FROM BRAIN WAVES TO VR:

The Theory and Practice of Physiologically Interfacing a Computer.


David Warner graduated from SDSU in Spring 1988, with a degree in Physical Science. In the Fall he entered the combined MD/Ph.D program at Loma Linda University Medical Center. Dr. Warner's passion as an undergraduate was human expression. Specifically, he sought to learn how a thought becomes an intention for expression and then how the physiology of the body facilitates that expression through some medium. The medium he chose was information systems: informatics. At LLUMC Dr. Warner's doctoral research was in the Department of Neurophysiology. The following synopsis gives the trajectory Dr. Warner has followed in constructing a (target-user) viable physiological foundation for human-computer interaction: "Its a new kind of thinking-you can use your biological system as the controller." The research began in Loma Linda's Department of Clinical Neurology and is continuing as a Nason Fellowship at Syracuse University's Northeastern Parallel Architectures Center (NPAC).

The following outline is understood from within a more basic inquiry into diverse and numerous instances of somatic bioelectric information. It is the body’s processing of such information Dr. Warner sought to learn the mechanisms of. Heading towards more ambitions applications of virtual, or perceptualization technologies, much has already been learned about physiological bioelectrics. For quadreplegics, for example, facial movements are one of the few actions that can be willfully performed with the body. Access this and a bi-directional feedback-a biocybernetic- loop can be established between a person’s syntactic physiological output and the capacities of an informatic system. Then an interface is in place which makes the electrical output meaningful to a machine: the interface increases the throughput from the mind through the body to the computer; the computer processes it back through the body to the mind. Generally, this only enhances communicability and richness of interactions between people and machines.

Related to this is the hope of evolving clinical therapeutics, as the same information may be interacted with by both patients and physicians. There is a measured constant which forms the basis for a much more rigorous and efficient practice of medicine. This outline traces the steps toward the first physiological human-computer interfaces. The context for the application of technology to human need has been primarily neurological and rehabilitative medicine. There is a fourfold commitemt to technological applications in medicine and education.

1. Quantitative Assessment

2. Agumentative Communication

3. Enviornmental Control

4. Education

The specific technologies (Introduced in Bold Face) brought to bear on the problem of developing more powerful and multi-modal interface designs are also mentioned. Dr. Warner’s work forged an altogether different path for how high technology could be brought into the service of medical need. Consequently, the story is also a record of pioneering technologies such as Virtual Reality graphical rendering systems, physiological signal sensors and 3-D sound devices and enviornments themselves being applied in unanticipated and surrogate fashions. Over time Dr. Warner and his collegues would develop cheaper, more accessible and more efficiently powerful tools to substitute the more expensive technologies, not their own.


1988-1990: Exploration of Neurophysiological Bioelectrics and Imaging :

1988

1989/90.

1989-91: Motion and Pressure Sensing Devices

1989

1990/91

1991

1990-1993: Enviornmental Control Systems for Wellness Response

1992-1995: Physiological Signal Processing and the Closing of the Bio-cybernetic Loop.

1991

1992/93

1993-1994

A very significant ‘quality of life’ enhancing feature of the last three elements of the list is their allowing others to interact with Ashley. Mario Bros. allowed Ashley to simultaneously play with her peers. Biocar and Cindy Cyberspace greatly enticed people around Ashley to play with her. With these off the shelf technologies other children would be inclined to pilot Cindy around Ashley's house and yard while she sat stationary in her wheelchair and directed them to climb a tree or swim in the pool. As Ashley controlled Biocar, her friends and family members would follow it around the house and move it from place to place. In fun, they could put it in practically any space they wanted Ashley to "be" in and she would immediately be their becuase of telepresence. Such technologies begin to break down the common barriers normal children run up against when confronted by disabled peers.

1994/95

1994

1995

1995-Present: Nason Fellowship, Syracuse University

In terms of rehabilitation, Dr. Warner’s research established a greater degree of patient success. The bio-cybernetic loop of machine feedback engages a patient in a motivational escalation. As one’s efforts get closer and closer to the aim of a task (e.g., playing Mario Bros. against an opponent, controlling Biocar etc) motivation increases and reduces the amount of time required to perform the task. Furthermore, while this "play" is occurring real neural rehabilitation and relearning entrainments are happening. As the work evolves it is certain that the regular pace of rehabilitation medicine will be significantly increased.

At a more fundamental level, this work moves towards a novel and powerful analytic of learning itself. The bio-cybernetic loop is a structure in which a mind may embed itself. If an interface between the mind and an informatic is both sufficiently "tight" and accurrate, learning and performance are massively augmented. Biomuse was the opening of the technological possibility for an Interventional Informatic. The entire continuum of Dr. Warner’s neurophysiological research is punctuated by Biomuse. The bio-cybernetic is engendered with Biomuse technological thinking. However, the foundational research disclosing physiological signal processing was the essential beginning.

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