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Download the PDF of Kira's Human Computer Interfaces Paper
Abstract: With the advent of new
technology researchers and computer users are looking for alternate ways for humans
to interface with machines. Creating a more organic union between man and machine
is a step towards a more natural interface.
Virtual reality, BCIs for medical applications, and human computer interfaces
for entertainment purposes are all reinventing the idea of controlling a computer.
Whether the end goal is to help the disabled, or entertain the public the technology
behind the controllers is fresh and exciting. There is a large audience of people
who would benefit from the potential of a new round of human computer interfaces.
Imagine a world where people drive their cars using an eye tracking system, virtual reality advertisements appear to interact with the window shoppers passing by a busy urban street, and a quadriplegic man runs one of the worlds most prosperous Internet company without ever moving a muscle. The above examples are just hypotheses about the future of human computer interfaces. With the advent of human computer interfaces like VR, BCI and Biofeedback devices there is no telling how far reaching the impact of these technologies will be.
Full-Length Paper: Kira Hammond
Copyright 2001
Humans communicate with computers
in a variety of different ways. Early on there were options like the keyboard
for entering in data, and the light pen, for drawing or selection purposes.
Over the years a number of human computer interfaces have been developed such
as the mouse, the drawling tablet, and speech recognition programs. All of these
interfaces require mediation between the human and the computer. Most often
this mediator is a hardware device that translates some sort of movement to
a binary number that the computer can then process. The keyboard requires moving
the hands and fingers to activate keys; the keys send binary information to
the computer. The computer uses software to interpret the data and responds
by sending a number, letter or symbol to the computer interface.
The immersing experience when interfacing with a computer is another area in
which current computer interfaces are particularly weak. By moving away from
bulky or obvious mechanical interfaces the user can feel more connected or immersed
in the experience of using a computer. Research groups are looking to use computer
interfaces like virtual reality environments to create an immersing experience.
An example of this type of application is the virtual reality flight simulators
used to train airplane pilots. Such environments benefit from transparent technology
and quick reaction from the computer; both can be achieved with the use of new
human computer interfaces.
With the advent of new technology researchers and computer users are looking
for alternate ways for humans to interface with machines. Creating a more organic
union between man and machine is a step towards a more natural interface. Taking
out the mediator between a computer and a human potentially quickens response
time and decreases the possibility of errors, important considerations for doctors
and pilots who are interested in using human computer interfaces to control
equipment.
Many human computer interfaces achieve their unique level of control through
the use of tracking. Tracking is a way to capture the motion of humans. Researchers
can track body movement, eye movement or electrical signals from the brain.
Tracking technology always requires software to interpret the data collected
by the tracking device. Each company or research group that is experimenting
in the area of human computer interfaces develops their own unique software
and tracking system to work in tandem. Two problems plague tracking technologies:
latency, the time delay between when an event occurs and its observation, and
the computer processing power required to handle a brain computer interface
technology.
Tracking can be done through a number of technological innovations. Most of
these tracking technologies were developed for use in human computer interfaces.
One of the first and still most widely used tracking systems is the mechanical
tracker. The mechanical tracking system is a hardware unit that stands alone
and fixes itself over or beside the user. It often takes the form of an arm.
The mechanical arm is fixed at one end and protrudes into an elbow and hand
like configuration on the other end. The mechanical arm measures the joint angles
using transducers this data can determine where a human is moving. The information
is transmitted to a computer with a high degree of accuracy and low latency,
making it an excellent brain computer interface for applications like virtual
reality simulators.
Another tracking device uses optical technology involving infrared video cameras
that record the movement of a person. Attached to the person is a collection
of markers in the form of small balls fixed to joints. An infrared light illuminates
the small balls and as the person moves the data is fed into a computer system.
Since the system relies on lights it only works in line of sight applications.
Ultrasonic trackers employ sound to locate the position of the user’s
head. The ultrasonic tracker is placed on top of the playback screen and records
the user’s head movements then alters the appropriate perspective view
in the display. This technology relies on line of sight as well but it is simpler
and easier to afford than many other tracking technologies.
