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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
manojnune523@gmail.com&pavan.kumar9111@gmail.com
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
armys
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 youre "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
Across The Brain

Locations

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 lifeextension 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.

(Simple neuron model: Black-box


dynamic non-linear signal processing
system)

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.

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.

Scanning and mapping scale of an


individual:

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.

(The 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 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.

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. Thats 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.

V.BRAINWAVE INFORMATION
CAPTURED BY EPOC
HEADSET:
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. Its 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 persons
thoughts based on the brain wave signals
being captured. Scientists have found that
brain activity corresponds to a patients
apparent state of mind and thought
processes. When measured, a persons
brain waves have patterns that appear
only with specific emotions or thoughts.
With Emotiv EPOC seven pairs of
electrodes are used to capture the brainwave signals. When perfected, this
technology takes its cues from a persons
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.

Inputs of the headset:


The EPOC has 14 electrodes. It has a
two-axis gyro for measuring head
rotation.

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
human-computer
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 brainmachine 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 sensorymotor 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 wellknown
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
devices 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 Emotivs
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 scartissue 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-to-digital converter, after being
passed through an anti-aliasing 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): 3525.
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): 11611173.
doi:10.1016/j.artint.2007.10.011.
http://scholar.google.com/scholar?
hl=sv&lr=&cluster=15189798216526465
792.

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