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BRAIN COMPUTER INTERFACING ARMY RESCUE USING SYNTHETIC TELEPATHY THROUGH NEURAL ELECTRONICS Manoj.N & Venkata Pavan Kumar.M Department Of Electronics and Communication Engineering [email protected]&[email protected] Abstract “I will keep the lamp of knowledge burning to achieve the vision” The technology is constantly attaining improvisations at ever twinkling of eye. Yesterday updates become tomorrow outdates. Ever evolving technology has led to exponential changes in the world of ‘science’. In this paper, we the emerging engineers of the core “Electronics & Communication branch” have indulged in the analysis of “Brain computer interfaced army rescue using synthetic telepathy through neural electronics”. Brain computer interfacing is a fascinating technology where we employ wonders converting thoughts to actions and other side hijacking of Indian army by enemies is a serious threat prevailing in our country. Technology has always solutions to all problems. So, we have incorporated BCI technology using synthetic telepathy exploiting the exclusive alpha and beta waves generated at thoughts by the neurons of the brain through neural electronics in our army rescue. I.INTRODUCTION: In this paper, we have said What is mind uploading and brainwaves involved. Our proposed exploitation of neurotic elements to process able waveforms. Inputting hijacked army’s thoughts through EPOC headset. Brain computer interfacing and conversion of thoughts to binary data and consequent rescue actions. A. Mind uploading: Mind uploading or whole brain emulation (sometimes called mind transfer) is the hypothetical process of scanning and mapping a biological brain in detail and copying its state into a computer system or another computational device. The computer would have to run a simulation model so faithful to the original that it would behave in essentially the same way as the original brain, or for all practical purposes, indistinguishably. The simulated mind is assumed to be part of a virtual reality simulated world, supported by an anatomic 3D body simulation model. Alternatively, the simulated mind could be assumed to reside in a computer inside (or connected to) a humanoid robot or a biological body, replacing its brain. II.BRAINWAVES: There are several types of brainwave states. It is completely natural biological occurrence in every human being. Our brain does not operate in only one brainwave state at a time but instead pulses in these entire brainwave states simultaneously, with one of the states being dominant at any given time. The dominant state indicates you’re "state of mind" or level of consciousness. Because different areas of the brain may have different activity at any given time, you may have activity in one brainwave state in one area of the brain while at the same time a different brainwave state may be more active in another area of the brain. A. Alpha Waves: Frequency: 8 to 12 Hz Location: Posterior Regions of Head, Both Sides, Higher in Amplitude on Dominion side. Central Sites (C3-C4) At Rest Normally: Relaxed/Reflecting, Closing The Eyes, Also Associated With Inhibition Control, Seemingly With The Purpose Of Timing Inhibitory Activity In Different Locations Across The Brain Wave pattern: (It Emerges With Closing of the Eyes and With Relaxation, and Attenuates With Eye Opening Or Mental Exertion. The Posterior Basic Rhythm is Actually Slower than 8 Hz in Young Children) B. Beta Waves: Frequency: 12 – 30Hz Location: Both Sides, Symmetrical Distribution, Most Evident Frontally; Low Amplitude Waves : Alert/Working, Active, Busy or Anxious Thinking, Active Concentration Normally Wave Pattern: (Beta activity is closely linked to motor behaviour and is generally attenuated during active movements) Our proposed exploitation of neurons to neuroelectronics we have proposed to exploit the neural reactions taking place in brain by capturing the waves generated through a headset and process them further by amplifying them and feed them to computer and take necessary steps to be performed what we have thought. Here we have dedicated our project to our brave Indian army who when caught in an unavoidable danger when captured by the enemy could possibly send signaling waves as thoughts to alert the head system to actively participate at their rescue. III.NUERAL NETWORK: Simple artificial neural network The human brain contains about 100 billion nerve cells called neurons, each individually linked to other neurons by way of connectors called axons and dendrites. Signals at the junctures (synapses) of these connections are transmitted by the release and detection of chemicals known as neurotransmitters. The established neuro scientific consensus is that the human mind is largely an emergent property of the information processing of this neural network. "Consciousness is part of the natural world. It depends, we believe, only on mathematics and logic and on the imperfectly known laws of physics, chemistry, and biology; it does not arise from some magical or otherworldly quality." The concept of mind uploading is based on this mechanistic view of the mind, and denies the vitalise view of human life and consciousness. Many eminent computer scientists and neuroscientists have predicted that computers will be capable of thought and even attain consciousness However, even though uploading is dependent upon such a general capability it is conceptually distinct from general forms of AI in that it results from dynamic reanimation of information derived from a specific human mind so that the mind retains a sense of historical identity (other forms are possible but would compromise or eliminate the life-extension feature generally associated with uploading). The transferred and reanimated information would become a form of artificial intelligence, sometimes called an info morph or "no morph." IV.THEORETICAL BENEFITS: A. Immortality/Backup: In theory, if the information and processes of the mind can be disassociated