From Toys to Practicality: Brain Computer Interface Technology
The idea of Brain Computer Interface (BCI) technology is the subject of high interest for many people and families of the person experiencing considerable physical impairments, such as those with Amyotrophic Lateral Sclerosis (ALS). This knowledge is recognized by several monitors, such as BCI, Brain-Machine Interface (BMI), neuro-brain transmission and Direct Brain Interface (DBI). Conventional computer input and assistive technology devices depend on the small though steadfast muscle movements, which patients lose during the progress of the disease. BCIs identify tiny changes in the brain signals to offer a control path for devices which does not rely on the movement of muscles. BCIs do not interpret or communicate thoughts, although they do sense small changes in the brain signals to facilitate a path of control which does not rely on muscle movements (Arrouet et al, 2005). The basis of this paper is examining how video games impact technology that can benefit research and development, military applications, and the medical field for people with speech and mobility disabilities
These technology explanations were initially envisaged for assistive technology and lately for functions like controlling automatic sailboats, video games, military tasks and robots. Currently, BCIs continue being researched as an assistive technology answers for those people with substantial physical disabilities that have a strong yearning to communicate through speech and writing, in addition to managing their environment and participate in computer-based leisure activities. BCI systems usually comprises of a collection of hardware and software which interacts with the human body through i...
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...ng-pong ball in the air. Currently, around 1,700 software makers are using NeuroSky’s technology, and a lot of them are making mind-controlled videogames for the firm’s MindWave Mobile headset (Hay, 2012). For instance, MyndPlay Ltd, a London-based firm, is utilizing NeuroSky chips incorporated in its headset to allow viewers control the result of movies scenes through concentration and relaxation. The firm has a manufacturing studio which makes short films with alternating plot lines, as well as endings. Another program that is competing with NeuroSky is the Emotiv Systems Inc. that provides the $300 multi-sensor headset and sells several software packages for fashionable games like “World of Warcraft” and “Call of Duty” that are optimized for the firm’s headset and a program designed to allow users control the computer with thoughts rather than keyboard and mouse.
In this paper I will discuss two different case studies. The first case study involves a 35-month old girl named Kim who struggles with meal time, potty training, and play time with others. I will discuss four assistive technology devices, that would work for Kim. These devices will assist Kim with balance, mobility and undressing. The second case study involves a school age child name Billy, who struggles with benchmark objectives. Billy is in the fourth grade and use Assistive technology devices reading and math. I will discuss different AT devices that can be used to assist Billy with reading and math.
Wendy Keay-Bright and Imogen Howarth From the issue entitled "Special Issue on Autism and Technology" Personal and Ubiquitous Computing Volume 16, Number 2 (2012), 129-141, DOI: 10.1007/s00779-011-0381-5
A contraction of “exercise” and “videogame”, exergames are games that require physical movement from the player (Hernandez et al.). These games may be more common than some realize, having been around since the 1980’s. One of the world’s most popular exergames is the “Dance Dance Revolution” series by Konami. Mixing timing and fancy footwork with catchy music made this series a household name since it’s release in 1998. More recent examples include the Nintendo Wii and the Xbox Kinect, which are two of the most commonly studied exergame systems in the field of movement rehabilitation. The increased popularity and public access to these systems have caught the eye of many researches and how they can be integrated to treat conditions such as Acquired Brain Injuries and Cerebral
Amyotrophic lateral sclerosis, or ALS, is a degenerative disease affecting the human nervous system. It is a deadly disease that cripples and kills its victims due to a breakdown in the body’s motor neurons. Motor neurons are nerve cells in the brainstem and spinal cord that control muscle contractions. In ALS, these neurons deteriorate to a point that all movement, including breathing, halts. Muscle weakness first develops in the muscles of body parts distant from the brain, such as the hands, and subsequently spreads through other muscle groups closer to the brain. Such early symptoms as this, however, can hardly be noticed.
