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VISVESVARAYA TECHNOLOGICAL UNIVERSITY, BELAGAVI

KARNATAKA - 590018

A Technical Seminar Report


On
“BRAIN-COMPUTER INTERFACE”

Submitted in the partial fulfillment of the requirement for the award of

BACHELOR OF ENGINEERING DEGREE


IN
INFORMATION SCIENCE AND ENGINEERING

Submitted by
SUJAN KUMAR
USN: 4DM19IS053

Under the guidance of


Prof. Fayaz shaikh
Assistant Professor
Department of ISE

In the partial fulfillment for the award of degree

BACHELOR OF ENGINEERING
in
INFORMATION SCIENCE AND ENGINEERING

YENEPOYA INSTITUTE OF TECHNOLOGY


MOODABIDRI- 574225
2023-2024
YENEPOYA INSTITUTE OF TECHNOLOGY
NH 13, Thodar, Moodbidri, Mangalore-574225, Karnataka

DEPARTMENT OF MECHANICAL ENGINEERING

CERTIFICATE
Certified that the Technical Seminar entitled “BRAIN-COMPUTER COMPUTER” carried
out by SUJAN KUMAR, USN 4DM19IS053, a bonafied student of Yenepoya Institute of Technology
in partial fulfillment for the award of Bachelor of Engineering in Information Science and
Engineering of the Visvesvaraya Technological University, Belgaum during academic year 2023-
2024. It is certified that, he has completed the Technical Seminar satisfactorily.

.………………………. …..…………………………… .…………………………


Signature of the Guide Signature of the Coordinator Signature of the HOD
Mr.Fayaz shaikh Mr. Asif mulla Dr. Sangamesh C J
Dept .of ISE Dept .of ISE Dept .of ISE
DECLARATION

I, SUJAN KUMAR, [USN: 4DM19IS053], student of VIII Semester BE, in Information Science
and Engineering, Yenepoya Institute of Technology hereby declare that the Seminar entitled
“BRAIN-COMPUTER INTERFACE” has been carried out by me and submitted in partial
fulfillment of the requirements for the VIII Semester degree of Bachelor of Engineering in
Information Science and Engineering of Visvesvaraya Technological University, Belgaum
during academic year 2023-2024.

Date SUJAN KUMAR


Place: MOODBIDRI USN: 4DM19IS053

i
ACKNOWLEDGEMENT

On the successful completion of any work would be incomplete without mentioning the
people who made it possible. I owe my gratitude to all the people who supported us during the
Technical Seminar.
First and foremost, I would like to express our deepest thanks to our Technical Seminar guide,
Prof. Fayaz shaikh Assistant professor, Department of Information Science and Engineering, for
the constant support and encouragement and providing with necessary facilities. I am highly indebted
to her for taking keen interest in my work, monitoring and providing guidance throughout the course.
I would like to thank, Prof. Asif mulla , Assistant Professor, Department of Information
Science and Engineering, who are the Technical Seminar coordinators, for all their support and
encouragement.
I sincerely express my gratitude to Dr. Sangamesh C J Head, Department of Information
Science and Engineering, for all her suggestions and timely guidance.
I also thank Dr. R.G. D’Souza, Principal, YIT and the Management and Trustees of
Islamic Academy of Education for their constant support.
Finally, I thank all the people who have directly or indirectly helped us throughout the
Technical Seminar.

SUJAN KUMAR

ii
ABSTRACT
The human brain is of the size of a deflated volleyball which weighs about 3 pounds. We live at
a time when the disabled are on the leading edge of a broader societal trend toward the use of
assistive technology known as Brain Computer Interface. Brain-computer interface (BCI) is a
collaboration between a brain and a device that enables signals from the brain to direct some
external activity, such as control of a cursor or a prosthetic limb.

The interface enables a direct communications pathway between the brain and the object to be
controlled with the advent of miniature wireless tech, electronic gadgets have stepped up the
invasion of the body through innovative techniques.