Electromagnetic tracking technology can monitor the orientation of the user’s
head and hand. The system emits an electromagnetic field and a sensor reflects
the field. When the sensor is moved it detect different magnetic fields that
encode its position and orientation. The decoded signals are relayed to the
playback until. The latency on electromagnetic systems is very low and it allows
for large areas to be monitored in terms of movement.
Eye tracking technology is another way to measure the response patterns of the
user and map those responses to computer commands. Eye tracking measures movement
and changes in the size and shape of the pupil and corneal. The eye tracker
can detect changes in detection of gaze angle and focus of attention. By measuring
the movements of the corneal and the pupil eye-tracking systems can tell where
a person is looking and weather or not the person is just gazing or if they
are concentrating. Eye-tracking interfaces control a computer through the use
of this system of measurement.
States of consciousness can be measured by looking for changes in brain states.
Frequency and amplitude of the brain waves change in different states of consciousness
like alertness, lethargy and dreaming. EEG or Electroencephalographs are a way
to measure brain wave activity. Other ways of monitoring and measuring the body’s
electrical activity, such as Electrocardiograms (EKG), a test that records the
electrical activity of the heart and the Myogram (EMG), a test that measures
muscle response to nervous stimulation exist, but brain computer interfaces
explicitly use EEG as the main way to deduce brain states. EEGs can give valuable
information about the functions of the brain as well. Electroencephalograms
are used in neurology and psychiatry to help diagnose diseases of the brain.
By measuring the EEG readings from an individual some BCIs can recognize and
respond to states of consciousness or brain states inducing concentration or
relaxation. When combined with software EEG readings are another way to control
a computer.
Tracking technologies are an important area of research for conventional and
new human computer interfaces. One human computer interface that relies heavily
on the use of tracking system is virtual reality.
Virtual reality, or VR is one realm
of brain computer interfaces. VR uses computer-simulated environments to supply
convincing three-dimensional data to the part of the brain responsible for processing
imagery. The brain can then be measured in terms of response patterns and the
computer simulation can respond accordingly. While there are still debates as
to what constitutes ‘virtual’ reality for the sake of brevity virtual
reality will be considered as immersive technology or “A technology where
the hardware cuts off visual and audio sensations from the surrounding world
and replaces them with computer-generated sensations.” (Vince) Using this
terminology the first steps towards creating VR environments were taken in the
1950s.
VR was not invented by any one person or group of people, instead it evolved
from an intersection of computer science, stereoscopy, and simulation. The groups
interested in developing technologies in this area were in academic, military,
and commercial research laboratories. Morton Heilig, a cinematographer, was
one of the first people to recognize, think about, and publish documents discussing
virtual reality. Heilig thought of VR as a natural extension to cinema since
it allowed the audience to be immersed in a fabricated world that could engage
all of the senses. "Heilig’s started to think about what would have
to be accomplished to create an artificial experience that could fool people
into believing that they were actually occupying and experiencing a movie set.
‘How do I know I am in a particular environment?’ Heilig asked himself
in 1954." (Rheingold).
About the same time that head-mounted displays appeared, a radically different
approach to VR was emerging. Myron Krueger, another key player in the advent
of virtual reality, began creating interactive environments in which the user
moves without encumbering equipment. Krueger's work in the 1960’s used
cameras and monitors to project a user's body so it could interact with graphic
images, allowing hands to manipulate graphic objects on a screen. The burden
of input rests with the computer, and the body's free movements become data
for the computer to read. Cameras follow the user's body, and computers synthesize
the user's movements with the artificial environment.
Concurrent research in the 1950’s and 60’s focused on military applications.
A prime example of immersion VR for military purposes comes from the U.S. Air
Force, which first developed virtual reality hardware for flight simulation.
The computer generates much of the same sensory input that a jet pilot would
experience in an actual cockpit. Another model of VR is the system developed
at NASA called VIEW or Virtual Interface Environment Workstation. NASA uses
the VIEW system for tele-robotic tasks. A tele-robotic task is one where an
operator on earth is immersed in a virtual environment that is simulating a
remote environment, this remote operator can then manipulate objects through
feedback from the VR system while a robot in the distant location carries out
the operators commands.
