Human BCI research




Invasive BCIsedit

Invasive BCI requires surgery to implant electrodes under scalp for communicating brain signals. The main advantage is to provide more accurate reading; however, its downside includes side effects from the surgery. After the surgery, scar tissues may form which can make brain signals weaker. In addition, according to the research of Abdulkader et al., (2015), the body may not accept the implanted electrodes and this can cause a medical condition.

Visionedit

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 his implant, Jens was able to use his imperfectly restored vision to drive an automobile slowly around the parking area of the research institute.citation needed Unfortunately, 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. Naumann wrote about his experience with 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.

Movementedit

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.

Partially invasive BCIsedit

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. There has been preclinical demonstration of intracortical BCIs from the stroke perilesional cortex.

Electrocorticography (ECoG) measures the electrical activity of the brain taken from beneath the skull in a similar way to non-invasive electroencephalography, but the electrodes are embedded in a thin plastic pad that is placed above the cortex, beneath the dura mater. ECoG technologies were first trialled 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

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.

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.

Non-invasive BCIsedit

There have also been experiments in humans using non-invasive neuroimaging technologies as interfaces. The substantial majority of published BCI work involves noninvasive EEG-based BCIs. Noninvasive EEG-based technologies and interfaces have been used for a much broader variety of applications. Although EEG-based interfaces are easy to wear and do not require surgery, they have relatively poor spatial resolution and cannot effectively use higher-frequency signals because the skull dampens signals, dispersing and blurring the electromagnetic waves created by the neurons. EEG-based interfaces also require some time and effort prior to each usage session, whereas non-EEG-based ones, as well as invasive ones require no prior-usage training. Overall, the best BCI for each user depends on numerous factors.

Non-EEG-based human–computer interfaceedit

Electrooculography (EOG)edit

In 1989 report was given on control of a mobile robot by eye movement using Electrooculography (EOG) signals. A mobile robot was driven from a start to a goal point using five EOG commands, interpreted as forward, backward, left, right, and stop. The EOG as a challenge of controlling external objects was presented by Vidal in his 1973 paper.

Pupil-size oscillationedit

A 2016 article described an entirely new communication device and non-EEG-based human-computer interface, which requires no visual fixation, or ability to move the eyes at all. The interface is based on covert interest; directing one's attention to a chosen letter on a virtual keyboard, without the need to move one's eyes to look directly at the letter. Each letter has its own (background) circle which micro-oscillates in brightness differently from all of the other letters. The letter selection is based on best fit between unintentional pupil-size oscillation and the background circle's brightness oscillation pattern. Accuracy is additionally improved by the user's mental rehearsing of the words 'bright' and 'dark' in synchrony with the brightness transitions of the letter's circle.

Functional near-infrared spectroscopyedit

In 2014 and 2017, a BCI using functional near-infrared spectroscopy for "locked-in" patients with amyotrophic lateral sclerosis (ALS) was able to restore some basic ability of the patients to communicate with other people.

Electroencephalography (EEG)-based brain-computer interfacesedit

Overviewedit

After the BCI challenge was stated by Vidal in 1973, the initial reports on non-invasive approach included control of a cursor in 2D using VEP (Vidal 1977), control of a buzzer using CNV (Bozinovska et al. 1988, 1990), control of a physical object, a robot, using a brain rhythm (alpha) (Bozinovski et al. 1988), control of a text written on a screen using P300 (Farwell and Donchin, 1988).

In the early days of BCI research, another substantial barrier to using Electroencephalography (EEG) as a brain–computer interface was the extensive training required before users can work the technology. For example, in experiments beginning in the mid-1990s, Niels Birbaumer at the University of Tübingen in Germany trained severely paralysed people to self-regulate the slow cortical potentials in their EEG to such an extent that these signals could be used as a binary signal to control a computer cursor. (Birbaumer had earlier trained epileptics to prevent impending fits by controlling this low voltage wave.) The experiment saw ten patients trained to move a computer cursor by controlling their brainwaves. The process was slow, requiring more than an hour for patients to write 100 characters with the cursor, while training often took many months. However, the slow cortical potential approach to BCIs has not been used in several years, since other approaches require little or no training, are faster and more accurate, and work for a greater proportion of users.