Firstly this paper deals with as to how this mechanism is supported by the brain. In the later
sections describes its applications, current research on this technique, real life examples and
concluding it with its advantages and drawbacks.

vi
CONTENTS

Chapter Title Page No

Declaration i

Acknowledgement ii

Abstract iii

Contents iv

List of Figures vi

1 Introduction 1

2 What is BCI? 2

3 Working of BCI 3

4 BCI types 5-8

4.1 Introduction 5

4.2 Invasive BCI’s 5-7

4.3 Partially invasive BCI”s 7-8

4.4 Non-invasive BCI’s 8

5 Case study (SSVEP BCI) 9-12

5.1 Introduction 9-10

5.2 Working 10-12

6 BCI Application 13-14

6.1 Device control 13

6.2 Evaluation 13

6.3 Training and Education 13

6.4 Gaming and Entertainment 13

vi
6.5 Safety and Security 14

7 Advantages and Disadvantages 15

7.1 Advantages 15

7.2 Disadvantages 15

8 CONCLUSION 16

REFERENCE 17

vi
LIST OF FIGURES

Fig No. Description Page No.

2.1 Brain signals are converted into action 2

3.1 Overview how a person controlling the cursor 4

3.2 Human controlling the robotic arm by his thoughts 4

4.2.1 Dummy unit illustrating the design of a Brain Gate 7


interface
5.1.1 User interacting with flickering numbers on the 10
screen.

vi
Brain computer interface

CHAPTER 1

INTRODUCTION
A Brain-Computer Interface (BCI) provides a new communication channel between the
human brain and the computer. The 100 billion neurons communicate via minute
electrochemical impulses, shifting patterns sparking like fireflies on a summer evening, that
produce movement, expression, words. Mental activity leads to changes of
electrophysiological signals.

The BCI system detects such changes and transforms it into a control signal. In the case of
cursor control, for example, the signal is transmitted directly from the brain to the mechanism
directing the cursor, rather than taking the normal route through the body's neuromuscular
system from the brain to the finger on a mouse.

By reading signals from an array of neurons and using computer chips and programs to
translate the signals into action, BCI can enable a person suffering from paralysis to write a
book or control a motorized wheelchair or prosthetic limb through thought alone Many
physiological disorders such as Amyotrophic Lateral Sclerosis (ALS) or injuries such as
high-level spinal cord injury can disrupt the communication path between the brain and the
body. This is where brain computer interface comes into play contributing for beneficial real
time services and applications.

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CHAPTER 2

WHAT IS BRAIN COMPUTER INTERFACE (BCI)?

The Wonder Machine - Human Brain


The reason a BCI works at all is because of the way our brains function. Our brains are
filled with neurons, individual nerve cells connected to one another by dendrites and axons.
Every time we think, move, feel or remember something, our neurons are at work. That
work is carried out by small electric signals that zip from neuron to neuron as fast as 250
mph. The signals are generated by differences in electric potential carried by ions on the
membrane of each neuron.Although the paths the signals take are insulated by something
called myelin, some of the electric signal escapes. Scientists can detect those signals,
interpret what they mean and use them to direct a device of some kind. It can also work the
other way around.

For example, researchers could figure out what signals are sent to the brain by the optic
nerve when someone sees the color red. They could rig a camera that would send those
exact signals into someone's brain whenever the camera saw red, allowing a blind person
to "see" without eyes.

Fig 2.1: Brain signals are converted into action

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CHAPTER 3
WORKING OF BCI
One of the biggest challenges facing brain-computer interface researchers today is the basic
mechanics of the interface itself. The easiest and least invasive method is a set of electrodes
a device known as an electroencephalograph (EEG) attached to the scalp. The electrodes
can read brain signals. However, the skull blocks a lot of the electrical signal, and it distorts
what does get through..

