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Brain–Computer Interfaces - Index of

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Toward Ubiquitous BCIs 373<br />

controls. He hears rumors that the online BCI game champion cheats because he<br />

has an invasive BCI that provides cleaner signals, or by hacking the data stream to<br />

introduce signals that did not come from his BCI.<br />

A scenario like this may be feasible after 10 years or so, and might involve other<br />

physiological signals too. For example, BNCI information from eye activity, heart<br />

rate, breathing, and facial muscles could help detect errors, since errors could cause<br />

people to blink, frown, sigh, or otherwise react.<br />

Effective integration requires greater attention to usability. In the above example,<br />

the BCIs do not demand too much attention or valuable real estate on the users’<br />

faces or heads. BCIs are ready to draw more heavily from ample research in human–<br />

computer interaction (HCI) and effective s<strong>of</strong>tware design [3]. Clunky interfaces that<br />

are hard to learn or understand will be harder to sell. Designers should avoid the<br />

“Midas touch problem,” in which a user accidentally sends a message or command<br />

[49]. This risk depends on the BCI approach. With ERD BCIs, people might accidentally<br />

send a command if they are thinking about sports; with P300 BCIs, a<br />

wrong message may be sent if the user is distracted or surprised, which can produce<br />

a P300. Hardware usability includes developing headwear that is comfortable,<br />

lightweight, easy to don and remove, and does not interfere with vision or other<br />

headworn devices [20].<br />

While the recent discussion has focused on BCIs and modern computing environments,<br />

future BCIs will need to interact with other emerging technologies. How<br />

can BCIs best be integrated with next generation operating systems, input mechanisms,<br />

headsets and other worn devices, and pervasive computing environments?<br />

How can a BCI contribute to the expected rise in virtual and augmented reality environments?<br />

Consider an augmented reality environment in which users simply look<br />

at specific devices, locations, or people, and then think specific thoughts to manipulate<br />

those devices, go to those locations, or message those people. Other thoughts<br />

might allow other actions, such as learning more about a target object, storing an<br />

image <strong>of</strong> the target, or making notes to oneself. The merits <strong>of</strong> BCI input depend on<br />

which emerging technologies become widespread.<br />

2.6 Appearance<br />

Both hardware and s<strong>of</strong>tware are becoming more cosmetically appealing, another<br />

necessary trend that will likely continue. Early BCIs, like the systems used today in<br />

most labs and patients’ homes, require electrode caps over the entire head, studded<br />

with electrodes oozing gooey electrode gel that look ridiculous. Newer systems with<br />

better looking sensors that are smoothly integrated into unobtrusive head mounted<br />

devices are more likely to be adopted. In fact, there seem to be at least three<br />

diverging styles: the “futuristic” look by game manufacturers and others going after<br />

enthusiastic technophiles; the “conservative” look by medical device manufacturers<br />

and others who instead want to seem safe and established; and the “minimalist”<br />

approach <strong>of</strong> some dry electrode groups and others <strong>of</strong> trying to embed electrodes in<br />

glasses, microphones, and other established headwear.

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