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FMRI & EEG technology uses in computer interfacing and gaming

Directron Scholarship 2008 Essay No. 19

by Paul Frederick
Current School: University Of Louisville, In Louisville, Kentucky
Current Major
: Speed School of Engineering

If you have ever watched medical television show, you may have heard the 'doctors' reference two different types of tests; an EEG or an MRI. These tests help obtain information about a patient's internals noninvasively and can also allow them to view patterns of activity in the brain. We could use these same noninvasive procedures to ascertain what the brain is currently thinking, or maybe use them to control our newest, latest, and greatest video games. Companies and scientists are working to bring these technologies portably to consumers of interactive media, such as video games. To first understand how we can use these technologies, we need a brief overview of the two most popular types; the EEG and the FMRI.

An EEG (Electroencephalography) uses electric signals produced by the brain over a period of time. These signals are usually interpreted by a doctor or scientist to measure brain activity in different ranges of frequencies; (Delta (0-3Hz), Theta (4-7Hz), Alpha (8-12Hz), Beta (12-30Hz), Gamma (34+)). These ranges and the patterns they produce over time have been used by scientists and doctors to quantify and diagnose different measurements in healthy and non-healthy people.

Similar to the EEG (in its non invasiveness and study), is the FMRI (Functional Magnetic Resonance Imagining). This tool helps gain information about a person's internal brain activity. An FMRI uses large Magnets to scan for blood flow changes over time. This is different from a standard MRI or a 'structural MRI' as it's called, in that the structural MRI takes one very detailed scan, vs. the FMRI which takes a bunch of less detailed scans and determines differences or 'hotspots' using software. Both of these tools study the brain activities, and similar to the EEG, the FMRI provides a greater understanding of what happens during any given time a person is thinking. The problem currently with the FMRI is its size and expense of the equipment, but just like we are seeing with the EEG technology, these sizes will decrease and the expense will eventually come down.

Without going into specific detail about how the technologies work, these tools have been in the eyes of engineers looking for new innovative ways to allow control of computer systems with minimal need from our extremities. Not only would these tools provide an innovative new way to control computer systems and immersive media, they would also help disabled people who do not have the ability to control systems without the use of systems which may be less efficient or less functional.

One company looking at this technology is Emotiv Systems. They have developed an EEG based User Interface system (and SDK), which allows software companies the ability to use innovative new ways to connect to their users. Not only could I potentially move and operate games and systems like we normally do today; this system allows an ability to control systems with variables unknown to modern control systems. In one example; they were able to use a thought to control the visibility of an object. This wasn't just a simple binary command (off or on), but more a thought pattern. The test user was supposed to think about the object disappearing. Those thoughts became associated with the object disappearing.

In an EEG you can also monitor stress response. This means that not only can you control things with thoughts, but you can control things with the level of stress you are feeling. If you can think of its interaction with advertising, you could build a system which allows users to see advertisements, and build a non-invasive profile of what things they like and do not. The possibilities are almost limitless, (with respect of course to the complexities involved with the technology and the research done to better correct problems). Emotiv systems are starting the deployment process of their technology. This future technology is relatively inexpensive (in comparison to the cost of the FMRI). Since there costs are less expensive, their technology may become the forefront of mind based control systems.

Another similar approach uses the FMRI. Instead of control systems like Emotiv's EEG based solutions; FMRI is currently being developed to predict the brain activity associated with different objects. Currently the accuracy of these systems is around 70%, but with advances in the technology (as well as advances in miniaturization), the hopeful goal will be to one day permit this technology to enter the consumer market and allow for the control of virtual objects. If the system can get better at recognizing thought patterns related to specific objects, then it will be able to understand a specific object in a video game, and select that object for you. If these technologies were utilized together, both types of information could be used collectively to discover patterns which could potentially confirm a person's thoughts.

Both FMRI and EEG are also being used in ascertaining if a person is lying or not. A company "No Lie MRI" is developing a lie detection technology which looks for areas in the brain associated with lying through the use of MRI technology. If this can be proven functional, it too can be used to get information and used as a potential control system, like a video game or interactive media. If you could tell if someone was lying about something, then you could also use it as another type of truth detection system. For instance, as an advertiser or a producer of games, this would allow me to get your true thoughts on something, and properly interact with you based on those initial conditions; potentially making game interactions (like talking with AI Characters in a video game), more immersive.

The only issue currently facing these technologies is the reliability of the systems. That reliability is currently increasing day by day, but until it is near perfect, having errors in the technology hinders its deployment to the consumer world. Control systems like the "Wiimote" do an excellent job at interpreting the movements and objectives of the person operating the controller, but problems with accuracy (although small), can cause worries about their operability, increase frustration, and dramatically decrease usability. Those concerns aside, examples exist of companies like Nintendo which have embraced the innovations aside from there setbacks. That revolution, design, and functionality have helped Nintendo deliver a top spot in the interactive gaming arena.

If these technologies come to fruition, they can offer a new experience, which may allow another company to take the top spot with immersion and system interaction, and give consumers new appreciation for the digital worlds created by the programmers. They not only help games be more immersive, but potentially offer solutions for those who currently do not have the means or ability to enjoy the level of immersion that is available today.

Bibliography / List of Resources Used. http://www.usatoday.com/tech/science/2006-06-26-mri-lie_x.htm
http://scienceblogs.com/notrocketscience/2008/05/computer_predicts_brain_activity_associated_with_different_o.php
http://www.npr.org/templates/story/story.php?storyId=15744871
http://www.emotiv.com/
http://www.fmri.columbia.edu/fmri.htm
http://www.webmd.com/epilepsy/electroencephalogram-eeg-21508
http://noliemri.com/




References: | Directron.com College Scholarship |


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