Making information technologies (i.e., informatics) understandable, useful and widely accessible are the goals of PULSAR; it is simultaneously a technological and a social effort. Disabled persons, normal or special education students, and expert medical systems are the three general classes of computer users for whom we work. What makes us unique among Web-based not-for-profit entities is our focus on the very methods of human-computer interaction-the interfaces (e.g., keyboards, mice, visual displays). The following questions propel our work: how have humans been accessing the incredible powers of information systems?; which humans have been unable to access computers in these ways?; how may we conceive of better, more powerful and democratic methods of delivering commands from the human body to the computer? Our perception of information technology grew out of the contexts of pediatric rehabilitation and clinical neurology. Quadreplegic children were our first occassion to seriously address these questions. Allowing someone incapable of using thier limbs to make use of computers so as to increase their independent power to lead fulfilling lives was our inceptive challenge. Innovative disabled interfaces were the first results of the effort. This work comprised an innovative form of human computer interaction known as Biocybernetics. Looking at the human body in total, and not just the eyes and hands, as a diverse system for the perception and expression of information is thus the conceptual and applicational basis for I3's PULSAR project.
Confronting real people with profound needs for assistance shifted the focus from entertainment, military and/or commercial conceptions of the "cutting edge." Seizing upon the opportunities made available by these other applications, we began to conceive a fusion between high technology, healthcare and medical communications. Our initial goal remains our current goal: improving the quality of life, education and professional efficiency for as many people as may be reached by our abilities and limited resources. We accomplish this not through a corporate product model but rather by creative integrative thinking which ongoingly prototypes the tools of the future. Our hope is that as people are able to see the socio-cultural thrust of our work, beyond the details of any particular technology/application, the importance of making high end information technologies accessible, affordable and supportable will become obvious and give incentive to balance corporatistic impeti with valuable and long term social growth.