Seminar Report On Touchscreen
Seminar Report On Touchscreen
On
“BRAIN COMPUTER
INTERFACE”
Submitted in partial fulfilment of the requirement for the degree of
Bachelor of Technology
In
GITA, BHUBANESWAR
1|Page
DEPARTMENT OF ELECTRONICS & COMMUNICATION
ENGINEERING
GITA, BHUBANESWAR
(At: Badaraghunathpur, P.O: Janla via Bhubaneswar,Pin-752054,Dist: Khurda, Odisha)
Certificate
This is to certify that the Seminar Report entitled “BRAIN COMPUTER
INTERFACE” by Ashita Singh Sikriwal, bearing Roll no. : 161023 and
university Regd. No. : 1601287048 in the batch 2016-2020 were done in the
partial fulfilment of the degree of Bachelor of Technology in Computer Science
& Eng. of Biju Patnaik University of Technology, Odisha. No part of this
seminar report has been submitted to any other University or Institution for the
award of any degree or otherwise to the best of our knowledge.
2|Page
DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING
GITA,Bhubaneswar
(At: Badaraghunathpur, P.O: Janla via Bhubaneswar.Pin-752054,Dist: Khurda, Odisha)
Acknowledgement
I am extremely grateful to Prof.(Dr.) Tarini Prasad Panigrahi H.O.D of C.S.E Dept.&Eng
for giving us his consent to carry out the seminar.
I would like to thank Asst. Prof. Vikash Singh and other teaching staffs of C.S.E
Department for their active involvement in the entire process.
Last but not the least I would take the opportunity of thanking my parents and friends for
their constant support and co-operation.
3|Page
PAGE INDEX
ABSTRACT
1. INTRODUCTION
2. WORKING ARCHITECTURE
2.1 Introduction
2.2 Invasive BCI
2.3 Partially Invasive BCI
2.4 Non-Invasive BCI
3.1 Introduction
3.2 P300 Detection
3.3 EEG mu-Rhythm Conditioning
3.4 VEP Detection
3.5 EEG Pattern Mapping
3.6 Detecting Lateral Hemisphere differences
4. BRAIN GATE
4.1 DARPA
5. CONCLUSION
6. REFERENCES
4|Page
ABSTRACT
Brain computer interfaces are systems that use signals recorded from the brain
to enable communication and control applications for individuals who have
impaired function. This technology has developed to the point that it is now
being used by individuals who can actually benefit from it. However, there are
several outstanding issues that prevent widespread use. These include the ease
of obtaining high-quality recordings by home users, the speed, and accuracy of
current devices and adapting applications to the needs of the user. In this
chapter, we discuss some of these unsolved issues.
5|Page
Chapter 1
INTRODUCTION
Man machine interface has been one of the growing fields of research and
Development in recent years. Most of the effort has been dedicated to the design
of user-Friendly or ergonomic systems by means of innovative interfaces such
as voice recognition, virtual reality. A direct brain-computer interface would
add a new dimension to man-machine interaction. A brain-computer interface,
sometimes called a direct neural interface or a brain machine interface, is a
direct communication pathway between a human or animal brain (or brain cell
culture) and an external device.
In one BCIs, computers either accept commands from the brain or send signals
to it but not both. Two way BCIs will allow brains and external devices to
exchange information in both directions but have yet to be successfully
implanted in animals or humans.
Brain-Computer interface is a staple of science fiction writing. In its earliest
incarnations no mechanism was thought necessary, as the technology seemed so
far fetched that no explanation was likely. As more became known about the
brain however, the possibility has become more real and the science fiction
more technically sophisticated.
Recently, the cyberpunk movement has adopted the idea of 'jacking in', sliding
'biosoft' chips into slots implanted in the skull(Gibson, W.1984).Although such
biosofts are still science fiction, there have been several recent steps toward
interfacing the brain and computers.
In this definition, the word brain means the brain or nervous system of an
organic life form rather than the mind. Computer means any processing or
computational device, from simple circuits to silicon chips (including
hypothetical future technologies like quantum computing).
Research on BCIs has been going on for more than 30 years but from the mid
1990’s there has been dramatic increase working experimental implants. The
common thread throughout the research is the remarkable cortical-plasticity of
the brain, which often adapts to BCIs treating prostheses controlled by implants
and natural limbs.
