2. Introduction Definition: Brain-Computer interfaces interpret distinct brain wave patterns as commands to guide a computer or other device. Channels to detect signals: Implanting electrodes into brain A cap or helmet through external electrodes (Headset) A software program analyze what people are thinking Behm, 2006
3. Business Drivers Medical use: Providing severely disabled individuals with the ability to control their surroundings Gaming: Game control devices that use mind commands. Hands-free interaction Enable our surrounding to be capable of proactively conforming to our needs, for example, PCs and mobile application Niccolai, 2007
4. Limitation and Risk Already in use in small areas but in its very early stage, by 2050 or sooner, can be fully developed in consumer use Medical use Game control Hands-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 may replace Voice control Microphone no longer needed. Traditional computer input devices Keyboard, mouse, microphone, etc. Traditional controlling devices Hand controls for wheel-chairs, on-off switches, etc. Niccolai, 2007
6. Current use of the technology Three main consumer-devices commercial-competitors: Neural Impulse Actuator Emotiv Systems NeuroSky Devices primarily for gaming- and PC-users These companies are not very successful at the current stage Technical 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 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
8. Additional Information There is a video demonstrates this technology in its early stage: http://www.youtube.com/watch?v=fVhggGSjXVg
9. Reference Behm, 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:TECH Youtube. “ A headset that read your brainwaves”. Ted Talk. June 22, 2011http://www.youtube.com/watch?v=fVhggGSjXVg