Jaron Lanier developed other applications for virtual reality. He built upon
the ideas of the immersion model of virtual reality but added equal emphasis
to another aspect, communication. Because computers make networks, virtual reality
seemed a natural candidate for a new communications medium. Lanier created RB2,
or Reality Built for Two, a shared construct or virtual world in which participants
work to co-create the environment. Lanier hopes that future generations will
use VR to communicate like a telephone, to connect with people in distant parts
of the world.
Virtual reality competes with two-dimensional and three-dimensional graphic
interfaces available today. Two-dimensional graphics are used in everything
from medical illustrations to advertisements. Because the files are very small
two-dimensional graphics are also used on the Internet. Researchers use three-dimensional
models to explore a large range of objects from human anatomy to atoms and sub
atomic particles. Flight simulators that use a computer screen interface with
vector graphics to represent planes and surfaces are being used today however
these simulators are not as realistic as a VR environment would be. The military
is moving towards the use of virtual reality for this very reason.
Movies and other forms of popular entertainment media are competitors to the
entertainment applications for virtual reality. Movies and visual forms of entertainment
could also be seen as predecessors to virtual reality. Combing virtual reality
with movies may create interesting new art forms. Video games that are moving
towards three-dimensional characters and spaces represent a multi-million dollar
commercial market. Currently, the play area is still limited to the TV screen
but if virtual reality were introduced to gaming this might change. Virtual
reality is not the only cutting edge human computer interface being developed
there are other human computer interfaces such as brain computer interfaces
that are attempting to circumvent the need for tracking systems by taping into
higher brain functions to control a computer.
A group of technologies exploring
the possibilities of alternate control interfaces using the brain as the initial
signal generator are called brain computer interfaces or BCI. A BCI is a system
that acquires and analyzes neural (brain) signals with the goal of creating
a high bandwidth communications channel directly between the brain and the computer.
To better understand BCI one must understand the technology that comes together
to create all of the different BCI systems. There are a few basic components
to all brain computer interfaces, and they are data collection units, data playback
units, and display units. Each system must have a way to gather and hold data
in order to respond to humans’ commands. The data from both the data collection
units and the participant are integrated and then played back to the user. With
the advancement of computer processing power most current BCIs use a computer
for both the collection and playback of information. The display unit can be
auditory, tactile or visual but there must be a way to show the data to the
user so that they may respond and interact with the technology.
While existing technologies are still available to control a BCIs improve upon
the computer interface to allow even the most severely handicapped to communicate
with a computer. Medical conditions that effect the motor skills of afflicted
patients such as tremors, cerebral palsy, and paralysis make using traditional
computer interfaces like the keyboard impossible. Even advanced eye tracking
technology that replaces a mouse by correlating eye movement to an area on a
computer screen is often too difficult to control when motor skills are lost.
Such medical conditions require a new kind of human computer interface.
“The immediate goal is to provide these users, who may be completely paralyze,
or “locked in” with basic communication capabilities so that they
can express their wishes to caregivers or operate simple word processing programs.”
(Sherwood)
BCIs give disabled or handicapped citizens a chance to communicate and interact
with their surroundings as well as with other people. The BCI that is being
used for those who have medical or health conditions uses electrodes that transmit
and receive EEG readings which are in turn sent back and forth to the computer
and human user. Handicapped persons are not the only ones who can benefit from
BCIs that use electrical impulses to control a computer. The very young and
very old also have difficulty with the fine degree of motor skills required
to use some computer interfaces like the keyboard or the electronic drawling
stylus (very similar to the light pen except the drawling stylus uses an electronic
tablet instead of the computer screen). Computer users that have suffered from
the design flaws of the keyboard and mouse will be potential customers for the
companies working on such BCIs. In addition many scientists are looking to brain
computer interfaces to help diagnosis and treat brain disorders such as sleep
disorders, neurological diseases, attention monitoring, and overall mental state
deficiencies like depression. Science is also looking forward to creating a
new tool for neuroscience research where a real-time method for correlating
observable behavior with recorded neural signals is possible.
