Brain–computer interfaceA brain–computer interface (BCI), sometimes called a brain–machine interface (BMI) or smartbrain, is a direct communication pathway between the brain's electrical activity and an external device, most commonly a computer or robotic limb. BCIs are often directed at researching, mapping, assisting, augmenting, or repairing human cognitive or sensory-motor functions. They are often conceptualized as a human–machine interface that skips the intermediary component of the physical movement of body parts, although they also raise the possibility of the erasure of the discreteness of brain and machine.
Brain implantBrain implants, often referred to as neural implants, are technological devices that connect directly to a biological subject's brain – usually placed on the surface of the brain, or attached to the brain's cortex. A common purpose of modern brain implants and the focus of much current research is establishing a biomedical prosthesis circumventing areas in the brain that have become dysfunctional after a stroke or other head injuries. This includes sensory substitution, e.g., in vision.
User interfaceIn the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls.
NeuroprostheticsNeuroprosthetics (also called neural prosthetics) is a discipline related to neuroscience and biomedical engineering concerned with developing neural prostheses. They are sometimes contrasted with a brain–computer interface, which connects the brain to a computer rather than a device meant to replace missing biological functionality. Neural prostheses are a series of devices that can substitute a motor, sensory or cognitive modality that might have been damaged as a result of an injury or a disease.
Neural engineeringNeural engineering (also known as neuroengineering) is a discipline within biomedical engineering that uses engineering techniques to understand, repair, replace, or enhance neural systems. Neural engineers are uniquely qualified to solve design problems at the interface of living neural tissue and non-living constructs (Hetling, 2008). The field of neural engineering draws on the fields of computational neuroscience, experimental neuroscience, neurology, electrical engineering and signal processing of living neural tissue, and encompasses elements from robotics, cybernetics, computer engineering, neural tissue engineering, materials science, and nanotechnology.
BrainGateBrainGate is a brain implant system built and previously owned by Cyberkinetics, currently under development and in clinical trials, designed to help those who have lost control of their limbs, or other bodily functions, such as patients with amyotrophic lateral sclerosis (ALS) or spinal cord injury. The Braingate technology and related Cyberkinetic’s assets are now owned by privately held Braingate, Co. The sensor, which is implanted into the brain, monitors brain activity in the patient and converts the intention of the user into computer commands.
Human–computer interactionHuman–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".
Wireless power transferWireless power transfer (WPT), wireless power transmission, wireless energy transmission (WET), or electromagnetic power transfer is the transmission of electrical energy without wires as a physical link. In a wireless power transmission system, an electrically powered transmitter device generates a time-varying electromagnetic field that transmits power across space to a receiver device; the receiver device extracts power from the field and supplies it to an electrical load.
Wireless USBWireless USB (Universal Serial Bus) was a short-range, high-bandwidth wireless radio communication protocol created by the Wireless USB Promoter Group which intended to increase the availability of general USB-based technologies. It was unrelated to Wi-Fi, and different from the Cypress WirelessUSB offerings. It was maintained by the WiMedia Alliance which ceased operations in 2009. Wireless USB is sometimes abbreviated as "WUSB", although the USB Implementers Forum discouraged this practice and instead prefers to call the technology Certified Wireless USB to distinguish it from the competing UWB standard.
AC powerIn an electric circuit, instantaneous power is the time rate of flow of energy past a given point of the circuit. In alternating current circuits, energy storage elements such as inductors and capacitors may result in periodic reversals of the direction of energy flow. Its SI unit is the watt. The portion of instantaneous power that, averaged over a complete cycle of the AC waveform, results in net transfer of energy in one direction is known as instantaneous active power, and its time average is known as active power or real power.
Wireless networkA wireless network is a computer network that uses wireless data connections between network nodes. Wireless networking allows homes, telecommunications networks and business installations to avoid the costly process of introducing cables into a building, or as a connection between various equipment locations. Admin telecommunications networks are generally implemented and administered using radio communication. This implementation takes place at the physical level (layer) of the OSI model network structure.
WirelessWireless communication (or just wireless, when the context allows) is the transfer of information (telecommunication) between two or more points without the use of an electrical conductor, optical fiber or other continuous guided medium for the transfer. The most common wireless technologies use radio waves. With radio waves, intended distances can be short, such as a few meters for Bluetooth or as far as millions of kilometers for deep-space radio communications.
Wireless mesh networkA wireless mesh network (WMN) is a communications network made up of radio nodes organized in a mesh topology. It can also be a form of wireless ad hoc network. A mesh refers to rich interconnection among devices or nodes. Wireless mesh networks often consist of mesh clients, mesh routers and gateways. Mobility of nodes is less frequent. If nodes constantly or frequently move, the mesh spends more time updating routes than delivering data.
Immersion (virtual reality)Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation.
Power outageA power outage (also called a powercut, a power out, a power failure, a power blackout, a power loss, or a blackout) is the loss of the electrical power network supply to an end user. There are many causes of power failures in an electricity network. Examples of these causes include faults at power stations, damage to electric transmission lines, substations or other parts of the distribution system, a short circuit, cascading failure, fuse or circuit breaker operation.
Neural oscillationNeural oscillations, or brainwaves, are rhythmic or repetitive patterns of neural activity in the central nervous system. Neural tissue can generate oscillatory activity in many ways, driven either by mechanisms within individual neurons or by interactions between neurons. In individual neurons, oscillations can appear either as oscillations in membrane potential or as rhythmic patterns of action potentials, which then produce oscillatory activation of post-synaptic neurons.
ExperimentAn experiment is a procedure carried out to support or refute a hypothesis, or determine the efficacy or likelihood of something previously untried. Experiments provide insight into cause-and-effect by demonstrating what outcome occurs when a particular factor is manipulated. Experiments vary greatly in goal and scale but always rely on repeatable procedure and logical analysis of the results. There also exist natural experimental studies.
ProsthesisIn medicine, a prosthesis (: prostheses; from prósthesis), or a prosthetic implant, is an artificial device that replaces a missing body part, which may be lost through trauma, disease, or a condition present at birth (congenital disorder). Prostheses are intended to restore the normal functions of the missing body part. Amputee rehabilitation is primarily coordinated by a physiatrist as part of an inter-disciplinary team consisting of physiatrists, prosthetists, nurses, physical therapists, and occupational therapists.
Graphical user interfaceThe graphical user interface, or GUI (ˌdʒi:juːˈaɪ or ˈɡu:i ), is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicators such as primary notation, instead of text-based UIs, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard. The actions in a GUI are usually performed through direct manipulation of the graphical elements.
NeuralinkNeuralink Corp. is an American neurotechnology company that is developing implantable brain–computer interfaces (BCIs), based in Fremont, California as of 2022. Founded by Elon Musk and a team of seven scientists and engineers, Neuralink was launched in 2016 and was first publicly reported in March 2017. Since its founding, the company has hired several high-profile neuroscientists from various universities. By July 2019, it had received 158millioninfunding(ofwhich100 million was from Musk) and was employing a staff of 90 employees.