Another research parameter is the type of oscillatory activity that is measured. Gert Pfurtscheller founded the BCI Lab 1991 and fed his research results on motor imagery in the first online BCI based on oscillatory features and classifiers. Together with Birbaumer and Jonathan Wolpaw at New York State University they focused on developing technology that would allow users to choose the brain signals they found easiest to operate a BCI, including mu and beta rhythms.

A further parameter is the method of feedback used and this is shown in studies of P300 signals. Patterns of P300 waves are generated involuntarily (stimulus-feedback) when people see something they recognize and may allow BCIs to decode categories of thoughts without training patients first. By contrast, the biofeedback methods described above require learning to control brainwaves so the resulting brain activity can be detected.

In 2005 it was reported research on EEG emulation of digital control circuits for BCI, with example of a CNV flip-flop. In 2009 it was reported noninvasive EEG control of a robotic arm using a CNV flip-flop. In 2011 it was reported control of two robotic arms solving Tower of Hanoi task with three disks using a CNV flip-flop. In 2015 it was described EEG-emulation of a Schmidt trigger, flip-flop, demultiplexer, and modem.

While an EEG based brain-computer interface has been pursued extensively by a number of research labs, recent advancements made by Bin He and his team at the University of Minnesota suggest the potential of an EEG based brain-computer interface to accomplish tasks close to invasive brain-computer interface. Using advanced functional neuroimaging including BOLD functional MRI and EEG source imaging, Bin He and co-workers identified the co-variation and co-localization of electrophysiological and hemodynamic signals induced by motor imagination. Refined by a neuroimaging approach and by a training protocol, Bin He and co-workers demonstrated the ability of a non-invasive EEG based brain-computer interface to control the flight of a virtual helicopter in 3-dimensional space, based upon motor imagination. In June 2013 it was announced that Bin He had developed the technique to enable a remote-control helicopter to be guided through an obstacle course.

In addition to a brain-computer interface based on brain waves, as recorded from scalp EEG electrodes, Bin He and co-workers explored a virtual EEG signal-based brain-computer interface by first solving the EEG inverse problem and then used the resulting virtual EEG for brain-computer interface tasks. Well-controlled studies suggested the merits of such a source analysis based brain-computer interface.

A 2014 study found that severely motor-impaired patients could communicate faster and more reliably with non-invasive EEG BCI, than with any muscle-based communication channel.

A 2016 study found that the Emotiv EPOC device may be more suitable for control tasks using the attention/meditation level or eye blinking than the Neurosky MindWave device.

A 2019 study found that the application of evolutionary algorithms could improve EEG mental state classification with a non-invasive Muse (headband) device, enabling high quality classification of data acquired by a cheap consumer-grade EEG sensing device.

Dry active electrode arraysedit

In the early 1990s Babak Taheri, at University of California, Davis demonstrated the first single and also multichannel dry active electrode arrays using micro-machining. The single channel dry EEG electrode construction and results were published in 1994. The arrayed electrode was also demonstrated to perform well compared to silver/silver chloride electrodes. The device consisted of four sites of sensors with integrated electronics to reduce noise by impedance matching. The advantages of such electrodes are: (1) no electrolyte used, (2) no skin preparation, (3) significantly reduced sensor size, and (4) compatibility with EEG monitoring systems. The active electrode array is an integrated system made of an array of capacitive sensors with local integrated circuitry housed in a package with batteries to power the circuitry. This level of integration was required to achieve the functional performance obtained by the electrode.

The electrode was tested on an electrical test bench and on human subjects in four modalities of EEG activity, namely: (1) spontaneous EEG, (2) sensory event-related potentials, (3) brain stem potentials, and (4) cognitive event-related potentials. The performance of the dry electrode compared favorably with that of the standard wet electrodes in terms of skin preparation, no gel requirements (dry), and higher signal-to-noise ratio.

In 1999 researchers at Case Western Reserve University, in Cleveland, Ohio, led by Hunter Peckham, used 64-electrode EEG skullcap to return limited hand movements to quadriplegic Jim Jatich. As Jatich concentrated on simple but opposite concepts like up and down, his beta-rhythm EEG output was analysed using software to identify patterns in the noise. A basic pattern was identified and used to control a switch: Above average activity was set to on, below average off. As well as enabling Jatich to control a computer cursor the signals were also used to drive the nerve controllers embedded in his hands, restoring some movement.