To get a higher-resolution signal, scientists can implant electrodes directly into the gray
matter of the brain itself, or on the surface of the brain, beneath the skull. This allows for
much more direct reception of electric signals and allows electrode placement in the
specific area of the brain where the appropriate signals are generated. This approach has
many problems, however. It requires invasive surgery to implant the electrodes, and devices
left in the brain long-term tend to cause the formation of scar tissue in the gray matter. This
scar tissue ultimately blocks signals.Regardless of the location of the electrodes, the basic
mechanism is the same: The electrodes measure minute differences in the voltage between
neurons. The signal is then amplified and filtered. In current BCI systems, it is then
interpreted by a computer program, although you might be familiar with older analogue
encephalographs, which displayed the signals via pens that automatically wrote out the
patterns on a continuous sheet of paper.

In the case of a sensory input BCI, the function happens in reverse. A computer converts a
signal, such as one from a video camera, into the voltages necessary to trigger neurons. The
signals are sent to an implant in the proper area of the brain, and if everything works
correctly, the neurons fire and the subject receives a visual image corresponding to what
the camera sees.

Another way to measure brain activity is with a Magnetic Resonance Image (MRI). An
MRI machine is a massive, complicated device. It produces very high- resolution images
of brain activity, but it can't be used as part of a permanent or semipermanent BCI.
Researchers use it to get benchmarks for certain brain functions or to map where in the
brain electrodes should be placed to measure a specific function. For example, if
researchers are attempting to implant electrodes that will allow someone to control a robotic

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arm with their thoughts, they might first put the subject into an MRI and ask him or her to
think about moving their actual arm. The MRI will show which area of the brain is active
during arm movement, giving them a clearer target for electrode placement.

Fig 3.1 overview how a person controlling the cursor

A similar method is used to manipulate a computer cursor, with the subject thinking about
forward, left, right and back movements of the cursor. With enough practice, users can gain
enough control over a cursor to draw a circle, access computer programs and control a TV.
It could theoretically be expanded to allow users to "type" with their thoughts.

The potential uses for the technology are almost limitless. Instead of a robotic hand,
disabled users could have robotic braces attached to their own limbs, allowing them to
move and directly interact with the environment. This could even be accomplished without
the "robotic" part of the device. Signals could be sent to the appropriate motor control
nerves in the hands, bypassing a damaged section of the spinal cord and allowing actual
movement of the subject's own hands.

Fig 3.2 : Human controlling the robotic arm by his thoughts

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CHAPTER 4
TYPES OF BCI
4.1.Introduction:

Before moving to real implications of BCI and its application let us first discuss the three
types of BCI. These types are decided on the basis of the technique used for the interface.
Each of these techniques has some advantages as well as some disadvantages. The three
types of BCI are as follows with there features:

4.2.Invasive BCIs:

Invasive BCI research has targeted repairing damaged sight and providing new
functionality for people with paralysis. Invasive BCIs are implanted directly into the grey
matter of the brain during neurosurgery. Because they lie in the grey matter, invasive
devices produce the highest quality signals of BCI devices but are prone to scar-tissue
build-up, causing the signal to become weaker, or even non-existent, as the body reacts to
a foreign object in the brain.In vision science, direct brain implants have been used to treat
non-congenital (acquired) blindness. One of the first scientists to produce a working brain
interface to restore sight was private researcher William Dobelle.

Dobelle's first prototype was implanted into "Jerry", a man blinded in adulthood, in 1978.
A single-array BCI containing 68 electrodes was implanted onto Jerry's visual cortex and
succeeded in producing phosphenes, the sensation of seeing light. The system included
cameras mounted on glasses to send signals to the implant. Initially, the implant allowed
Jerry to see shades of grey in a limited field of vision at a low frame-rate. This also required
him to be hooked up to a mainframe computer, but shrinking electronics and faster
computers made his artificial eye more portable and now enable him to perform simple
tasks unassisted.