Technology and the Brain As a college student, using the internet and technology is a daily task. Everything you need for your classes: schedules, homework, quizzes, and even tests are all online. The debate on technology and the brain suggests that technology may have an effect on the brain, effect multi-tasking, and cause addiction. Brain Activity
Imagine if you loss control of your body but your mind stayed unaffected. You would be a prisoner in your own body, all leading up to your death sentence. That is the sad fate for the people diagnosed with Amyotrophic lateral sclerosis (ALS). “Amyotrophic lateral sclerosis (ALS) is a neurodegenerative disorder was first described by Ran in 1850. This description was then expanded in 1873 by Charcot, who emphasized the involvement of the corticospinal tracts. In the United States, ALS is often referred to as Lou Gehrig's disease, after the famous ball player who was stricken by the disease in the midst of his career. (Yale School of Medicine, 2014)” In this paper will go through the definition, the process, the signs, the risk factors, etiology, and discus the known people that have suffered with this terminal disease.
In The article “Brainology” “Carol S Dweck, a professor of psychology at Stanford University, differentiates between having a fixed and growth mindset in addition how these mindsets have a deep effect on a student’s desire to learn. Individuals who have a fixed mindset believe they are smart without putting in effort and are afraid of obstacles, lack motivation, and their focus is to appear smart.. In contrast, students with a growth mindset learn by facing obstacles and are motivated to learn. Dwecks argues that students should develop a growth mindset.
Autism is a neurological developmental disability that affects a person’s behavior and communication skills (AutismResearchNetwork.org). Commonly, those with Autism are diagnosed very early in childhood. Autism is the fastest- growing developmental disability known, with its prevalence appearing in 1 out of every 68 births (www.autismspeaks.org). The autism spectrum is so large, ranging from mild to severe symptoms, that no two people diagnosed are alike. With autism being the most common disorder among the human race (www.webmd.com), doctors and science, have come together to improve the technology in helping those with autism in many ways. New advancements have been developed to diagnose autism earlier, help create more successful treatments, and to help better an educational plan for people with autism. There are many theories but no known single cause for autism. There are also many treatments but no known cure for autism. In my paper, I am going to review the technology aspect into this disorder. Technology has enhanced different treatments, enabled earlier diagnoses, and furthered education levels in those with autism. The focus of my report will be on these three categories; diagnoses, treatments and education.
The future may well involve the reality of science fiction's cyborg, persons who have developed some intimate and occasionally necessary relationship with a machine. It is likely that implantable computer chips acting as sensors, or actuators, may soon assist not only failing memory, but even bestow fluency in a new language, or enable "recognition" of previously unmet individuals. The progress already made in therapeutic devices, in prosthetics and in computer science indicate that it may well be feasible to develop direct interfaces between the brain and computers.
Perry, Bruce, 1999. ECT Interview: Bruce Perry Discusses the Effects of Technology on the Brain.
In all the research and projects so far have been made with this method (Brain computer interface), all subject controlled by a person brain, an example of the research that has been done by Millan et al. [4] was on mobile robots has been controlled by a person brain. Or control the electrical wheelchair made a non-invasive method by thinking about it that the person was able to move between rooms [3].
... CLD info sheets: assistive technology. Council for Learning Disabilities. Retrieved on April 24, 2005, from http://www.cldinternational.org/c/@CS_yKIo7l8ozY/Pages/assistive.html
Video games can be just as useful as reading books because they enhance hand-eye coordination and serve as a learning tool as well. Studies have shown that people, especially kids, that have had suffered from some sort of disease or have been stroke victims and play video games as well have been found to improve their balance and coordination on numerous of cases by playing video games. For example, a ...
The mouse motion can be slowed down for better control. The toolbar can be created to suit the children's needs. However if this is not suitable there are many peripherals and devices, which can support children with SEN, but not all are appropriate for everyone. For those children with a physical disability a variety of switches, optical pointers, voice controlled devices and word prediction software has been designed to overcome the problems these children have using traditional input devices such as the mouse and keyboard.
When playing video games, the coordination and concentration can physically, socially, and mentally benefit the user. Research today shows that certain video games can reduce fat and therefore promote weight loss. Other sources state that doctors have instructed parents to let their children play video games to help control focus. It is found that video games can improve hand eye coordination and have been used for rehabilitation of wounded soldiers. Gamming has developed in technology, and created many new positive effects. Over the years video games has become popular, the history of gamming continues all the way back to board games, new equipment has created constructive and entertaining learning experiences.