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The Mind and Consciousness
     As an Interface




     Julian Bleecker & Nicolas Nova
     SXSW12 | Austin, TX


After Julian presented the cultural backdrop for mind and consciousness interfaces, I want to focus on the here
and now, explain you the technologies and discuss the interaction design opportunities and limits
Adam Wilson’s EEG-generated tweet
Cortical control of a prosthetic arm for self-feeding by Meel Velliste, Sagi Perel, M. Chance
Spalding, Andrew S. Whitford & Andrew B. Schwartz http://www.youtube.com/watch?
v=gnWSah4RD2E
Neurowear - necomini: http://neurowear.com/
“Necomimi is the new communication toolthat augments the human bodies and abilities.This cat’s ear
shaped machine utilizes brainwavesand expresses your emotional state before you start talking”
Are these interfaces real?




Yes, they all are
BCI: Brain-Computer Interfaces




     “create a direct communication pathway between a human brain
     and any external devices like computers”

     “BCI are system that provide direct translation of the activity of
     the human brain into command which can control device in real
     time.”




Research started with disabled people... now it expands to any kind of users ( as usual in the
history of innovation... “augmentation” )
“direct interaction”




A common trope in human-object interactions: lever / mouse / keyboard / touch / voice /
physiological
Process > invasive technology




There are two ways to do it
1. Invasive technologies: sensors directly implanted in the brain:
+ = high temporal and spatial definition
- = require surgery, cannot be moved, cover only limited portion of the brain
Picture source: Nick Ramsey (http://www.nick-ramsey.eu/pics/surgery.jpg)
Process > non-invasive > EEG




This is the other possibility, no surgery. For the signal acquisition there are many different measurement
methods such as electroencephalography (EEG), magnetoencephalography (MEG), functional magnetic
resonance imaging (fMRI) or near-infrared spectroscopy (NIRS).
Process > non-invasive > fMRI




This is what you will need for functional magnetic resonance imaging (fMRI)
fMRI measures changes in blood flow to various areas of the brain over time. It is believed that blood flows to
brain tissue that is active. So, the reasoning goes, if we put someone in the scanner, and ask them to think about,
say, playing tennis, then blood should flow to the part of the brain that is involved with thinking about tennis
playing.
Process > non-invasive > EEG




EEG is the most common., electrodes placed on the scalp measure the weak electrical potentials generated by
the brain activity
+: no surgery
-= noise, low spatial resolution (2-3cm 7-11 inches accuracy, which corresponds to the location of areas of
specific brain activities: moving your hands versus listening to music)

Most of the research is in there: data acquisition

Credit photo: http://www.bsp.brain.riken.jp/Photos/EEG%20Acquisition%20-%20%2064-QuickCap
%20NeuroScan%20+%20256-Geodesic%20Net%20EGI%20-%20LABSP,%20BSI,%20Riken.jpg?
w=300&h=300
Process > non-invasive > “dry cap”
Process > making sense of this




1. Detect specific mental state or activity in certain areas of the brain (you can then say the user is
reading but it’s almost impossible to tell what)
2. Train users to create certain brain activity and use it instead of a motor movement (moving the
hand)
Process > making sense of this

                         delta wave: slow
                         waves, sleep


                         theta wave:
                         drowsiness or arousal


                         alpha wave: relaxed,
                         reflecting


                         beta wave: alter,
                         working, anxious
                         thinking,
                         concentration
Process > making sense of this




It was to difficult for us to resist presenting you this domain AND NOT USING the graphic
employed by researchers
Process > making sense of this




It was to difficult for us to resist presenting you this domain AND NOT USING the graphic
employed by researchers
Process > making sense of this




It was to difficult for us to resist presenting you this domain AND NOT USING the graphic
employed by researchers
Typology of applications



Various domains: gaming, spelling applications,
2D cursor control, relaxation tool, game, access
to consciousness/dreams, serious games/ brain
training programs (arithmetic exercises, number
or letter recognition, mental card games), brain
to brain communication, mind-controlled
whatever, zen-like interfaces
Typology > touch-free interface




Mind-controlled parachute (Sky1 HD TV show)
Typology > touch-free interface for
     hostile environment




       Mind-controlled parachute (Sky1 HD TV show)