In 2002, Jens Naumann, also blinded in adulthood, became the first in a series of 16 paying
patients to receive Dobelle's second generation implant, marking one of the earliest
commercial uses of BCIs. The second generation device used a more sophisticated implant
enabling better mapping of phosphenes into coherent vision. Phosphenes are spread out
across the visual field in what researchers call "the starry- night effect". Immediately after

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his implant, Jens was able to use his imperfectly restored vision to drive an automobile
slowly around the parking area of the research institute. Unfortunately, Dr. Dobelle died in
2004 before his processes and developments were documented. Subsequently, when Mr.
Naumann and the other patients in the program began having problems with their vision,
there was no relief and they eventually lost their "sight" again. Mr. Naumann wrote about
his experience with Dr. Dobelle's work in Search for Paradise: A Patient's Account of the
Artificial Vision Experiment and has returned to his farm in Southeast Ontario, Canada, to
resume his normal activities.BCIs focusing on motor neuroprosthetics aim to either restore
movement in individuals with paralysis or provide devices to assist them, such as interfaces
with computers or robot arms.

Researchers at Emory University in Atlanta, led by Philip Kennedy and Roy Bakay, were
first to install a brain implant in a human that produced signals of high enough quality to
simulate movement. Their patient, Johnny Ray (1944-2002), suffered from locked-in
syndrome' after suffering a brain-stem stroke in 1997. Ray's implant was installed in 1998
and he lived long enough to start working with the implant, eventually learning to control
a computer cursor; he died in 2002 of a brain aneurysm.

Tetraplegic Matt Nagle became the first person to control an artificial hand using a BCI in
2005 as part of the first nine-month human trial of Cyberkinetics's BrainGate chip-implant.
Implanted in Nagle's right precentral gyrus (area of the motor cortex for arm movement),
the 96-electrode BrainGate implant allowed Nagle to control a robotic arm by thinking
about moving his hand as well as a computer cursor, lights and TV.One year later, professor
Jonathan Wolpaw received the prize of the Altran Foundation for Innovation to develop a
Brain Computer Interface with electrodes located on the surface of the skull, instead of
directly in the brain. More recently, research teams led by the Braingate group at Brown
University and a group led by University of Pittsburgh Medical Center, both in
collaborations with the United States Department of Veterans Affairs, have demonstrated
further success in direct control of robotic prosthetic limbs with many degrees of freedom
using direct connections to arrays of neurons in the motor cortex of patients with
tetraplegia.

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Fig 4.2.1:Dummy unit illustrating the design of a Brain Gate interface

4.3.Partially invasive BCIs:

Partially invasive BCI devices are implanted inside the skull but rest outside the brain rather
than within the grey matter. They produce better resolution signals than non-invasive BCIs
where the bone tissue of the cranium deflects and deforms signals and have a lower risk of
forming scar-tissue in the brain than fully invasive BCIs.

Electrocorticography (ECOG) measures the electrical activity of the brain taken from
beneath the skull in a similar way to non-invasive electroencephalography (see below), but
the electrodes are embedded in a thin plastic pad that is placed above the cortex, beneath
the dura mater. ECoG technologies were first trialed in humans in 2004 by Eric Leuthardt
and Daniel Moran from Washington University in St Louis. In a later trial, the researchers
enabled a teenage boy to play Space Invaders using his ECOG implant. This research
indicates that control is rapid, requires minimal training, and may be an ideal tradeoff with
regards to signal fidelity and level of invasiveness.

(Note: these electrodes had not been implanted in the patient with the intention of
developing a BCI. The patient had been suffering from severe epilepsy and the electrodes
were temporarily implanted to help his physicians localize seizure foci; the BCI researchers
simply took advantage of this.)

Signals can be either subdural or epidural, but are not taken from within the brain
parenchyma itself. It has not been studied extensively until recently due to the limited
access of subjects. Currently, the only manner to acquire the signal for study is through the
use of patients requiring invasive monitoring for localization and resection of an
epileptogenic focus.