from the biological body, they are no longer tied to the individual limits and lifespan of that body. Furthermore, information within a brain could be partly or wholly copied or transferred to one or more other substrates (including digital storage or another brain), thereby reducing or eliminating mortality risk. B. Speedup: A computer-based intelligence such as an upload could potentially think much faster than a human even if it were no more intelligent. Human neurons exchange electrochemical signals with a maximum speed of about 150 meters per second, whereas the speed of light is about 300 million meters per second, about two million times faster. Also, neurons can generate a maximum of about 200 to 1000 action potentials or "spikes" per second, whereas the number of signals per second in modern computer chips is about 2 GHz and expected to increase by at least a factor 100. However, in practice this massively parallel implementation would require separate computational units for each of the hundred billion neurons and each of the hundred trillion synapses. That requires an enormously large computer or artificial neural network in comparison with today's super-computers. In a less futuristic implementation, time-sharing would allow several neurons to be emulated sequentially by the same computational unit. Thus the size of the computer would be restricted, but the speedup would be lower. (Simple neuron model: Black-box dynamic nonlinear signal processing system) Scanning and mapping scale of an individual: database showing the connections between the neurons must be extracted from an anatomic model of the brain. This network map should show the connectivity of the whole nervous system, including the spinal cord, sensory receptors, and muscle cells. Destructive scanning of the human brain including synaptic details is possible as of end of 2010. A full brain map should also reflect the synaptic strength of each connection. It is unclear if the current technology allows that. It is proposed that short-term memory and working memory is prolonged or repeated firing of neurons, as well as intra-neural dynamic processes. Since the electrical and chemical signal state of the synapses and neurons may be hard to extract, the uploading might result in that the uploaded mind perceives a memory loss of the events immediately before the time of brain scanning. A full brain map would occupy less than 2 x 1016 bytes and would store the addresses of the connected neurons, the synapse type and the synapse "weight" for each of the brains' 1015 synapses. C. Serial sectioning: A possible method for mind uploading is serial sectioning, in which the brain tissue and perhaps other parts of the nervous system are frozen and then scanned and analysed layer by layer, thus capturing the structure of the neurons and their interconnections.[19] The exposed surface of frozen nerve tissue would be scanned and recorded, and then the surface layer of tissue removed. While this would be a very slow and labour intensive process, research is currently underway to automate the collection and microscopy of serial sections. The scans would then be analysed, and a model of the neural net recreated in the system that the mind was being uploaded into. V.BRAINWAVE INFORMATION CAPTURED BY EPOC HEADSET: (T he movement of positively-charged ions through the ion channels controls the membrane electrical action potential in an axon). When modelling and simulating the brain of a specific individual, a brain map or connectivity perfected, this technology takes its cues from a person’s thoughts, converting these signals into digital information that a computer-game system can use to play the game. The company behind this method, emotiv systems users, what it calls the brain/computer interface. Company information states that the technology can recognize and use up to 30 different emotions, actions and expressions. These are transferred to the character or object on the screen. Here our Emotiv System is going to claim the headset which will make it possible for army force to be controlled and influenced by the soldier's mind, and facial expressions. It connects wirelessly with our head PC which would be signalled consequently. Emotiv EPOC uses the human brain as a source for creating movement in the operation. That’s right; this system uses a headset that receives brain waves. This technology can tell the game system what you want to do within your virtual world. Inputs of the headset: The EPOC has 14 electrodes. It has a two-axis gyro for measuring head rotation. Because the brain sends out a level of electrical energy the correct technology certainly could use this energy to power action operations. The knowledge of brain waves and of energy that sends a signal from one neuron to another is not new. Scientists and doctors have used equipment to measure brain waves for well over a century. It’s the basis of the electroencephalogram .This technology is now being adapted and applied to interactive gaming. The Emotiv EPOC headset mimics in a way the EEG that has electrodes/disks that pick up the brain activity. The signals are sent through wires for amplification. The foundation for using EEG technology in gaming lies with trying to interpret a person’s thoughts based on the brain wave signals being captured. Scientists have found that brain activity corresponds to a patient’s apparent state of mind and thought processes. When measured, a person’s brain waves have patterns that appear only with specific emotions or thoughts. With Emotiv EPOC seven pairs of electrodes are used to capture the brain-wave signals. When Conscious thoughts (Cognitive suite): Imagining 12 kinds of movement- those were in the demo application 6 directions (left, right, up, down, forward, and "zoom") and 6 rotations ([anti-]clockwise rotation, turn left and right, and sway backward and forward)- plus 1 other visualization ("disappear") that can be detected . The Emotive guy used his heads to try and cue