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Neurotechnology and Brain Computing Interface

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Neurotechnology and Brain computing

interface
TOPIC: Neurotechnology and brain
computing interface ; Enhancing
human

SUBMITTED BY;
Adamya jain SUBMITTED
Alok sisodiya TO;
Tanmay shukla Dr. Madhvi
Arjav dariya Sharma

BTech 1st year


Copyright © 2023 sgsits.
All rights reserved. No part of this report may be reproduced or transmitted
in any form or by any means, electronic or mechanical, including photocopying,
recording, or any information storage and retrieval system, without permission
in writing from the publisher
INTRODUCTION
• The brain computer interface (BCI) is a direct and sometimes bidirectional communication tie-
up between the brain and a computer or an external device, which involves no muscular
stimulation. It has shown promise for rehabilitating subjects with motor impairments as well as
for augmenting human working capacity either physically or cognitively (Lebedev and
Nicolelis, 2017; Saha and Baumert, 2020). BCI was historically envisioned as a potential
technology for augmenting/replacing existing neural rehabilitations or serving assistive devices
controlled directly by the brain (Vidal,
1973; Birbaumer et al., 1999; Alcaide-Aguirre et al., 2017; Shahriari et al., 2019). The first
systematic attempt to implement an
electroencephalogram (EEG)-based BCI was made by J. J. Vidal in 1973, who recorded the
evoked electrical activity of the cerebral cortex from the intact skull using EEG (Vidal, 1973), a
non-invasive technique first studied in humans invented by Berger (1929). Another early
endeavor to establish direct communication between a computer and the brain of people with
severe motor impairments had utilized P300, an event related brain potential (Farwell and
Donchin, 1988). As an alternative to conventional therapeutic rehabilitation for motor
impairments, BCI technology helps to artificially augment or re-excite synaptic plasticity in
affected neural circuits. By exploiting undamaged cognitive and emotional functions, BCI aims
at re-establishing the link between the brain and an impaired peripheral site (Vansteensel et al.,
2016). However, the research applications of BCI technology evolved significantly over the
years, including brain fingerprinting for lie detection (Farwell et al., 2014), detecting
drowsiness for improving human working performances (Aricò et al., 2016; Wei et al., 2018),
estimating reaction time (Wu et al., 2017), controlling virtual reality (Vourvopoulos et al.,
2019), quadcopters (LaFleur et al., 2013) and video games (Singh et al., 2020), and driving
humanoid robots (Choi and Jo, 2013; Spataro et al., 2017). Figure 1 demonstrates the
progression of BCI in various application fields since its conception.
FIGURE 1. The number of publications over the years: The statistics was based on a
search on PubMed in which “brain computer interface” was the search keyword. The

publications those were listed until 4th December 2020 have been accounted only. A
significant increase in the number of publications in this decade as compared to the last
decade implicates the engagement of a greater community in this field and, thus the
importance of BCI technology.
According to the Brain/Neural Computer Interaction Horizon 2020 project, an initiative by the
European Commission for coordinating BCI research, six major application themes, i.e., restore
(e.g., unlocking the completely locked-in), replace (e.g., BCI-controlled neuroprosthesis), enhance
(e.g., enhanced user experience in computer games), supplement (e.g., augmented reality glasses),
improve (e.g., upper limb rehabilitation after stroke), and research tool (e.g., decoding brain
activity with real time feedback) have been outlined as feasible and promising fields (Brunner et
al., 2015). This overview encompasses a wide range of challenges and trends in BCI field.
Functioning

. A BCI can be defined as “a system that measures CNS activity and converts it into artificial
output that replaces, restores, enhances, supplements, or improves natural CNS output and thereby
changes the ongoing interactions between the CNS and its external or internal environment They
work in 3 main steps:
1) Collecting brain signals
2) Interpreting them
3) Outputting commands to a connected machine, according to the brain signal received.
There are 3 types of BCI’s:
1. Invasive
2. Semi invasive
3. Non invasive

