From Toys To Practicality: Brain Computer Interface Technology

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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 internal or external techniques. There are numerous uses of such technology which are being realized or proposed researchers as well as patients alike. Many individuals envisage these technologies as significant plans and interfaces to go along with other inputs—such as switch scanning and speech recognition (Leeb et al., 2007). Such solutions are especially appropriate as input options for individuals, who are relentlessly physically disabled (like locked-in) minor to diagnoses like traumatic brain injury, ASL, brainstem stroke, and various serious neuromuscular disorders. According to Hay (2012), “Michael Brody, a psychiatrist who teaches at the University of Maryland, cautions that mind-controlled games are useful only if they move beyond the novelty stage and become a standard part of patients' mental health regimens” (para. 15).
3D Virtual Reality and Gaming Environment
Far past science-fiction truisms and image of an individual linked to cyber through direct cerebral implants similar to The Matrix, BCIs can also provide a new way of playing videogames of interaction with the 3D Virtual environment (VEs). Just in the most recent days have research groups been trying to link BCIs and the virtual worlds. Nonetheless,...

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