SSVEP mobile EEG BCIsedit

In 2009, the NCTU Brain-Computer-Interface-headband was reported. The researchers who developed this BCI-headband also engineered silicon-based MicroElectro-Mechanical System (MEMS) dry electrodes designed for application in non-hairy sites of the body. These electrodes were secured to the DAQ board in the headband with snap-on electrode holders. The signal processing module measured alpha activity and the Bluetooth enabled phone assessed the patients' alertness and capacity for cognitive performance. When the subject became drowsy, the phone sent arousing feedback to the operator to rouse them. This research was supported by the National Science Council, Taiwan, R.O.C., NSC, National Chiao-Tung University, Taiwan's Ministry of Education, and the U.S. Army Research Laboratory.

In 2011, researchers reported a cellular based BCI with the capability of taking EEG data and converting it into a command to cause the phone to ring. This research was supported in part by Abraxis Bioscience LLP, the U.S. Army Research Laboratory, and the Army Research Office. The developed technology was a wearable system composed of a four channel bio-signal acquisition/amplification module, a wireless transmission module, and a Bluetooth enabled cell phone.  The electrodes were placed so that they pick up steady state visual evoked potentials (SSVEPs). SSVEPs are electrical responses to flickering visual stimuli with repetition rates over 6 Hz that are best found in the parietal and occipital scalp regions of the visual cortex. It was reported that with this BCI setup, all study participants were able to initiate the phone call with minimal practice in natural environments.

The scientists claim that their studies using a single channel fast Fourier transform (FFT) and multiple channel system canonical correlation analysis (CCA) algorithm support the capacity of mobile BCIs. The CCA algorithm has been applied in other experiments investigating BCIs with claimed high performance in accuracy as well as speed. While the cellular based BCI technology was developed to initiate a phone call from SSVEPs, the researchers said that it can be translated for other applications, such as picking up sensorimotor mu/beta rhythms to function as a motor-imagery based BCI.

In 2013, comparative tests were performed on android cell phone, tablet, and computer based BCIs, analyzing the power spectrum density of resultant EEG SSVEPs. The stated goals of this study, which involved scientists supported in part by the U.S. Army Research Laboratory, were to "increase the practicability, portability, and ubiquity of an SSVEP-based BCI, for daily use". Citation It was reported that the stimulation frequency on all mediums was accurate, although the cell phone's signal demonstrated some instability. The amplitudes of the SSVEPs for the laptop and tablet were also reported to be larger than those of the cell phone. These two qualitative characterizations were suggested as indicators of the feasibility of using a mobile stimulus BCI.

Limitationsedit

In 2011, researchers stated that continued work should address ease of use, performance robustness, reducing hardware and software costs.

One of the difficulties with EEG readings is the large susceptibility to motion artifacts. In most of the previously described research projects, the participants were asked to sit still, reducing head and eye movements as much as possible, and measurements were taken in a laboratory setting. However, since the emphasized application of these initiatives had been in creating a mobile device for daily use, the technology had to be tested in motion.

In 2013, researchers tested mobile EEG-based BCI technology, measuring SSVEPs from participants as they walked on a treadmill at varying speeds. This research was supported by the Office of Naval Research, Army Research Office, and the U.S. Army Research Laboratory. Stated results were that as speed increased the SSVEP detectability using CCA decreased. As independent component analysis (ICA) had been shown to be efficient in separating EEG signals from noise, the scientists applied ICA to CCA extracted EEG data. They stated that the CCA data with and without ICA processing were similar. Thus, they concluded that CCA independently demonstrated a robustness to motion artifacts that indicates it may be a beneficial algorithm to apply to BCIs used in real world conditions.

In 2020, researchers from the University of California used a computing system related to brain-machine interfaces to translate brainwaves into sentences. However, their decoding was limited to 30–50 sentences, even though the word error rates were as low as 3%.

Prosthesis and environment controledit

Non-invasive BCIs have also been applied to enable brain-control of prosthetic upper and lower extremity devices in people with paralysis. For example, Gert Pfurtscheller of Graz University of Technology and colleagues demonstrated a BCI-controlled functional electrical stimulation system to restore upper extremity movements in a person with tetraplegia due to spinal cord injury. Between 2012 and 2013, researchers at the University of California, Irvine demonstrated for the first time that it is possible to use BCI technology to restore brain-controlled walking after spinal cord injury. In their spinal cord injury research study, a person with paraplegia was able to operate a BCI-robotic gait orthosis to regain basic brain-controlled ambulation. In 2009 Alex Blainey, an independent researcher based in the UK, successfully used the Emotiv EPOC to control a 5 axis robot arm. He then went on to make several demonstration mind controlled wheelchairs and home automation that could be operated by people with limited or no motor control such as those with paraplegia and cerebral palsy.