Action at distance: http://sky1.sky.com/gadget-geeks/mind-controlled-parachuteurinal-video-game
Typology > thought pattern recognition




      Mental state identification to deliver dynamically adapted
      content/response


Adaptive Brain-Computer Interface by Audrey Girouard (Tufts University: “Difficulty levels during video game play.
Distinguishing difficulty levels could prove to be an interesting input signal, on which to adapt the interface.The
experiment presented the user with two levels of difficulty of an arcade game (Pacman). Data from nine
participants shows we can discriminate well between the subject playing or resting (94% accuracy,with chance at
50%), as well as discriminate between two difficulty levels and rest periods (77% accuracy,with chance at 33%),
which shows potential for use in an adaptive interface. I investigated the data using both statistical analysis and
machine learning classification”
Typology > modern day lie detector




Neuroscientist Daniel Langleben. This image shows average brain regions for 22 subjects during testing. Blue
areas represent brain regions more active when telling the truth, red areas, when lying.
Typology > neurofeedback




      Practice generating the state of mind most beneficial to
      sport/activity

PLX Wave - Xwave headset: http://www.plxwave.com/
By safely detecting your brain's rhythm through a small sensor contact gently placed on the skin of
your forehead, XWave will let you be able to control and float objects in video games by simply
thinking about it, or train your mind to focus and relax on command.
Interaction design repertoire



     Explicit versus implicit user interactions (or user-driven versus
     stimulus-driven interactions)
     > “Vocabulary of interaction”: control, detect

     Synchronous versus asynchronous (as usual most of the
     applications focus on the real-time).

     Detection of certain cognitive states / brain activity

     Stand-alone brain-computer interface or BCI+other
     physiological data (hearbeat, turning one’s head...)



Design parameters we can play with
Interaction design repertoire
                                     Language-related
                                     cognitive states




                 Implicit                               Explicit




                                     Motor-related
                                     cognitive states
Design parameters we can play with
1. Cognitive state versus semantic




Finding general cognitive processes is not mind reading! Researchers can tell if a user is
processing language but they we cannot easily determine the semantics of the content. There
are projects that trying doing so but it’s really far-fetched into the future (big material, lot of
noise).
1. Cognitive state versus semantic




       Presented clip                                  Clip reconstructed from
                                                       brain activity

An exception though: movie clip reconstruction using fMRI: The left clip is a segment of a Hollywood movie trailer
that the subject viewed while in the magnet. The right clip shows the reconstruction of this segment from brain
activity measured using fMRI.
Reconstructing Visual Experiences from Brain Activity Evoked by Natural Movies by Shinji Nishimoto, An
T. Vu, Thomas Naselaris, Yuval Benjamini, Bin Yu, Jack L. Gallan (UC Berkeley): http://dx.doi.org/10.1016/
j.cub.2011.08.031
but this is what you will need for this (not to mention the algorithm)
2. Training users




Users have to learn to intentionally manipulate their brain signals, which is not trivial.
Two options 1. users are given specific cognitive tasks such as motor imagery to generate measurable
brain activity, 2. Operant conditioning, provides users with continuous feedback as they try to control
the interface.
2. Training users




Main problem = even with feedback it’s hard to see what you can do with your mind to
control the attention interface on the upper left-hand corner!
3. Signal versus noise: seamful design?




Noise = background noise + lots of data (some from the required brain activity + some from other
activities like moving your head/hand) + as people grow tired. But we can maybe adopt a seamful
design approach.
4. Taking design context into account




Where are you going to use these BCI helmet? Most of the pictures about these projects show
lab pics... and we know that design is about context and taking into account contextual
parameters. (This is the “board of imagination”, a mind-controlled skateboard by Chaotic
Moon Lab)
http://www.chaoticmoon.com/labs/chaotic-moon-labs-board-of-imagination/
5. Context and devices


                                                                           Specific
                                                                           type of app


                                                                           Specific
                                                                           type of app



                                                                            Specific
                                                                            type of app



Different paths... depending on context, you can find about different activity
Conclusion



> The “direct translation” trope and how to go
beyond it

> We need to build an interaction design perspective,
ask design issues, not only address technological
problems

> What’s the equivalent of the blue screen of death
for BCI? What happens for social norms in the long-
run?
Thanks!




