Alright, I get it. Several people have sent along links to Andy Schwartz's Nature publication, so here's the info. Thanks to Remy Wahnoun and Natalia "Get Moose and Squirrel" Bilenko for doing my work for me and compiling the links, and being the first to send info along.
http://www.nature.com/nature/journal/vaop/ncurrent/full/nature06996.html
http://news.bbc.co.uk/2/hi/science/nature/7423184.stm
http://technology.newscientist.com/channel/tech/dn14000-robomonkeys-use-brain-power-to-grab-a-bite.html?feedId=online-news_rss20
The work reported involves real time decoding to drive a robot arm, which fed the monkey. I haven't had time to run through the whole thing, so here's the "shoot from the hip" version of my thoughts. I'll update these
Interesting points:
- The monkey was trained to use the arm with a joystick, and followed by, the part I thought was very interesting, various levels of pre-programmed control assistance while using brain signals. I will expand on this later, but it is an interesting task design for several reasons.
- Having seen some of the raw video at the Neurobotics 2007 workshop, there is much more obviously correlated arm motion. They have an entire, substantial paragraph devoted to this, since they probably knew it would be a criticism.
The three points they make are:
1) Movements were with the arm ipsilateral to the electrodes.
2) The movements were delayed by up to a second.
3) Moving is required, since BCI control has been demonstrated before without it.
They cite some supplementary info and write, "... monkey’s hand movement was only loosely coupled to prosthetic control." The video I saw before tells a slightly different story. There was a pulling movement 100% of the time (every trial), and when the arm didn't reach the monkey's mouth it would 'paw' or 'dig' (repeated movements similar to pulling an invisible object toward the body) repeatedly until the arm reached the monkey's mouth. You can see this pretty clearly in the video linked above (watch the hand in the plexiglass tube). Yes, there is a delay, but the whole situation would be interesting to examine. It may not require the 'pulling' at onset, but monkeys very often use both hands to eat. Those of you with monkeys, go give them a treat. They will grab it with they right hand (usually), and then pull it towards their body and engage their left hand as they do so. Feeding it almost always a bimanual task for macaques, explaining the ipsilateral activation and the delay. Reason #3 above is kind of a brush off reason - hey, movement is needed to use a BCI, so no big deal. The three cited papers are all in humans, all were tetraplegic, all lacked some degree of propriocentive feedback, two didn't use PVA or multielectrode arrays, none used an arm, none had confirmed the lack of covert movements with EMG, and the list goes on.
- The trial was very organic and continuous, which is great. From my brief skimming, it looks like simultaneous control of the hand aperture needed to be maintained throughout the task, hinted at when they observe the the hand slowly opening along the path to the food.
In general this is a nice, brief summary with some very interesting points (perfect for a Nature Letter). Obviously they are preparing some studies, and this was released to wet out appetites. The 'organic' nature of the task will open it up to many criticisms, but more studies like this are needed in order to understand the dynamics in play when dealing with a experiences that lack built-in boundaries and environmental awareness. Definitely good thought fodder.
Showing posts with label 3d. Show all posts
Showing posts with label 3d. Show all posts
Wednesday, May 28, 2008
Tuesday, February 26, 2008
Media software follow up
Greg posted a link in the comments to a similar article he wrote a year ago. Great minds think alike!
Also, I noticed that I didn't list any 3D software. The reason for that is that I haven't kept up much on that realm lately. I used to LOOOVE Infini-D and Strata Studio Pro back in the day, but many of the current packages are far more complicated than I've had time to really learn.
One that I will point out, since I've just started using it again, is Poser. Poser allows you to manipulate figures (mostly human, but there are add-on packs) into lifelike configurations, complete with fabrics, skins, and realistic joint limits.
Another old favorite that has been apparently left to die is Bryce. Bryce used to be the best landscape generator, and was the source of many arguments with my friends on how digital imaging was art, even though you could use something like Bryce to generate a landscape better than almost any artist is capable. The original driving force behind Bryce was Kai Krause, a legendary Photoshop guru, who wanted to make tools that were more 'experiential' than technical. Bryce is fun to play with. Actually, lots of fun to play with. It has been somewhat marred by the transitions after version 4 or 5 which tried to make it more technical. It still retains some of that fun aspect, though not as much.
3DSMax is the gold standard for 3D on all levels (don't tell the people on the Maya team (also now owned by the same company) Shhhh) This is basically the Photoshop of the 3D world, but I have yet to really work much with it.
A second reason I didn't mention 3D is that there are two main camps, or maybe it's better described as a narrow line in the sand, between 'real time' and rendered content. Thanks to all the pwnage of modern 3D games, the attention has been split between what can be done quickly and what can be done accurately. Many useful solutions involve taking a game engine, like the Quake, Unreal, CryENGINE, etc engines (which deal with how things are rendered, antialiased, filtered and categorizing objects like terrain vs player, plus physics and many other aspects of the visual and audio experience) and then using a 3D package to generate the content that goes into the 3D world using modelers, like the 3DStudio Max Character Studio or more 'simple' programs like Rhinoceros. Then, Photoshop is used to create the textures and bump maps that are skinned on those objects.
(Side note - if you are one of those people that thinks, "Blegh! Video games!" Read the Wikipedia entry on the CryENGINE. The thing is a feat of engineering and imagination, and just pondering how you might go from something like a simple wall to a fully destructible object is interesting in itself. Also, reading through the evolution of the Quake Engine is incredibly interesting. The Quake and Doom engines are GPLed, meaning you can download the source code and mess with them all you want. Do a quick Google for "Quake engine tutorials" or "Quake mod develop" and you'll find 100's of sites dedicated to teaching you how to go from a blank 3D space to a playable game. Like I said before, video games will contribute more to BCIs than most people expect. They are an example of extreme computing optimization, environment interaction, and controlled environment generation (not to mention extensible and modular development), and the ways that these issues were resolved in games will work their way into the base of next generation BCIs.)
Confused? Nah. It isn't that bad, but exhausting enough that unless you really have a great idea and a ton of patience (plus $$$), 'playing' with 3D software is just masochistic.
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