6|Page
Chapter 2
Working architecture
2.1. Introduction:
Before moving to real implications of BCI and its application let us first discuss
the three types of BCI. These types are decided on the basis of the technique
used for the interface.
Each of these techniques has some advantages as well as some disadvantages.
The three types of BCI are as follows with there features.
7|Page
able to use imperfectly restored vision to drive slowly around the parking area
of the research institute.BCIs focusing on motor Neuroprosthetics aim to either
restore movement in paralyzed individuals or provide devices to assist them,
such as interfaces with computers or robot arms.
Researchers at Emory University in Atlanta led by Philip Kennedy and Roy
Bakay were first to install a brain implant in a human that produced signals of
high enough quality to stimulate movement. Their patient, Johnny Ray, suffered
from ‘locked-in syndrome’ after suffering a brain-stem stroke. Ray’s implant
was installed in 1998 and he lived long enough to start working with the
implant, eventually learning to control a computer cursor.
Tetraplegic Matt Nagle became the first person to control an artificial hand
using a BCI in 2005 as part of the nine-month human trail of cyber kinetics
Neurotechnology’s Brain gate chip-implant. Implanted in Nagle’s right
precentral gyrus(area of the motor cortex for arm movement), the 96 electrode
Brain gate implant allowed Nagle to control a robotic arm by thinking about
moving his hand as well as a computer cursor, lights and TV.
8|Page
As well as invasive experiments, there have also been experiments in humans
using non invasive neuro imaging technologies as interfaces. Signals recorded
in this way have been used to power muscle implants and restore partial
movement in an experimental volunteer. Although they are easy to wear, non-
invasive implants produce poor signal resolution because the skull dampens
signals, dispersing and blurring the electromagnetic waves created by the
neurons. Although the waves can still be detected it is more difficult to
determine the area of the brain that created them or the actions of individual
neurons.
Recordings of brainwaves produced by an electroencephalogram
Electroencephalography (EEG) is the most studied potential non-invasive
interface, mainly due to its fine temporal resolutions, ease of use, portability and
low setup cost. But as well as the technology's susceptibility to noise, another
substantial barrier to using EEG as a brain-computer interface is the extensive
training required before users can work the technology. For example, in
experiments beginning in the mid-1990s, Niels Birbaumer of the University of
Tübingen in Germany used EEG recordings of slow cortical potential to give
paralysed patients limited control over a computer cursor. (Birbaumer had
earlier trained epileptics to prevent impending fits by controlling this low
voltage wave.) The experiment saw ten patients trained to move a computer
cursor by controlling their brainwaves. The process was slow, requiring more
than an hour for patients to write 100 characters with the cursor, while training
often took many months. Another research parameter is the type of waves
measured. Birbaumer's later research with Jonathan Wolpaw at New York State
University has focused on developing technology that would allow users to
choose the brain signals they found easiest to operate a BCI, including mu and
beta waves. A further parameter is the method of feedback used and this is
shown in studies of P300 signals. Patterns of P300 waves are generated
involuntarily (stimulus-feedback) when people see something they recognizes
and may allow BCIs to decode categories of thoughts without training patients
first. By contrast, the biofeedback methods described above require learning to
control brainwaves so the resulting brain activity can be detected. In 2000, for
example, research by Jessica Bayliss at the University of Rochester showed that
volunteers wearing virtual reality helmets could control elements in a virtual
world using their P300 EEG readings, including turning lights on and off and
bringing a mock-up car to a stop. In 1999, researchers at Case Western Reserve
University led by Hunter Peckham, used 64-electrode EEG skullcap to return
limited hand movements to quadriplegic Jim Jatich. As Jatich concentrated on
simple but opposite concepts like up and down, his beta-rhythm EEG output
was analysed using software to identify patterns in the noise. A basic pattern
was identified and used to control a switch: Above average activity was set to
on, below average off. As well as enabling Jatich to control a computer cursor
the signals were also used to drive the nerve controllers embedded in his hands,
9|Page
restoring some movement. Electronic neural-networks have been deployed
which shift the learning phase from the user to the computer. Experiments by
scientists at the Fraunhofer Society in 2004 using neural networks led to
noticeable improvements within 30 minutes of training.