1. NON INVASIVE BCI


The sensors are placed on the scalp to measure the electrical potentials produced by the
brain (EEG) or the magnetic field (MEG). The EEG signal is taken placing electrodes on
the scalp, so on the most external part.
It records electrical activity from brain neurons, using a device on top of the head with
electrodes which measure Beta, Delta, Alpha, and Theta brain waves. Neurologists can
identify patterns in a patient's brain wave activity, allowing them to spot abnormalities
that could give rise to seizures or other neurological disorders. Persons can also use them
to operate toys and other devices.
Some wearable EEG devices are;

2. SEMI INVASIVE BCI


The electrodes are placed on the exposed surface of the brain electrocorticography. (ECoG). It is
called semi-invasive but it still requires a craniotomy to implant the electrodes. For this reason it is
used only when surgery is necessary for medical reasons (epilepsy for example) :
The electro-corticography (ECoG) signal is taken from electrodes placed in the dura or in the
arachnoid.

3. INVASIVE BCI

• Invasive BCI are implanted directly into the grey matter of the Brain during Neurosurgery.
• The microelectrodes are placed into the cortex ,measuring the activity of one or more neurons.
• As they rest in the grey matter invasive devices produced the highest quality signals of BCIS devices.
• But are prone to scar tissue build –up causing the signal become weaker or even lost as the body
react to the foreign object in the brain.

• The Neuralink connect to the Brain with small wires.


APPLICATIONS

1. Health care
Healthcare field has a variety of applications that could take advantage of brain
signals in all associated phases including prevention, detection, diagnosis, rehabilitation
and restoration.
Prevention :
▪ Smoking
▪ Alcholism
▪ Motion sickness
Detection and diagnosis:
▪ Tumors
▪ Brain disorder
▪ Sleep disorder
Rehabilitation and restoration:
▪ Brain stroke
▪ Disability
▪ Psychological disorder

2. Neuromarketing and advertisement

Marketing field has also been an interest for BCI researches. The
research in has explained the benefits of using EEG evaluation for TV
advertisements related to both commercial and political fields. BCI
based assessment measures the generated attention accompanying
watching activity .On the other hand, the researchers of have considered
the impact of another cognitive function in neuromarketing field.
Theyhave been interested in estimating the memorization of TV
advertisements thus providing another method for advertising.

3. Educational and self-regulation


Neurofeedback is a promising approach for enhancing brain
performance via targeting human brain activity modulation. It invades
the educational systems, which utilizes brain electrical signals to
determine the degree of clearness of studied information. Personalized
interaction to each learner is established according to the resultant
response experienced.
Learning to self-regulate through noninvasive BCI has also been studied. It provides a mean for
improving cognitive therapeutic approaches. The research in has analyzed the feasibility fMRI
for the emotional regulation, while has suggested the use of hybrid rtfMRI–EEG BCI to fight
the depression feeling as well as other neuropsychiatric disorders through training sessions.
Furthermore, EEG based emotional intelligence has been applied in sport competitions to
control the accompanying stress as examined in. In , BCI technology has been elaborated in
self-regulation and skill learning via functional Magnetic Resonance Imaging (fMRI)
neurofeedback.

4. Games and entertainment


Entertainment and gaming applications have opened the market for nonmedical brain
computer interfaces. Various games are presented like in [81] where helicopters are made to fly
to any point in either a 2D or 3D virtual world. Combining the features of existing games with
brain controlling capabilities has been subject to many researches such as [82] which tend to
provide a multi-brain entertainment experience. The video game is called BrainArena. The
players can join a collaborative or competitive football game by means of two BCIs. They can
score goals by imagining left or right hand movements. On the other hand, some EEG serious
games have been employed for emotional control and/or neuroprosthetic rehabilitation. They
are containing either a new game idea or a modified one. In [5], Tan and Nijholt have described
Brainball game which intends to drop the stress level. The users can only move the ball by
relaxing; thus, the calmer player is more likely to be the winner and thus they would learn to
control their stress while being amused.

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