm, 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:TECHYoutube. “ A headset that read your brainwaves”. Ted Talk. June 22, 2011http://www.youtube.com/watch?v=fVhggGSjXVg