Experiments by Eduardo Miranda aim to use EEG recordings of mental activity
associated with music to allow the disabled to express themselves musically
through an encephalophone. Magneto encephalography (MEG) and functional
magnetic resonance imaging (fMRI) have both been used successfully as non-
invasive BCIs. In a widely reported experiment, fMRI allowed two users being
scanned to play Pong in real-time by altering their homodynamic response or
brain blood flow through biofeedback techniques. fMRI measurements of
homodynamic responses in real time have also been used to control robot arms
with a seven second delay between thought and movement.
Chapter 3
10 | P a g e
3. The Current BCI Techniques
3.1. Introduction:
In today’s time various techniques are used for BCI interface, there
implementations and result manipulation. These techniques are headed towards
the development of BCI in coming era.
12 | P a g e
greater precision constraints on four subjects' attempts to position a cursor by
means of mu-rhythm control. A vertical bar target appeared in one of five
different vertical positions on the left side of the screen and crossed the screen
from left to right in 8 seconds. Subjects had to move the cursor (initially in the
middle of the right edge of the screen) quickly to the correct one of five
different vertical screen positions to intercept the target by controlling their mu-
rhythm amplitude. Analysis of the average distance between the center of the
target and the cursor during succeeding trials indicated that all subjects reduced
the distance and three out of four significantly so. Pfurtscheller used
contralateral blocking of the mu-rhythm during the 1-second period prior to a
motor activity (in this case pressing a microswitch using either the right or the
left index finger) to predict which response was to follow. An array of 30
electrodes spaced evenly across the scalp (two were at locations C3 and C4 in
the International 10/20 System) was used to record EEG activity. An initial
training period for each subject involved using data from all 30 electrodes to
train the classification network. During experimental trials, a feature-vector of
power values (Hilbert Transform) from electrodes at positions C3 and C4 was
constructed at 5 time points and classified using a Learning Vector Quantizer
(LVQ) artificial neural network of the type described by Kohonen [Kohonen
1988]. The experimenter achieved the best balance of reliability/speed of
classification by using the 1/2-second prior to response and
performing a multiple- classification and voting process. EEG data from two
subjects in the Wolpaw experiment described above were provided to the Graz
Institute for Information Processing for additional analysis described by
Flotzinger [Flotzinger et al, 1993] using the Graz LVQ neural net scheme (see
above) and a fixed time-segment. Cursor-movement was predicted >from raw
data with 90% accuracy. Results also implied that frequency bands other than
the mu and beta ranges may contain useful (i.e. target related) information.
13 | P a g e
the entire sequence was auto correlated with the VEP in overlapping
increments(the VEP response components last about 80ms) beginning 20ms
apart, with the resultant vector stored in a 64-position array of registers.
When a coefficient remains greater than all the others and above a threshold
value for a certain amount of time, the corresponding stimulus is considered to
have been selected. The 64 positions represent the letters of the alphabet and
commonly used words in the English language. The subject can fixate on any
word or letter. Whenever the subject fixates on a letter, the commonly used
words change to words beginning with that letter, for quick selection of an
entire word. Sutter suggests a need to optimize both electrode placement and
stimulation mode for each individual subject for good target discrimination.
Seventy normal subjects evaluating a prototype system achieved adequate
response times ranging from 1 to 3 seconds after an initial tuning process lasting
10-60 minutes. Sutter also tested his techniques on 20 severely disabled persons
and describes an experimental version involving an ALS patient using intra-
cranial electrodes implanted in the space between the Dura and the skull.
Cilliers' technique involves varying the intensity of four LED's modulated with
a 10Hz sine wave in phase quadrature and detecting the signal in the subject's
VEP using a pair of EEG surface electrodes placed on the occipital lobe. The
four flashing LED's are arranged around the edge of a computer screen
containing an image of a standard four-row keyboard with each row of
keys in a different color. Each LED is associated with one of the colors.
Fixating on one LED selects a key row, which is redisplayed in four colors for a
more detailed selection. The subject can select any particular key in an average
of three selections -- about 15 seconds with the current setup. A short initial
training period is required where subjects fixate on each LED for 5 seconds.
Cilliers' paper describes work with a quadriplegic patient with a C2-level injury.
14 | P a g e
though less reliable, showed considerable promise in the experimenters' view.