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ECOG is a very promising intermediate BCI modality because it has higher spatial
resolution, better signal-to-noise ratio, wider frequency range, and less training
requirements than scalp-recorded EEG, and at the same time has lower technical difficulty,
lower clinical risk, and probably superior long-term stability than intracortical single-
neuron recording. This feature profile and recent evidence of the high level of control with
minimal training requirements shows potential for real world application for people with
motor disabilities. Light Reactive Imaging BCI devices are still in the realm of theory.
These would involve implanting a laser inside the skull. The laser would be trained on a
single neuron and the neuron's reflectance measured by a separate sensor. When the neuron
fires, the laser light pattern and wavelengths it reflects would change slightly. This would
allow researchers to monitor single neurons but require less contact with tissue and reduce
the risk of scar-tissue build-up.

4.4.Non-invasive BCIs:

As well as invasive experiments, there have also been experiments in humans using non-
invasive neuroimaging technologies as interfaces. Signals recorded in this way have been
used to power muscle implants and restore partial movement in an experimental volunteer.

Although they are easy to wear, non-invasive implants produce poor signal resolution
because the skull dampens signals, dispersing and blurring the electromagnetic waves
created by the neurons. Although the waves can still be detected it is more difficult to
determine the area of the brain that created them or the actions of individual neurons.

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CHAPTER 5
CASE STUDY SSVEP BCI
5.1 Introduction
SSVEP (Steady-State Visually Evoked Potential) is a type of neural response in the brain's
visual cortex.It occurs when a person is exposed to visual stimuli that flicker at specific
frequencies.SSVEP responses typically occur in the frequency range of 1 to 75 Hz, with
common frequencies used for stimulation falling between 5 and 30 Hz.
SSVEP is measured using EEG, a technique that records electrical activity in the brain
through electrodes placed on the scalp.Unlike other evoked potentials, SSVEP involves a
sustained response to continuous stimulation rather than a transient response to a single
stimulus presentation.SSVEP responses are frequency-specific, meaning that the brain's
activity synchronizes with the frequency of the visual stimulus.

SSVEP amplitude and phase are modulated by the individual's attention to the flickering
stimulus, making it useful for assessing attentional processes.In research settings, SSVEP
is elicited using visual stimuli such as LEDs, monitors, or goggles that flicker at specific
frequencies.EEG signals recorded during SSVEP experiments are analyzed to identify
frequency components corresponding to the flickering stimuli.Peaks in the frequency
spectrum represent the SSVEP responses, with their amplitudes reflecting the strength of
neural entrainment to the stimuli.SSVEP has diverse applications, including brain-
computer interfaces (BCIs), cognitive neuroscience research, and neurofeedback systems.

In BCIs, SSVEP is used for communication and control purposes, allowing users to select
items or commands by focusing on flickering stimuli corresponding to their
choices.SSVEP-based BCIs offer high ITRs, enabling rapid and accurate communication
between the brain and external devices.SSVEP-based BCIs require minimal training and
offer good usability, making them suitable for individuals with motor disabilities.

Challenges in SSVEP-based BCIs include susceptibility to environmental noise, individual


variability in SSVEP responses, and the need for robust signal processing
algorithms.Advanced signal processing techniques are employed to enhance the detection
of SSVEP responses and improve BCI performance.SSVEP research also explores its
potential in clinical applications, such as diagnosing neurological disorders and monitoring
cognitive functions.

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SSVEP-based neurofeedback systems utilize real-time feedback of brain activity to train


individuals to modulate their attentional processes.Ongoing research aims to improve
SSVEP-based BCIs by addressing technical challenges, optimizing stimulation parameters,
and expanding application domains.SSVEP offers a promising avenue for developing
intuitive and effective brain-computer interfaces, understanding attentional mechanisms,
and advancing neuroscientific knowledge.

Fig 5.1.1: User interacting with flickering numbers on the screen.