julian@nearfuturelaboratory.com

nicolas@nearfuturelaboratory.com

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The Mind and Consciousness As an Interface

  • 1. The Mind and Consciousness As an Interface Julian Bleecker & Nicolas Nova SXSW12 | Austin, TX After Julian presented the cultural backdrop for mind and consciousness interfaces, I want to focus on the here and now, explain you the technologies and discuss the interaction design opportunities and limits
  • 3. Cortical control of a prosthetic arm for self-feeding by Meel Velliste, Sagi Perel, M. Chance Spalding, Andrew S. Whitford & Andrew B. Schwartz http://www.youtube.com/watch? v=gnWSah4RD2E
  • 4. Neurowear - necomini: http://neurowear.com/ “Necomimi is the new communication toolthat augments the human bodies and abilities.This cat’s ear shaped machine utilizes brainwavesand expresses your emotional state before you start talking”
  • 5. Are these interfaces real? Yes, they all are
  • 6. BCI: Brain-Computer Interfaces “create a direct communication pathway between a human brain and any external devices like computers” “BCI are system that provide direct translation of the activity of the human brain into command which can control device in real time.” Research started with disabled people... now it expands to any kind of users ( as usual in the history of innovation... “augmentation” )
  • 7. “direct interaction” A common trope in human-object interactions: lever / mouse / keyboard / touch / voice / physiological
  • 8. Process > invasive technology There are two ways to do it 1. Invasive technologies: sensors directly implanted in the brain: + = high temporal and spatial definition - = require surgery, cannot be moved, cover only limited portion of the brain Picture source: Nick Ramsey (http://www.nick-ramsey.eu/pics/surgery.jpg)
  • 9. Process > non-invasive > EEG This is the other possibility, no surgery. For the signal acquisition there are many different measurement methods such as electroencephalography (EEG), magnetoencephalography (MEG), functional magnetic resonance imaging (fMRI) or near-infrared spectroscopy (NIRS).
  • 10. Process > non-invasive > fMRI This is what you will need for functional magnetic resonance imaging (fMRI) fMRI measures changes in blood flow to various areas of the brain over time. It is believed that blood flows to brain tissue that is active. So, the reasoning goes, if we put someone in the scanner, and ask them to think about, say, playing tennis, then blood should flow to the part of the brain that is involved with thinking about tennis playing.
  • 11. Process > non-invasive > EEG EEG is the most common., electrodes placed on the scalp measure the weak electrical potentials generated by the brain activity +: no surgery -= noise, low spatial resolution (2-3cm 7-11 inches accuracy, which corresponds to the location of areas of specific brain activities: moving your hands versus listening to music) Most of the research is in there: data acquisition Credit photo: http://www.bsp.brain.riken.jp/Photos/EEG%20Acquisition%20-%20%2064-QuickCap %20NeuroScan%20+%20256-Geodesic%20Net%20EGI%20-%20LABSP,%20BSI,%20Riken.jpg? w=300&h=300
  • 12. Process > non-invasive > “dry cap”
  • 13. Process > making sense of this 1. Detect specific mental state or activity in certain areas of the brain (you can then say the user is reading but it’s almost impossible to tell what) 2. Train users to create certain brain activity and use it instead of a motor movement (moving the hand)
  • 14. Process > making sense of this delta wave: slow waves, sleep theta wave: drowsiness or arousal alpha wave: relaxed, reflecting beta wave: alter, working, anxious thinking, concentration
  • 15. Process > making sense of this It was to difficult for us to resist presenting you this domain AND NOT USING the graphic employed by researchers
  • 16. Process > making sense of this It was to difficult for us to resist presenting you this domain AND NOT USING the graphic employed by researchers
  • 17. Process > making sense of this It was to difficult for us to resist presenting you this domain AND NOT USING the graphic employed by researchers
  • 18. Typology of applications Various domains: gaming, spelling applications, 2D cursor control, relaxation tool, game, access to consciousness/dreams, serious games/ brain training programs (arithmetic exercises, number or letter recognition, mental card games), brain to brain communication, mind-controlled whatever, zen-like interfaces
  • 19. Typology > touch-free interface Mind-controlled parachute (Sky1 HD TV show)
  • 20. Typology > touch-free interface for hostile environment Mind-controlled parachute (Sky1 HD TV show) Action at distance: http://sky1.sky.com/gadget-geeks/mind-controlled-parachuteurinal-video-game