Research into military use of BCIs funded by DARPA has been ongoing since the 1970s. The current focus of research is user-to-user communication through analysis of neural signals.

DIY and open source BCIedit

In 2001, The OpenEEG Project was initiated by a group of DIY neuroscientists and engineers. The ModularEEG was the primary device created by the OpenEEG community; it was a 6-channel signal capture board that cost between $200 and $400 to make at home. The OpenEEG Project marked a significant moment in the emergence of DIY brain-computer interfacing.

In 2010, the Frontier Nerds of NYU's ITP program published a thorough tutorial titled How To Hack Toy EEGs. The tutorial, which stirred the minds of many budding DIY BCI enthusiasts, demonstrated how to create a single channel at-home EEG with an Arduino and a Mattel Mindflex at a very reasonable price. This tutorial amplified the DIY BCI movement.

In 2013, OpenBCI emerged from a DARPA solicitation and subsequent Kickstarter campaign. They created a high-quality, open-source 8-channel EEG acquisition board, known as the 32bit Board, that retailed for under $500. Two years later they created the first 3D-printed EEG Headset, known as the Ultracortex, as well as a 4-channel EEG acquisition board, known as the Ganglion Board, that retailed for under $100.

MEG and MRIedit

Magnetoencephalography (MEG) and functional magnetic resonance imaging (fMRI) have both been used successfully as non-invasive BCIs. In a widely reported experiment, fMRI allowed two users being scanned to play Pong in real-time by altering their haemodynamic response or brain blood flow through biofeedback techniques.

fMRI measurements of haemodynamic responses in real time have also been used to control robot arms with a seven-second delay between thought and movement.

In 2008 research developed in the Advanced Telecommunications Research (ATR) Computational Neuroscience Laboratories in Kyoto, Japan, allowed the scientists to reconstruct images directly from the brain and display them on a computer in black and white at a resolution of 10x10 pixels. The article announcing these achievements was the cover story of the journal Neuron of 10 December 2008.

In 2011 researchers from UC Berkeley published a study reporting second-by-second reconstruction of videos watched by the study's subjects, from fMRI data. This was achieved by creating a statistical model relating visual patterns in videos shown to the subjects, to the brain activity caused by watching the videos. This model was then used to look up the 100 one-second video segments, in a database of 18 million seconds of random YouTube videos, whose visual patterns most closely matched the brain activity recorded when subjects watched a new video. These 100 one-second video extracts were then combined into a mashed-up image that resembled the video being watched.

BCI control strategies in neurogamingedit

Motor imageryedit

Motor imagery involves the imagination of the movement of various body parts resulting in sensorimotor cortex activation, which modulates sensorimotor oscillations in the EEG. This can be detected by the BCI to infer a user's intent. Motor imagery typically requires a number of sessions of training before acceptable control of the BCI is acquired. These training sessions may take a number of hours over several days before users can consistently employ the technique with acceptable levels of precision. Regardless of the duration of the training session, users are unable to master the control scheme. This results in very slow pace of the gameplay. Advanced machine learning methods were recently developed to compute a subject-specific model for detecting the performance of motor imagery. The top performing algorithm from BCI Competition IV dataset 2 for motor imagery is the Filter Bank Common Spatial Pattern, developed by Ang et al. from A*STAR, Singapore).

Bio/neurofeedback for passive BCI designsedit

Biofeedback is used to monitor a subject's mental relaxation. In some cases, biofeedback does not monitor electroencephalography (EEG), but instead bodily parameters such as electromyography (EMG), galvanic skin resistance (GSR), and heart rate variability (HRV). Many biofeedback systems are used to treat certain disorders such as attention deficit hyperactivity disorder (ADHD), sleep problems in children, teeth grinding, and chronic pain. EEG biofeedback systems typically monitor four different bands (theta: 4–7 Hz, alpha:8–12 Hz, SMR: 12–15 Hz, beta: 15–18 Hz) and challenge the subject to control them. Passive BCI involves using BCI to enrich human–machine interaction with implicit information on the actual user's state, for example, simulations to detect when users intend to push brakes during an emergency car stopping procedure. Game developers using passive BCIs need to acknowledge that through repetition of game levels the user's cognitive state will change or adapt. Within the first play of a level, the user will react to things differently from during the second play: for example, the user will be less surprised at an event in the game if he/she is expecting it.