5.2 Working
• Visual Stimulation: SSVEP relies on visual stimuli that flicker at specific
frequencies. These stimuli can be LEDs, computer screens, or any visual display
capable of flickering.
• Brain Response: When a person is exposed to these flickering stimuli, their visual
cortex generates electrical activity in response to the stimuli's frequency.
• Neural Entrainmen: The brain's electrical activity synchronizes with the frequency
of the flickering stimuli, a phenomenon known as neural entrainment.
• Electroencephalography (EEG): EEG is used to measure this electrical activity in
the brain. Electrodes placed on the scalp detect the neural signals generated by the
visual cortex.
• Frequency Analysis: The EEG signals are analyzed using signal processing
techniques to identify frequency components corresponding to the flickering
stimuli.
• Frequency-Specific Response: SSVEP responses are specific to the frequencies
of the flickering stimuli. Each frequency elicits a distinct response in the brain.
• Amplitude and Phase: SSVEP responses are characterized by their amplitude

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(strength) and phase (timing) relative to the onset of the flickering stimuli.
• Attention Modulation: The amplitude and phase of SSVEP responses can be
modulated by the individual's attention to the flickering stimuli. When a person
focuses on a specific stimulus, the corresponding SSVEP response is enhanced.
• Steady-State Response: Unlike other evoked potentials, SSVEP involves a
sustained response to continuous stimulation rather than a transient response to a
single stimulus presentation.
• Experimental Setup: In research settings, SSVEP experiments typically involve
presenting multiple flickering stimuli simultaneously or sequentially at different
frequencies.
• Data Collection: EEG signals are recorded while the participant observes the
flickering stimuli. The EEG data contain information about the brain's response
to each stimulus frequency.
• Signal Processing: Advanced signal processing techniques, such as Fourier
analysis or wavelet analysis, are used to extract the frequency components from
the EEG signals.
• Peak Detection: Peaks in the frequency spectrum of the EEG data represent the
SSVEP responses to each flickering stimulus frequency.
• Feature Extraction: Relevant features, such as peak amplitudes and phases, are
extracted from the frequency spectrum to characterize the SSVEP responses.
• Classification: Machine learning algorithms or statistical methods are employed
to classify the SSVEP responses and determine which stimuli the participant is
attending to.
• Brain-Computer Interface (BCI): In BCIs, the classified SSVEP responses are
translated into commands or actions, allowing users to interact with computers,
devices, or applications using only their brain activity.
• Real-Time Feedback: SSVEP-based BCIs provide real-time feedback to users,
enabling them to control external devices or navigate interfaces based on their
attentional focus.
• User Training: Users may undergo training to improve their ability to modulate
SSVEP responses and optimize BCI performance.
• Applications: SSVEP has applications in various domains, including assistive
technology for individuals with disabilities, cognitive neuroscience research, and
virtual reality systems.

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• Future Directions: Ongoing research aims to enhance SSVEP-based BCIs by
improving signal processing techniques, exploring novel stimulation paradigms,
and expanding the range of applications for this technology.

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CHAPTER 6
BCI APPLICATIONS
6.1.Device control:
Research on BCIs to assist users lacking full limb development has matured to the point
that such users are already benefiting, even though the devices offer limited speed,
accuracy, and efficiency.

Nonmedical device control is more problematic. Users with full muscular control cannot
benefit as easily because a BCI lacks the bandwidth and accuracy to compete with a
standard input device, such as a mouse or keyboard. Introducing a shared control scheme
would enable the user to give high-level, open-loop commands while the device takes care
of low-level control.Additional control channels or hands-free control could benefit users
such as drivers, divers, and astronauts, who must keep their hands on controls to operate
equipment. Brain-based control paradigms could supplement other forms of hands- free
control, such as a voice command or eye movement.

6.2.Evaluation:

Evaluation applications can be either online or offline. The former continuously provide
evaluations, in real or near real time; the latter provide evaluations only once, after the
experimental study is finished. Neuroergonomics and neuromarketing are two application
subareas.

6.3.Training and education:

Most training aspects relate to the brain and its plasticity the brain's ability to change, grow,
and remap itself. Measuring plasticity can help improve training methods and individual
training regimens.