himself to think the same way every time. Emotions (Affective suite): "Excitement", "Engagement/Boredom", "Meditation", and "Frustration" can currently be measured. Facial expressions (Expressive suite): Individual eyelid and eyebrow positions, eye position in the horizontal plane, smiling, laughing, clenching, and smirking can currently be detected. Other expressions may be added prior to release. The expressions are detected by the EEG sensors picking up signals to facial muscles, rather than by reading brainwaves. Unlike reading mental activity, these detections are very fast (10ms) conveying a decisive advantages. Based on the developments in neuro technology Emotiv has revolutionary interface for humancomputer interaction. The Emotiv EPOC wireless neuro headset captures, understand and processes the thoughts in our brain to carry out actions on PC. The real life application possibilities across army sides such as immediate escape from enemies, automatic plane control, especially in terrorist attack etc. Emotiv is also actively involving the developer community to create applications that can be controlled by your mind. A brain–computer interface (BCI) with wireless technology by effective headset, sometimes called a direct neural interface or a brain– machine interface, is a direct communication pathway between a brain and an external device. BCIs are often aimed at assisting, augmenting or repairing human cognitive or sensory-motor functions. The Emotiv EPOC detects and processes real time brain wave patterns using an EEG like device that measures electrical activity in the brain. Through the use of non-invasive sensors, the Emotiv EPOC measures a wide range of thoughts and emotions. Unlike earlier technologies which can only detect basic and well-known mental states such as ‘concentration”, Emotiv can simultaneously differentiate between particular thoughts such as ‘push’ and ‘lift’ and emotions such as ‘excitement’ or ‘calmness’. With technology in hand and a gaming audience in mind, Emotiv Systems approached IDEO to create a sleek and beautiful headset that could house the 16 sensors and the electronics to make the device’s 30+ detections a reality. With the goal of fitting 98% of head sizes and hair styles, Emotiv Systems wanted a clever mix of industrial design and engineering that would result in a durable, easy-to-use product. Referencing previous knowledge from head-centric work, the IDEO team began by creating a number of three-dimensional models. Challenged by the need to have contact points in specific locations, designers needed to make sure sensors were adjustable as well as pliable. The final headset relies on an established and familiar headphone-like behavior to maintain pressure on the scalp for the sensors to capture EEG signals. The headset is molded from ABS plastic with soft rubber accents to allow for proper fit and user customization. Intuitive to use and durable enough for active gamers, the headset is available in Emotiv’s signature orange and white, or in a sleek black option. Inside the headset, a unique EEG graphic reminds the user who and what is making this headset actually work Partially invasive BCI technologies 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. Electro corticography (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. Light Reactive Imaging BCI devices are still in the realm of theory. These would involve implanting a laser inside the skull. The laser would be trained on a single neuron and the neuron's reflectance measured by a separate sensor. When the neuron fires, the laser light pattern and wavelengths it reflects would change slightly. This would allow researchers to monitor single neurons but require less contact with tissue and reduce the risk of scar-tissue build-up. In EPOC headset, each electrode is connected to one input of a differential amplifier; a common system reference electrode is connected to the other input of each differential amplifier. These amplifiers amplify the voltage between the active electrode and the reference. In analog EEG, the signal is output as the deflection of pens as paper passes underneath. Most EEG systems these days, however, are digital, and the amplified signal is digitalized via an analog-todigital converter, after being passed through an antialiasing filter. The digital EEG signal is stored electronically and can be filtered for display. Typical settings for the high-pass filter and a low-pass filter are 0.5-1Hz and 35-70Hz, respectively. The high-pass filter typically out slow artifact, such as electro galvanic signals and movement artifact, whereas the low-pass filter filters out high frequency artifacts, such as electromyography signals. An additional notch filter is typically used to remove artifact caused by electrical power lines. Thus this processed waveform interfaces are efficiently transported via any recent wireless technologies transported via any recent wireless technologies like wi-fi or wimax to our destination PC and from there rescue actions can be made which have to be pre-recorded there. VI .CONCLUSION: Thus our brain computer interfaced army rescue project using synthetic telepathy through neural electronics could possibly bring revolution in the army rescue pattern and save a huge amount spending every fiscal year there. These further guarantees efficient rescue schema and can be upgraded to the latest trend. VII.REFERENCES: Book: How brain waves and neurons interact? ----Dr. Rycharde Manne. Kay KN, Naselaris T, Prenger RJ, Gallant JL (March 2010). "Identifying natural images from human brain activity". Nature 452 (7185): 352–5. Goertzel, Ben (Dec 2009). "Human-level artificial general intelligence and the possibility of a technological singularity: a reaction to Ray Kurzweil's The Singularity Is Near, and McDermott's critique of Kurzweil". Artificial Intelligence 171 (18, Special Review Issue): 1161–1173. doi:10.1016/j.artint.2007.10.011. http://scholar.google.com/scholar?hl=sv&lr=&cluster =15189798216526465792.