machine interface (BMI). BMI
achieves a literal realization of
the human computer interaction paradigm by physically
connecting man and machine.
Over the past several years, BMI
research has led to the development of brain-implantable
chips that can translate a user’s
neural impulses into a signal
for controlling an external
device, such as a robotic arm
[ 11, 12]. Current state-of-the-art neuroprosthetic devices are
far from the sleek biomorphic
appendages featured in science
fiction films, but are rather
first-generation prototypes possessing minimal functionality.
Although these technologies
represent a remarkable step
forward for amputees and
other disabled persons, it is
unlikely that healthy individuals will volunteer to undergo
risky brain surgery simply for
the potential interaction benefits. However, there is ongoing
research to investigate the use
of low-cost, noninvasive neural
recording techniques—like electroencephalography (EEG)—as
a basis for direct neural control of external devices [ 13].
These noninvasive devices may
obviate the risks associated
with implantable systems and
provide a pathway for making
BMI accessible to non-disabled
users.
In fact, efforts to turn EEG
into a sort of “BMI for the
masses” are well under way,
with at least two companies,
Emotiv ( www.emotiv.com) and
Neurosky ( www.neurosky.com),
having developed EEG-based
game controllers. It is unclear
whether these stripped-down
commercial systems (that feature far fewer electrodes than
[ 7] Chaminade, T., J.
Hodgins, and M. Kawato.
“Anthropomorphism
influences perception
of computer-animated
characters’ actions.”
Social Cognitive and
Affective Neuroscience
2, no. 3 (2007): 206-216
[ 8] Bargh, J. A. and M.L.
Ferguson. “Beyond
Behaviorism: On the
automaticity of higher
mental processes.”
Psychological Bulletin
126, no. 6 (2000): 925
-945.
[ 9] Itti, L., C. Koch, and
E. Niebur. “A model
of saliency-based
visual attention for rapid
scene analysis.” IEEE
Transactions on Pattern
Analysis and Machine
Intelligence 20, no. 11
(1998): 1254-1259.
• Figure 1: An icon’s salience, or “pop-out,” is determined in part by the properties of the
display. On a white backgrou
a typical laboratory co
tion) actually live up to
marketing campaign. N
activity patterns recor
through EEG usually re
slow changes in menta
such as changing level
attention and arousal.
significant advances, it
ly that gamers will be
execute a rapid sequen
actions (kick-punch-jum
their thoughts alone. B
we’ve seen with hacks
Wii controller, placing
device in the hands of
users may result in new nd (A), each icon is readily found; this is quantitatively
captured by the model-generated salience map (in B). When pasted on a map (C), the
same icons are far less salient (D). In D., white circles denote the position of each icon.
[ 10] Parasuraman,
R. and G.F. Wilson.
“Putting the brain to
work: neuroergonom-ics past, present, and
future.” Human Factors
50, no. 3 (2008):
468-474.
nfigura- ABOUT THE AUTHORS
the Brad Minnery is the neuro-technology group leader in
eural The MITRE Corporation’s
ded emerging technologies
flect office. His interests includ-
l state, ed neurobiologically inspired intelligent
systems and the cognitive neuroscience of
s of human-machine interaction. He received
Without his Ph.D. in neurobiology from the
[ 11] Schalk, G., K. J.
Miller, N.R. Anderson,
J. A. Wilson, M.D Smyth,
J.G. Ojemann, D. W.
Moran, J.R. Wolpaw,
and E.C. Leuthardt.
“Two-dimensional
movement control using
electrocorticographic
signals in humans”.
Journal of Neural
Engineering 5, no. 1
(2008): 75-84.
’s unlike- University of Pittsburgh.
able to Michael Fine is a senior
ce of artificial intelligence engi-
p) with neer at The MITRE
ut as Corporation, where he
studies the interaction of
of the visual attention with learn-
an EEG ing and memory. Fine has a Ph.D. in bio-
eager medical engineering from Washington
innova- University, where he developed computational models to predict human motor
[ 12] Velliste, M., S.
Perel, M.C. Spalding,
A.S. Whitford, and A.B.
Schwartz. “Cortical control of a prosthetic arm
for self-feeding.” Nature
453, no. 7198, (2008):
1098-1101.
tive applications. As these and
behavior in virtual environments.
other neurally enabled technologies become more mainstream
in the next decade, members of
the HCI community should be
ready to capitalize on their full
potential.
[ 13] Wolpaw, J.R.
and D. J. McFarland.
“Control of a t wo-dimensional movement
signal by a noninvasive brain-computer
interface in humans.”
Proceedings of the
National Academy of
Sciences of the United
States of America 101
(2004): 17,849-17,854.
March + April 2009
DOI: 10.1145/1487632.1487649
© 2009 ACM 1072-5220/09/0300 $5.00