6.4.Gaming and entertainment:

Over the past few years, companies such as Neurosky, Emotiv, Uncle Milton, Mind Games,
and Mattel have released numerous products. Most developers are convinced that BCIs will
enrich the gaming and entertainment experience in games tailored to the user's affective .

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6.5.Safety and security:

Safety and security EEG alone or combined EEG and eye movement data from expert
observers could support the detection of deviant behavior and suspicious objects. Also,
image inspection might be faster than is possible with current methods.

There are several categories of technological challenges that need to be met if wider use of
BCIs are to find wide acceptance in non-medical (or perhaps more broadly, non-assistive-
care) applications. One key area is usability. Users in these areas don't want to have to
undergo extensive training or calibration sesssions, and won't accept using gelled electrodes
on their scalp. In the long term, they suggest, alternative sensors to EEG electrodes should
be developed.

The prospects are bright for rapid growth of BCI in non-medical areas. This is especially
true of gaming, with its large economic impact. The authors propose measures that can
assist the realization of BCI's potential. One observation is that the coordination of medical
and nonmedical BCI research efforts is vital. Such alignment could produce a shared
roadmap and research agenda that would benefit both areas.

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CHAPTER 7
ADVANTAGES AND DISADVANTAGES
7.1.Advantages of BCI:

Eventually, this technology could:


• allow paralyzed people to control prosthetic limbs with their mind.
• transmit visual images to the mind of a blind person, allowing them to see.
• transmit auditory data to the mind of a def person, allowing them to hear.
• allow gamers to control video games with their minds.
• allow a mute person to have their thoughts displayed and spoken by a computer.

7.2.Disadvantages of BCI:

• Research is still in beginning stages.


• The current technology is crude.
• Ethical issues may prevent its development.
• Electrodes outside of the skull can detect very few electric signals from the brain.
• Electrodes placed inside the skull create scar tissue in the brain.

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CHAPTER 8
CONCLUSION
The ability of computers to enhance and augment both mental and physical abilities and
potential is no longer the exclusive realm of science fiction writers. It is becoming a reality.
Brain Computer Interface technology will help define the potential of the human race. It
holds the promise of bringing sight to the blind, hearing to the deaf, and the return of normal
functionality to the physically impaired. A miracle? Hardly. But perhaps the next closest
thing.

As BCI technology further advances, brain tissue may one day give way to implanted
silicon chips thereby creating a completely computerized simulation of the human brain
that can be augmented at will. Futurists predict that from there, superhuman artificial
intelligence won't be far behind.

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REFERENCES

• S. Vaid, P. Singh and C. Kaur, "EEG Signal Analysis for BCI Interface: A Review,"
2015 Fifth International Conference on Advanced Computing & Communication
Technologies, Haryana , India, 2015, pp. 143-147, doi: 10.1109/ACCT.2015.72.
• https://ieeexplore.ieee.org/abstract/document/7079068/authors#authors
N. Zhang, Yadong Liu and Z. Zhou, "A SSVEP-BCI with random moving stimuli in
simulation environment," 2021 5th International Winter Conference on Brain-Computer
Interface (BCI), Gangwon, Korea (South), 2021, pp. 93-95, doi: 10.1109/IWW-
BCI.2021.7858170.
• recent survey paper on deep learning models in SSVEP-based BCIs: An Analysis of
Deep Learning Models in SSVEP-Based BCI: A Survey: [https://www.mdpi.com/2076-
3425/13/3/483](https://www.mdpi.com/2076-3425/13/3/483) This paper discusses the
use of deep learning to improve the classification of SSVEP signals for BCI applications.
• A study on SSVEP performance under different conditions: Steady state visual evoked
potential (SSVEP) based brain-computer interface (BCI) performance under different
perturbations:
[https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0131379](https://jou
rnals.plos.org/plosone/article?id=10.1371/journal.pone.0131379) This paper
investigates the robustness of SSVEP BCIs to factors like mental workload.

• [https://en.wikipedia.org/wiki/Brain-
computer_interface](https://en.wikipedia.org/wiki/Brain-computer_interface)

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