Visual evoked potential (VEP)edit

A VEP is an electrical potential recorded after a subject is presented with a type of visual stimuli. There are several types of VEPs.

Steady-state visually evoked potentials (SSVEPs) use potentials generated by exciting the retina, using visual stimuli modulated at certain frequencies. SSVEP's stimuli are often formed from alternating checkerboard patterns and at times simply use flashing images. The frequency of the phase reversal of the stimulus used can be clearly distinguished in the spectrum of an EEG; this makes detection of SSVEP stimuli relatively easy. SSVEP has proved to be successful within many BCI systems. This is due to several factors, the signal elicited is measurable in as large a population as the transient VEP and blink movement and electrocardiographic artefacts do not affect the frequencies monitored. In addition, the SSVEP signal is exceptionally robust; the topographic organization of the primary visual cortex is such that a broader area obtains afferents from the central or fovial region of the visual field. SSVEP does have several problems however. As SSVEPs use flashing stimuli to infer a user's intent, the user must gaze at one of the flashing or iterating symbols in order to interact with the system. It is, therefore, likely that the symbols could become irritating and uncomfortable to use during longer play sessions, which can often last more than an hour which may not be an ideal gameplay.

Another type of VEP used with applications is the P300 potential. The P300 event-related potential is a positive peak in the EEG that occurs at roughly 300 ms after the appearance of a target stimulus (a stimulus for which the user is waiting or seeking) or oddball stimuli. The P300 amplitude decreases as the target stimuli and the ignored stimuli grow more similar.The P300 is thought to be related to a higher level attention process or an orienting response using P300 as a control scheme has the advantage of the participant only having to attend limited training sessions. The first application to use the P300 model was the P300 matrix. Within this system, a subject would choose a letter from a grid of 6 by 6 letters and numbers. The rows and columns of the grid flashed sequentially and every time the selected "choice letter" was illuminated the user's P300 was (potentially) elicited. However, the communication process, at approximately 17 characters per minute, was quite slow. The P300 is a BCI that offers a discrete selection rather than a continuous control mechanism. The advantage of P300 use within games is that the player does not have to teach himself/herself how to use a completely new control system and so only has to undertake short training instances, to learn the gameplay mechanics and basic use of the BCI paradigm.

Synthetic telepathy/silent communicationedit

In a $6.3 million Army initiative to invent devices for telepathic communication, Gerwin Schalk, underwritten in a $2.2 million grant, found the use of ECoG signals can discriminate the vowels and consonants embedded in spoken and imagined words, shedding light on the distinct mechanisms associated with production of vowels and consonants, and could provide the basis for brain-based communication using imagined speech.

In 2002 Kevin Warwick had an array of 100 electrodes fired into his nervous system in order to link his nervous system into the Internet to investigate enhancement possibilities. With this in place Warwick successfully carried out a series of experiments. With electrodes also implanted into his wife's nervous system, they conducted the first direct electronic communication experiment between the nervous systems of two humans.

Another group of researchers was able to achieve conscious brain-to-brain communication between two people separated by a distance using non-invasive technology that was in contact with the scalp of the participants. The words were encoded by binary streams using the sequences of 0's and 1's by the imaginary motor input of the person "emitting" the information. As the result of this experiment, pseudo-random bits of the information carried encoded words “hola” (“hi” in Spanish) and “ciao” (“hi” or “goodbye in Italian) and were transmitted mind-to-mind between humans separated by a distance, with blocked motor and sensory systems, which has little to no probability of this happening by chance.

Research into synthetic telepathy using subvocalization is taking place at the University of California, Irvine under lead scientist Mike D'Zmura. The first such communication took place in the 1960s using EEG to create Morse code using brain alpha waves. Using EEG to communicate imagined speech is less accurate than the invasive method of placing an electrode between the skull and the brain. On 27 February 2013 the group with Miguel Nicolelis at Duke University and IINN-ELS successfully connected the brains of two rats with electronic interfaces that allowed them to directly share information, in the first-ever direct brain-to-brain interface.

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