Really Neat Ideas Help the Really Disabled

By William Kates
Associated Press Writer

Syracuse, NY - Once upon a time there was a Center for Really Neat Research, where widgiteers, cyber elves, and power nerds conjured Totally Neat Gadgets and NeatTools.

Through their magic inventions, the voiceless were able to talk; the motionless able to play games. The world became a better place.

But this is no fairy tale. This is reality at the unconventional Center for Really Neat Research at Syracuse University, where imaginative thinking, cutting-edge research, uncommon resourcefulness and entrepreneurial spirit have been brought together under one unusual roof for social good.

The center's work is focused on finding new paths for communication between severly disabled humans and computers, and to do it inexpensively. The center also is applying its new technologies to telemedicine and education.

"We are giving the disabled the ability to control video games, to operate remote-controlled cars. We are really extending them beyond typing on the computer and communicating, which is the ultimate point for their educational development," said David J. Warner, the center's founder and guiding spirit.

"For their personal psychosocial development we are making sure they can have access to what other people have access to," said Warner. He has developed an international reputation for the work he did with children with disabilities at Loma Linda University Medical Center in California.

"If people can blink their eyes, then we can make an eye-blinking detector. If they can wiggle their cheeks, we can make a cheek-wiggler detector," said Warner, a one-time Army drill instructor who later became disenchanted with "the suits" in the business world and metamorphosed into a free-spirited "rock 'n' roll scientist."

The devices are created by current and former students at the one-of-a-kind live-in center - which Warner calls the world's first "cyberarium" - using recycled toys, spare parts scanvenged at garage sales and junk-yards and low-priced components unearthed at discount and electronic supply stores.

Proof of the budding scientists' radical ingenuity is everywhere throughout the center, a four- story, 20-bedroom mansion that was once a fraternity house and sits inconspicuously on the fringe of the Syracuse campus.

Telvisions swing out from remote-controlled metal extension arms. Leather bucket seats and recliners dangle from the ceiling on bungee cords and serve as balcony seating for the computer/video projector suspended overhead. Elevated computer cubicles are secured to the ceiling and appear to float in midair. A climbing wall rises from the lobby to the top floor.

"If you hope to create new devices for people with disabilities who perceive the world differently ... you have to approach your work differently," said Matt Carbone, an industrial design graduate from Fitchburg, Mass., and one of nearly a dozen students who live at the cyberarium rent-free in exchange for their intellectual inventiveness, productivity and commitment.

The low-tech contrivances built by the students are augmented by the advanced software and hardware developed by Warner and continually upgraded at the center.

Five years ago, at Loma Linda, Warner became frustrated with existing technologies as he tried to overcome the physical barriers that kept severly disabled children from interacting with computers.

"I had no way to manipulate software to make it functionally specific for the patient," said Warner.

So Warner and his colleagues whipped up Neat software and TNG's - which stands for Totally Neat Gadgets and is pronounced "things."

The Neat system was designed to be more flexible and cheaper than the existing technology, which at the time cost $20,000. Reincarnated since then as NeatTools, the software can be programmed to accept almost any input or output device.

The TNG's are generic interface devices. The latest version, TNG-3, has sixteen channels and contains a micro-controller circuit chip - a sort of computer on a tiny chip - and can receive both digital and analog signals. TNG's capture signals created by body movements, such as blinking eyes or twitching cheek muscles, and then convert them into a stream of data that the NeatTools software understands and translates into computer commands.

The TNG-3 is made for less than $100.

"It's always been our motto to make it so Wal-Mart and Radio Shack-level technology can be used. It doesn't help anyone to come up with a $10,000 or $20,000 solution," Warner said. "The disabled are a population, not a market."

With TNG's and NeatTools, the disabled can move objects around on a computer screen, play video games, operate radio-controlled toys and access the internet.

"It can be anything, and we are only beginning to realize its full potential," said Edward Lipson, a Syracuse biophysics professor and a principal collaborator at the center who designed TNG-3.

During its two-year existence, the center has focused on a select number of challenging cases, rather than spreading itself thin, said Lipson.

"When you see these technologies, yes, we primarily have developed them for specific people, but we've looked at the phenomena of human computer interaction and consider other potential applications," said Lipson.

The center is self-contained, next-century development complex. Submitting research papers for review is an afterthought and there's no waiting for executive decisions to embark on a project. It's a trial-and-error laboratory where results are immediate.

The basement contains the workshops where the cyber-elves, widgiteers, and power-nerds turn chaos into order. A storage area is cluttered with an assortment of electronic and hardware odds and ends that provide the inventors a quick-access supply store.

Around the corner is the electronics and computer workshop, where decks of equipment rise from the floor to the ceiling. Through another door is a fully-equipped industrial design shop. Multimedia production rooms are interspersed throughout the house.

Thanks to Carbone, there are computer hookups in every room, linked with a 2 mbps connection to the computers at the nearby Northeast Parallel Architectures Center, where Syracuse scientists are involved in developing advanced communication technology.

"We wanted to bring it together in a package rather than a cluster of neat projects all in one geographic location," said Warner. We can become what we need to become to take advantage of opportunities that arise in our presence."

Some CRNR Applications

SmartDesk A computer interface system and software package that allows a child to interact with it and provides a way to quantitatively measure their educational progress.

SmartDesk originally was designed by Matt Carbone to meet the needs of a child with severe mental, cognitive, and sensory-motor disabilities. Carbone spent a year converting toys into devices that would make something happen on a computer screen.

Land Mine Detection The center received a $1.6 million contract from the Defense Advanced Research Projects Agency to build safer land mine detectors.

The technology currently being used is vintage World War II; it's the same technology used by people combing beaches for hidden treasures. The center is developing tiny robots that will search for buried land mines, allowing people to remain at a safe distance.

Telemedicine The center is developing ways to use its NeatTools software to enable health care providers to share expertise over the Internet.

Communicating with a chin joystick

SYRACUSE - Eyal Sherman's body is frozen in place.

He is unable to move or speak, and he needs a machine to do his breathing.

But with a twitch of his cheek or a jerk of his chin, the 17-year-old Syracuse youth can surf the Internet, play video games, drive a remote-controlled toy car - and most importantly, communicate with others.

"It was a little frustrating getting to where we are now because of all the trial and errors, but now that I'm into it, it's fun and I feel like I can't be without this system," Sherman says electronically.

Sherman has been more than a successful project for the Center for Really Neat Research.

"Instead of seeing Eyal as a patient we were going to rescue..We saw Eyal as a partner in development because he is incredibly disabled," said David J. Warner, the center's founder and philosophical force.

Sherman's paralysis was caused by complications from a lifesaving operation to remove a tumor from his brain stem when he was 4. His family and friends learned to read his lips but Sherman, after excelling in high school, is looking forward to college - and for that he needed a better way to be understood.

It has taken two years for the CRNR team to design a computer-control "JoyMouse" for Sherman, who can move his cheek, forehead and chin muscles.

To open up the world to someone, it's indescribable," said Michael Konieczny, a recent graduate in industrial design from Amsterdam, NY.

Konieczny and other students helped design widgits to hold cheek sensors and a chin joystick so Sherman could control the mouse. In true center spirit, the sensors are held against Sherman's cheeks using the severed, jointed arms from Power Ranger action figures, which are attached to Sherman's eyeglasses. The chin joystick is held in place on his chest by a table-top extension arm.