  • 21. Typology > thought pattern recognition Mental state identification to deliver dynamically adapted content/response Adaptive Brain-Computer Interface by Audrey Girouard (Tufts University: “Difficulty levels during video game play. Distinguishing difficulty levels could prove to be an interesting input signal, on which to adapt the interface.The experiment presented the user with two levels of difficulty of an arcade game (Pacman). Data from nine participants shows we can discriminate well between the subject playing or resting (94% accuracy,with chance at 50%), as well as discriminate between two difficulty levels and rest periods (77% accuracy,with chance at 33%), which shows potential for use in an adaptive interface. I investigated the data using both statistical analysis and machine learning classification”
  • 22. Typology > modern day lie detector Neuroscientist Daniel Langleben. This image shows average brain regions for 22 subjects during testing. Blue areas represent brain regions more active when telling the truth, red areas, when lying.
  • 23. Typology > neurofeedback Practice generating the state of mind most beneficial to sport/activity PLX Wave - Xwave headset: http://www.plxwave.com/ By safely detecting your brain's rhythm through a small sensor contact gently placed on the skin of your forehead, XWave will let you be able to control and float objects in video games by simply thinking about it, or train your mind to focus and relax on command.
  • 24. Interaction design repertoire Explicit versus implicit user interactions (or user-driven versus stimulus-driven interactions) > “Vocabulary of interaction”: control, detect Synchronous versus asynchronous (as usual most of the applications focus on the real-time). Detection of certain cognitive states / brain activity Stand-alone brain-computer interface or BCI+other physiological data (hearbeat, turning one’s head...) Design parameters we can play with
  • 25. Interaction design repertoire Language-related cognitive states Implicit Explicit Motor-related cognitive states Design parameters we can play with
  • 26. 1. Cognitive state versus semantic Finding general cognitive processes is not mind reading! Researchers can tell if a user is processing language but they we cannot easily determine the semantics of the content. There are projects that trying doing so but it’s really far-fetched into the future (big material, lot of noise).
  • 27. 1. Cognitive state versus semantic Presented clip Clip reconstructed from brain activity An exception though: movie clip reconstruction using fMRI: The left clip is a segment of a Hollywood movie trailer that the subject viewed while in the magnet. The right clip shows the reconstruction of this segment from brain activity measured using fMRI. Reconstructing Visual Experiences from Brain Activity Evoked by Natural Movies by Shinji Nishimoto, An T. Vu, Thomas Naselaris, Yuval Benjamini, Bin Yu, Jack L. Gallan (UC Berkeley): http://dx.doi.org/10.1016/ j.cub.2011.08.031
  • 28. but this is what you will need for this (not to mention the algorithm)
  • 29. 2. Training users Users have to learn to intentionally manipulate their brain signals, which is not trivial. Two options 1. users are given specific cognitive tasks such as motor imagery to generate measurable brain activity, 2. Operant conditioning, provides users with continuous feedback as they try to control the interface.
  • 30. 2. Training users Main problem = even with feedback it’s hard to see what you can do with your mind to control the attention interface on the upper left-hand corner!
  • 31. 3. Signal versus noise: seamful design? Noise = background noise + lots of data (some from the required brain activity + some from other activities like moving your head/hand) + as people grow tired. But we can maybe adopt a seamful design approach.
  • 32. 4. Taking design context into account Where are you going to use these BCI helmet? Most of the pictures about these projects show lab pics... and we know that design is about context and taking into account contextual parameters. (This is the “board of imagination”, a mind-controlled skateboard by Chaotic Moon Lab) http://www.chaoticmoon.com/labs/chaotic-moon-labs-board-of-imagination/
  • 33. 5. Context and devices Specific type of app Specific type of app Specific type of app Different paths... depending on context, you can find about different activity
  • 34. Conclusion > The “direct translation” trope and how to go beyond it > We need to build an interaction design perspective, ask design issues, not only address technological problems > What’s the equivalent of the blue screen of death for BCI? What happens for social norms in the long- run?