[Home]
[Full version]
Teenager moves video icons just by imagination
Oct 10 ,Medicine & Health
Now, a St. Louis-area teenage boy and a computer game have gone hands-off, thanks to a unique experiment conducted by a team of neurosurgeons, neurologists, and engineers at Washington University in St. Louis.
The boy, a 14-year-old who suffers from epilepsy, is the first teenager to play a two-dimensional video game, Space Invaders, using only the signals from his brain to make movements.
Getting subjects to move objects using only their brains has implications toward someday building biomedical devices that can control artificial limbs, for instance, enabling the disabled to move a prosthetic arm or leg by thinking about it.
Many gamers think fondly of Atari's Space Invaders, one of the most popular breakthrough video games of the late '70s. The player controls the motions of a movable laser cannon that moves back and forth across the bottom of the video screen. Row upon row of video aliens march back and forth across the screen, slowly coming down from the top to the bottom of the screen. The objective is to prevent any one of the aliens from landing on the bottom of the screen, which ends the game. The player has an unlimited ammunition supply.
The aliens can shoot back at the player, who has to evade, moving left and right. There are lots of levels of play, reflecting the speed at which the aliens descend. The Washington University subject mastered the first two levels of play, using just his imagination.
Here's how:
The teenager, a patient at St. Louis Children's Hospital, had a grid atop his brain to record brain surface signals, a brain-machine interface technique that uses electrocorticographic (ECoG) activity - data taken invasively right from the brain surface. It is an alternative to a frequently used technique to study humans called electroencephalographic activity (EEG) - data taken non-invasively by electrodes outside the brain on the scalp. Engineers programmed the Atari software to interface with the brain-machine interface system.
Eric C. Leuthardt, M.D., an assistant professor of neurological surgery at the School of Medicine, and Daniel Moran, Ph.D., assistant professor of biomedical engineering, performed their research on the boy who had the grids implanted so that neurologists and neurosurgeons can find the area in the brain serving as the focus for an epileptic seizure, with hopes of removing it to avoid future seizures. To do this, the boy and his doctors, Dr Mathew Smyth and Dr John Zempel, had to wait for a seizure.
Usin' the noggin
With approval of the patient and his parents and the Washington University School of Medicine Institutional Review Board, Leuthardt and Moran connected the patient to a sophisticated computer running a special program known as BCI2000 (developed by their collaborator Gerwin Schalk at the Wadsworth Center, New York State Department of Health in Albany) which involves a video game that is linked to the ECoG grid. They then asked the boy to do various motor and speech tasks, moving his hands various ways, talking, and imagining. The team could see from the data which parts of the brain and what brain signals correlate to these movements. They then asked the boy to play a simple, two-dimensional Space Invaders game by actually moving his tongue and hand. He was then asked to imagine the same movements, but not to actually perform them with his hands or tongue. When he saw the cursor in the video game, he then controlled it with his brain.
"He cleared out the whole level one basically on brain control," said Leuthardt. "He learned almost instantaneously. We then gave him a more challenging version in two-dimensions and he mastered two levels there playing only with his imagination."
In 2004, Leuthardt and Moran led a team who were the first to perform this research on four adult patients. They were anxious to get data from a teenager to see if there are any differences between how teens and adults operate.
"It's exciting to be able to look at age differences and see what that tells us about the brain," said Moran, who said the team plans to test more pediatric subjects. "No one has ever seen if brain signals from children are different. We'll try to determine if teenagers have different frequency distributions when their cortex becomes active. We might question if the frequency alterations are different, will that make a difference in performance?"
Leuthardt said it is too early to make comparisons between adults and teenagers because they have only one set of teenage data.
"But we observed much quicker reaction times in the boy and he had a higher level of detail of control - for instance, he wasn't moving just left and right, but just a little bit left, a little bit right," he said.
Graduate students in the Washington University School of Engineering and Applied Science played major roles in the accomplishment. Nick Anderson, a Ph.D. student in biomedical engineering, came up with the idea of using the Space Invaders game to both help the patients pass the time away and garner some very useful, pioneering data. Computer science and engineering master's degree candidate Tim Blakely pulled several all-nighters to program the game into the ECoG system. "Doing this is a win-win situation , both for science and the child," Leuthardt said. "We devised this to be enjoyable and entertaining while we get groundbreaking information on the brain."
Source: Washington University School of Medicine
Related stories:
Fly Flight Simulators Reveal Secrets of Decision Making
Even flies like video games--and it's not just child's play, say scientists at the California Institute of Technology. With the help of a unique bug-sized flight simulator, Caltech researchers are deciphering the secrets of behavior and decision making in the fly brain, and, ultimately, in our own.
Hospitalized school kids use robot replacements in classroom
(AP) -- Lying in his hospital room, on a mattress designed to protect his fragile skin, 13-year-old Achim Nurse poked his bandaged fingers at an orange button on what looked like a souped-up video game console.
Playing, and even watching, sports improves brain function
Being an athlete or merely a fan improves language skills when it comes to discussing their sport because parts of the brain usually involved in playing sports are instead used to understand sport language, new research at the University of Chicago shows.
Researchers use virtual reality to study complexities of dizziness
Think back to when you slipped on the ice or in the shower: the ground rushing up, your feet shooting out, terror building even as your mind is working a mile a second to plot a soft landing.
Students Develop 'Mind-Control' Interface to Play Video Games Without a Controller
(PhysOrg.com) -- Drexel University students have taken game controller innovation beyond motion control with a “hands-off” approach and developed an interface that allows players to execute actions using only their mind.
Scientists replicate diseases in the lab with new stem cell lines
A set of new stem cell lines will make it possible for researchers to explore ten different genetic disorders—including muscular dystrophy, juvenile diabetes, and Parkinson's disease—in a variety of cell and tissue types as they develop in laboratory cultures.
A new light on the brains of people with borderline personality disorder
In a game of give and get, the brains of people with borderline personality disorder often don't get it.
Context and personality key in understanding responses to emotional facial expressions
It is well appreciated that facial expressions play a major role in non-verbal social communication among humans and other primates, because faces provide rapid access to information about the identity as well as the internal states and intentions of others. In his song, Mona Lisa, Nat King Cole reflected on the motivations for Mona Lisa's "mystic smile" and new data by scientists in Switzerland suggests that both the social context of a person's facial expression and certain facets of the viewer's personality could affect how our brain interprets the social meaning of someone else's smile or frown.
[Home]
[Full version]