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The Thinking Cap in Action
The Thinking Cap in Action

Thinking Cap Propels Virtual Walkers
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Oct. 17, 2005— A new machine propels a person through a virtual environment just by picking up their brain signals.

The brain-computer interface senses brainwaves normally used for limb movement, records them as electroencephalogram (EEG) signals, and transforms them into virtual motion without the person ever lifting a muscle.

"It is strange, or like in science fiction, that you can use your brain to control something," said doctoral student Robert Leeb, a primary technologist on the project.

The work could lead to devices that are implanted in the brain or used in conjunction with robotic limbs to help paralyzed people communicate and function.

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Imagining a Walker
Imagining a Walker

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When it comes to virtual environments, most systems require participants to navigate by using a joystick or some other hand-held device. This results in contradictory stimuli to the brain.

The person may have the illusion of walking through a computer-generated world, but in the real world, they are moving a stick or pressing a button, reducing the sense of being immersed in the virtual environment.

The system — under development by researchers at the Graz University of Technology in Austria, the University College London, and Guger Technologies, also in Graz — eliminates that confusion.

It consists of an electrode cap, which is worn by the user, an electroencephalogram amplifier, and a computer loaded with specialized software.

In experiments conducted over a five-month period, Leeb's team tested the system on three healthy people between the ages of 23 and 30.

They were first asked to calibrate the system with their own brainwaves by performing a number of feedback tests.

The tests involved moving a bar between cross hairs on a computer screen, navigating through a virtual space while wearing a head-mounted display, and, finally, sitting in an immersive room, called a cave, and imagining their character walking to the end of a street in a virtual-reality city.

In each run, the computer prompted the participant with a visual cue, such as an arrow pointing down, and an auditory stimulus, such as double beep, to think about moving their hands or feet.

If the participant imagined the wrong movement, their virtual character did not move or some cases moved backward. A system gave the user a score based on the accumulated forward distance imagined.

All test participants successfully navigated within the three different environments and two of the participants achieved 100 percent success.

Leeb attributes the high rate to the feedback of virtual reality imagery, which has not been incorporated by other research groups.

Although the cues increase performance, Leeb would like to eventually move away from using them altogether. But that presents a technological hurdle, as it forces the machine to recognize the correct brain signals from among all the other signals firing.

"You have always to distinguish the true signal from noise," said assistant professor Andrea Kuebler, an expert in brain-machine interfaces as the University of Tübingen in Germany. "To classify the important stuff, that is the challenge."



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Picture: Courtesy of Graz University of Technology |
Contributors: Tracy Staedter |

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