BCIs that use EEG readings to control a computer are possible because of recent
technological advances including development of both invasive electrode arrays
and non-invasive or high-density EEG techniques. New advances in sophisticated
machine learning and signal processing algorithms take advantage of cheaper
and faster computing power to enable online real-time processing. In addition
there have been advances in the underlying science of the brain, neuroscience.
In this decade there is a better understanding of the neural code, the functional
neuroanatomy (the brain’s physiology) and how these are related to perception
and cognition.
All of these advances can be attributed to research and development by the medical,
military, and commercial groups. While each group has its own private interests
most applications do revolve around making a viable solution to reading and
analyzing data from the human brain.
There is no one innovator of the BCI application for medical use this is because
the technology is still in the development stages. There is no one set-up for
BCI EEG interfaces, many research groups have developed their own unique systems
and patented new technology. Two researchers who hold patents on computer interface
technology are Dr. Geoffrey Wright and Dr. Philip Kennedy. Dr. Wright is an
entrepreneur who holds several patents for sophisticated brain-wave man machine
interfaces used to control and communicate with computers. Dr. Kennedy developed
an electrode that once embedded in the skull can pick up nerve impulses generated
by brain activity. These two researchers represent non-invasive technologies
(Dr. Wright’s patents) and invasive technologies (Dr. Kennedy’s
patents) that allow humans to interface with computers using electrical signals
to convey information.
Currently there are projects underway by both of these researchers to use this
technology to meet the needs in the medical community. Dr. Wright founded a
company called Neurosonics, which is developing ways for electrodes to be placed
on the head, and connected to computers through wires, forming a connection
between the user and computer. Dr. Kennedy’s group, Neural Signals, is
working on making implant technology more stable and affordable. To this end
Neural Signals is collaborating with Georgia Institute of Technology, Georgia
State University, and Emory University to further neuroprosthesis as a tool
for use by people with the implant technology patented by Dr. Kennedy.
Other research groups such as Georgia
State University are developing software to convert the electrical signals from
Dr. Kennedy’s implant technology into a means of communication. Melody
Moore the head of the BCI research center at Georgia State developed a computer
program called TalkAssist in 1998 which interprets and translates raw data it
receives from the EEG transmitter. The system allows a patient to generate a
brain signal to move a cursor or a mouse arrow to select letters, words or icons
from a computer menu. Moore is focusing on patients who have almost no ability
to produce any type of muscle movement. The electrical impulses generated by
the brain to move an arm or a leg can be used as a substitute signal to generate
a letter word or phrase in the computer that the patient wishes to convey.
Still other companies are looking to find a way to increase mental well being
using BCIs and a technique called neurofeedback. The process called neurofeedback
involves connecting electrical impulses from the user’s brain to the computer
and back again, creating a feedback loop between the computer and the user.
Neurofeedback allows the computer to interact with the user through electric
impulses, the very root of brain function. EEG Spectrum International Inc’s
manufactures devices that use neurofeedback technology to increase mental prowess.
EEG Spectrum International Incorporated sells the Mental Fitness Training Program,
a neurofeedback device and software program that is supposed to help a person
learn and maintain new, more efficient attention and response patterns. The
company also sells Peak Performance Training for Artists proposed to optimize
talents by increasing ones concentration and focus and Peak Performance Training
for Athletes, a mental fitness training program that supposedly helps the athlete
become more self-aware a skill necessary for peak performance in athletes. Such
devices induce brain states that are similar to those seen on an EEG when one
is learning or concentrating on a task. By artificially inducing these brain
states EEG Spectrum International Incorporated hopes to provide a means of personal
control of ones own mood and emotional state.