Keirn and Aunon [Keirn&Aunon 1990] recorded EEG data from scalp-mounted
electrodes at locations P3, P4, C3, C4, O1 and O2 (International 10/20 System)
during accomplishment of 5 different tasks during which subjects had their eyes
open or closed, for 10 alternative responses. The tasks included:
(1) relaxing and trying to think of nothing,
(2) a non-trivial multiplication problem,
(3) a 30-second study of a drawing of a 3-dimensional object after which
subjects were to a visualize the object being rotated about an axis,
(4) mental composition of a letter to a friend, and (5) visualize numbers being
written on a blackboard sequentially, with the previous a number being erased
before the next was written. Feature vectors were constructed from the EEG
patterns based on the Wiener- Khinchine method and classified using a Bayes
quadratic classifier.
15 | P a g e
in a patient with epilepsy. Cyber kinetics has a vision, CEO Tim Surgenor
explained to Gizmag, but it is not promising "miracle cures", or that
quadriplegic people will be able to walk again - yet. Their primary goal is to
help restore many activities of daily living that are impossible for
paralysed people and to provide a platform for the development of a wide range
of other assistive devices.
"Today quadriplegic people are satisfied if they get a rudimentary connection to
the outside world. What we're trying to give them is a connection that is as good
and fast as using their hands. We're going to teach them to think about moving
the cursor using the part of the brain that usually controls the arms to push keys
and create, if you will, a mental device that can input information into a
computer. That is the first application, a kind of prosthetic, if you will. Then it
is possible to use the computer to control a robot arm or their own arm, but that
would be down the road." Existing technology stimulates muscle groups that
can make an arm move. The problem Surgenor and his team faced was in
creating an input or control signal. With the right control signal they found they
could stimulate the right muscle groups to make arm movement.
"Another application would be for somebody to handle a tricycle or exercise
machine to help patients who have a lot of trouble with their skeletal muscles.
But walking, I have to say, would be very complex. There's a lot of issues with
balance and that's not going to be an easy thing to do, but it is a goal."
Cyber kinetics hopes to refine the Brain Gate in the next two years to develop a
wireless device that is completely implantable and doesn't have a plug, making
it safer and less visible. And once the basics of brain mapping are worked out
there is potential for a wide variety of further applications, Surgenor explains.
"If you could detect or predict the onset of epilepsy, that would be a huge
therapeutic application for people who have seizures, which leads to the idea of
a 'pacemaker for the brain'. So eventually people may have this technology in
their brains and if something starts to go wrong it will take a therapeutic action.
That could be available by 2007 to 2008."
Surgenor also sees a time not too far off where normal humans are interfacing
with Brain Gate technology to enhance their relationship with the digital world -
if they're willing to be implanted.
"If we can figure out how to make this device cheaper, there might be
applications for people to control machines, write software or perform intensive
actions. But that's a good distance away. Right now the only way to get that
level of detail from these signals is to actually have surgery to place this on the
surface of the brain. It's not possible to do this with a non-invasive approach.
For example, you can have an EEG and if you concentrate really hard you can
think about and move a cursor on a screen, but if someone makes a loud noise
or you get interrupted, you lose that ability.
Chapter 4
16 | P a g e
4.1. DARPA
The Brown University group was partially funded by the Defense Advanced
Research Projects Agency (DARPA), the central research and development
organization for the US Department of Defense (DoD). DARPA has been
interested in Brain-Machine-Interfaces (BMI) for a number of years for military
applications like wiring fighter pilots directly to their planes to allow
autonomous flight from the safety of the ground. Future developments are also
envisaged in which humans could 'download' memory implants for
skill enhancement, allowing actions to be performed that have not been learned
directly input system.
Chapter 5
CONCLUSION
17 | P a g e
Brain-Computer Interface (BCI) is a method of communication based on
voluntary neural activity generated by the brain and independent of its normal
output pathways of peripheral nerves and muscles.
The neural activity used in BCI can be recorded using invasive or noninvasive
techniques.
We can say as detection techniques and experimental designs improve, the BCI
will improve as well and would provide wealth alternatives for individuals to
interact with their environment.
Chapter 6
REFERENCES
18 | P a g e
1. http://www.nicolelislab.net/NLnet_Load.html
2. http://www.youtube.com/watch?v=7-cpcoIJbOU
3. http://www.en.wikipedia.com/braincomputerinterface
19 | P a g e