Objective
We
sought to demonstrate that it is possible to send information extracted
from one
brain directly to another brain, allowing the first subject to cause a
desired response in the second subject through direct brain-to-brain
communication. A task was designed such that the two subjects could
cooperatively solve the task by transmitting a meaningful signal from
one brain to the other.
Methods
Experimental
Set-Up
The
experiment leverages two existing technologies: electroencephalography
(or EEG) for noninvasively recording brain signals from the scalp and
transcranial magnetic stimulation (or TMS) for noninvasively
stimulating the brain.
Figure
1 illustrates the experimental paradigm. Electrical brain activity from
Subject 1 (the "Sender") is recorded
using EEG (Figure 2) in the Neural Systems Laboratory in the Computer
Science and
Engineering building at UW. This brain activity is interpreted by a
computer and is transmitted (when classified as a valid motor imagery
signal) over the internet to the TMS machine in the Institute for Learning and Brain Sciences (I-LABS) building at
UW. The TMS machine delivers a magnetic stimulation pulse to the left
motor brain region of Subject 2 (the "Receiver"), causing the
right hand to press a key (Figure 3).
The Task
The
task that the subjects must cooperatively solve via
brain-to-brain
communication is a computer game (Figure 4). The task involves saving a
"city" (on the left) from getting hit by rockets fired by a
"pirate ship" from the lower right portion of the screen (depicted
by skull-and-bones). To save the city, the subjects must fire
a
"cannon" located at the lower center portion of the screen. If the
"fire" button is pressed before the moving rocket reaches the
city, the rocket is destroyed (Figure 5), the city is saved, and the
trial ends. To make the task more interesting, on some trials,
a
friendly "supply plane" may appear instead of a pirate rocket and move
leftwards towards the city (Figure 6). The subjects must
avoid
firing the cannon at the supply plane.
Brain-to-Brain
Collaboration between the Two Subjects
Only
Subject 1 (the "Sender") watches the game (Figure 2, Sender watching
the game screen, which is not shown). The Sender is unable to press the
"fire" button which is only available to Subject 2 (the
"Receiver"). The Sender can however engage in motor imagery of the
right hand (i.e., imagine moving their right hand) - this imagery
signal is recognized by the computer and translated to a
magnetic
stimulation pulse that is delivered to the left motor cortex region of
the Receiver. The stimulation causes a quick upward jerk of
the
Receiver's right hand, which is resting slighty above the "fire" key on
a keyboard (Figure 3). This up-down movement of the hand typically
(though not always) results in the "fire" key being hit, causing the
cannon in the computer game to be fired as requested by the Sender. If
the moving target happens to be the supply plane, the Sender can choose
not to fire the cannon at the plane by resting and not engaging in any
motor imagery.
Decoding
Motor Imagery from EEG
Electrical
signals were recorded from the Sender's scalp using the noninvasive
technique of EEG. We used a USBamp EEG recording system
(Guger
Technologies, Austria) with gold-plated electrodes placed over
the
left hemisphere at standard locations under the 10-20 convention
(sampling frequency = 256Hz). A Laplacian spatial filter was
used
to reduce artifacts common to nearby electrodes and emphasize local
activity. The power in a low frequency band (the "mu" band) was
computed across the electrodes and the electrode most correlated with
the subject's motor imagery during an initial training period was
selected as the control electrode for the task. Changes in the "mu"
band have long been linked to motor imagery signals and used in BCIs
(for an introduction, see [1]). The computer translated the
power
in the mu band to upward movement of a cursor (left side of Figure 4).
Specifically, right hand imagery typically causes a decrease
in
power which was mapped to upward movement of the cursor. If the cursor
hit the blue circular target at the top, the computer decides that the
Sender has engaged in motor imagery and sends a stimulation
pulse to the Receiver.