Medical uses for BCIs are faced with a number of technological hurdles. Many
BCI technologies are striving to be non-invasive, as many humans do not feel
comfortable and cannot afford to surgically implant devices in the skull. All
of the technologies are attempting to improve upon the current methods to increase
signal-to-noise ratio (SNR), signal-to-interference ratio (SIR)) as well as
optimally combining spatial and temporal information to transmit the most accurate
information possible. New research into feedback has many BCI researchers attempting
to develop co-learning or jointly combined man-machine system to take advantage
of feedback. Lastly creating a working map of a given task to the brain state
of the user is constantly being worked upon and improved.
BCI are also being developed for their entertainment aspects. Some companies
are focusing on the ability to relax and rejuvenate a person by altering their
brain state. Neurosonics is working on such a device called BGM or Brain Generated
Music. Raymond Kurzweil, a director of Neurosonics, explains how BGM works.
“The BGM algorithm is designed to encourage the generation of alpha waves
by producing pleasurable harmonic combinations upon detection of alpha waves,
and less pleasant sounds and sound combinations when alpha detection is low.
In addition, the fact that the sounds are synchronized to the user’s own
alpha wavelength to create a resonance with the user’s own alpha rhythm
also encourages alpha production.” BGM therefore supports relaxation through
positive reinforcement of alpha waves, which are known to occur in the brain
during extreme relaxation.
Other entertainment applications for BCIs create a unique video gaming experience.
IBVA, a company developing BCIs for use with game systems is hoping to create
more realistic game play by incorporating non-invasive electrode technology
into current video game consoles. Drew DeVito, one of the leading researchers
at IBVA explains why BCI are exciting for the world of gaming during an interview
with Internet Gaming Network, "There is finally a consumer product that
has the power to do everything we've always wanted to do with braintracking
in the home. If you're racing along in Rallisport (a racing game for the Xbox
system) and your concentration is broken, our system will pick that up and kick
in the handbrake to spin your control out of your hands."
Just because advanced human computer interface technology exists does not mean
there is a viable commercial market for the technology. The adversities facing
commercially viable forms of human computer interfaces include a social stigma
against the technology. In many of the websites, journals, and articles published
about cutting edge human computer interfaces there is a sentiment that the technology
is too outlandish to be possible. Despite the overwhelming amount of credible
research groups, scientists, company heads, and users of the technology the
general public has a difficult time accepting that computers can be controlled
with devices like brain computer interfaces or that the mind could think a VR
experience as convincing as reality. It is as if the technology is still in
the realm of science fiction rather than an actual scientific breakthrough.
The same technical issues as the medical applications for human computer interfaces
affect the commercial ventures meaning many companies marketing the commercial
applications are either researching the technology or aligning themselves with
research facilities to improve upon the existing technology. This equates to
large amounts of money being spent on simply getting the technology to a stage
where it is possible to be commercially successful. The price of researching
and building models to work with the average PC makes the cost of these devices
rather prohibitive at this point in time. As the technology advances and the
research trickles down from the military and advanced research groups working
in the field of new human computer interfaces the commercial applications will
be more stable and affordable.
Virtual reality, BCIs for medical applications, and human computer interfaces
for entertainment purposes are all reinventing the idea of controlling a computer.
Whether the end goal is to help the disabled, or entertain the public the technology
behind the controllers is fresh and exciting. There is a large audience of people
who would benefit from the potential of a new round of human computer interfaces.
This value is both socially profound and commercially viable. The technology
is extremely versatile; new applications for the technology are being discovered
each day. The versatility of these new interfaces means the technology could
have a very large impact on society. Since the technological concerns of new
human computer interfaces push the technological capabilities of computers the
scientists involved are making breakthroughs that can apply to computer systems
for any application. Imagine a world where people drive their cars using an
eye tracking system, virtual reality advertisements appear to interact with
the window shoppers passing by a busy urban street, and a quadriplegic man runs
one of the worlds most prosperous Internet company without ever moving a muscle.
The above examples are just hypotheses about the future of human computer interfaces.
With the advent of human computer interfaces like VR, BCI and Biofeedback devices
there is no telling how far reaching the impact of these technologies will be.
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