I have been pondering the short and long term possibilities offered by Emotiv's and OCZ Technology's neuroheadsets.
Charlie Bess (EDS Fellow) wrote a blog about neuroheadsets. Here are some additional thoughts ...
A neuroheadset is a device that detects tiny electromagnetic signals generated by neural activities in the cerebral cortex. At least in theory, detecting these tiny electromagnetic fluctuations could indicate what a person is thinking about. If captured, one should be able to control a computer via thoughts. This is what Emotiv and OCZs' devices promise.
First Reaction: My first reaction was, wow, this is just too cool. Imagine throwing away the keyboard, mouse, joystick, sketch pads and just telling the computer what you want by "thinking" it.
Skepticism: My second thought was, get real, too many cool technologies have been promised that either were not delivered or fell way short of the promise.
Pragmatism: Then, reality set it. The premise for a neuroheadset is plausible, and several demos of these devices are available on YouTube (search by Emotiv or OCZ). In time, we'll probably end up with a fairly good interface that will have its niche (so don't throw away the keyboard and mouse).
Criteria: Then I asked myself what would make a good neuroheadset? I think some of the criteria are:
- Accuracy - the ability to correctly associate a brain wave pattern with a unique thought
- Resolution - the ability to distinguish thoughts with a fine granularity
- Quantity - how many distinct thoughts can be detected
- Performance - how quickly can a thought be correctly identified
- Adaptation - can the device adapt to different users' thought patterns
- Persistence - do the individual user's thought patterns change over time?
- Distraction - what to do when the user is "distracted" by an unrelated thought?
Applications: The planned application for the commercial neuroheadsets is video games. This makes a lot of sense, because the audience is willing to buy cool and new technologies, the cost of errors is very low (i.e., a game doesn't respond), and valuable user feedback can be collected. Also, in a different sense, lie detector devices are now being introduced based on brain wave patterns (link1, link2), and there's also a book showing how to build such a device (links3).
My guess is that the next set of applications will be interfaces for patients with neuromuscular diseases and stroke victims. Detection of even a handful of thoughts, such as Thirsty, Itch, Pain, Left, Right, Go, and Stop can have a profound impact on the quality of life for some patients.
The connection between a neuroheadset and virtual reality goes without saying.
Longer term applications could include controlling machines (toys, cars, and airplanes), remote surgery, manufacturing plant control, TV and home appliance control, military, remote robot control etc. (Do you remember the 1982 film, Firefox, where Clint Eastwood was flying a fighter plane by thinking in Russian?)
The obvious applications include remotely controlling other things. However, let's keep in mind that motor control and communications with others are time intensive; so, capturing a thought may be a faster way of getting some jobs done. Consequently, time-critical applications should be good candidates. Another possibility is connecting multiple people via neuroheadsets, so that they could collaborate on a task more rapidly, simply by thinking about it (sorry extroverts!)
It remains to be seen if we can simultaneously control some tasks by thought, while using our muscles to do something else. For example, can I interact with parts of my video game with a neuroheadset, and other parts with joystick and keyboard? Doubtful, but if so, then the range of possible applications expands significantly.
Philosophical: The availability of a neuroheadset immediately raises the question about a neuroactuator, where thoughts, memories, feelings, and experiences could be evoked via external stimulation; then we'll have input and output covered. Now, this gets scary; what's the use for the real world?
Phrenology: Neuroheadsets could be viewed as the modern day phrenology. In phrenology (a pseudo-science), personality traits were analyzed via bumps on the skull, under the premise that different parts of the brain are associated with different behavioral patterns. Now, with the neuroheadset, we can imagine a dynamic electromagnetic topology around the skull that represents the current state-of-mind of the user.
Reality: I'll wait and see how the neuroheadset develops. Video gamers and some patients will probably be the first group of people to benefit from it. If and when the device is sufficiently developed, we'll see some control applications affected. Collaborative thinking may be next big thing with neuroheadsets.
What do you think?