Stimulation
using TMS
The Receiver receives information
from the Sender via
transient noninvasive brain stimulation induced by a rapidly changing
magnetic field. The magnetic field is generated by a special coil held
over the Receiver’s head and kept in place by an
orientable mechanical arm mounted on the Receiver’s chair. This
stimulation technique is called Transcranial Magnetic Stimulation (TMS)
and is a well-established noninvasive means to directly influence the
activity of a specific spot on the brain’s surface. Note that no
electrical pulse is given to the Receiver and stimulation is induced
only indirectly through the changing magnetic field. A MagStim Rapid2 model TMS machine was used with a single-pulse TMS
protocol. The pulse was delivered though a circle coil at 69% of the
machine's power output. The TMS
coil was localized over the part of the Receiver’s brain that controls the wrist and fingers. The Receiver kept one or
more fingers on a standard computer keyboard’s space bar (the
designated "fire" key). The TMS
pulse produced a muscle twitch and upward hand movement,
typically
resulting in the
space bar being hit as a result and firing the cannon in the Sender's
computer game.
Results
The
pilot study involved 2 subjects, both researchers involved in the
study (R. Rao as "Sender" and A. Stocco as "Receiver"). The pilot study was
approved by the University of Washington Institutional Review Board
(IRB) within the Human Subjects Division.
Four experimental
sessions were conducted, each with 5-7 trials. Session 1 was terminated
early due to network communication issues, which were resolved as the
subjects waited for the next session. Sessions 2, 3, and 4 witnessed
successful transmission of information from the Sender to the Receiver.
In Sessions 2 and 3, while the Receiver's performance was
highly accurate (~90% success rate in stimulation causing the hand to
move and the cannon being fired), the Sender's performance was closer
to chance levels as the subject reported being in the process of
learning to generate the appropriate signal (imagery or rest) given the
type of target.
In Session 4, both the Sender and Receiver
achieved close to perfect performance (Sender: 100% correct detection
and transmission of appropriate signal, Receiver: 100% correct
elicitation of hand movement upon stimulation; 1 stimulation not
causing the "fire" key to be hit). A portion of the session log is
given below ("Missile" = pirate rocket, "Airplane" = supply plane) :
2013-08-12
15:47:37.472000: Starting experiment
2013-08-12 15:47:47.549000: Starting trial: Airplane
2013-08-12 15:47:48.008000: arming stimulator by key press
2013-08-12 15:48:04.106000: Missiles hit: 0, Airplanes hit: 0,
Attempts: 1
2013-08-12 15:48:14.165000: Starting trial: Missile
2013-08-12 15:48:17.200000: BCI input received. Sending TMS
pulse.
2013-08-12 15:48:19.691000: Shot fired
2013-08-12 15:48:19.691000: Missiles hit: 1, Airplanes hit: 0,
Attempts: 2
2013-08-12 15:48:29.757000: Starting trial: Missile
2013-08-12 15:48:30.062000: BCI input received. Sending TMS
pulse.
2013-08-12 15:48:32.417000: Shot fired
2013-08-12 15:48:32.417000: Missiles hit: 2, Airplanes hit: 0,
Attempts: 3
2013-08-12 15:48:42.460000: Starting trial: Missile
2013-08-12 15:48:54.340000: BCI input received. Sending TMS
pulse.
2013-08-12 15:49:03.423000: Missiles hit: 2, Airplanes hit: 0,
Attempts: 4
2013-08-12 15:49:13.457000: Starting trial: Airplane
2013-08-12 15:49:29.572000: Missiles hit: 2, Airplanes hit: 0,
Attempts: 5
2013-08-12 15:49:39.615000: Starting trial: Missile
2013-08-12 15:49:40.910000: BCI input received. Sending TMS
pulse.
Conclusion
The
results suggest that information extracted noninvasively from one brain
using EEG can be transmitted to another brain noninvasively using TMS
to allow two persons to cooperatively solve a task via direct
brain-to-brain transfer of information. The next phase of the study
will attempt to quantify this transfer of information using a larger
pool of human subjects.
Background and
References
- For background on
brain-computer
interfacing, see:
- For a description of
related experiments by other groups, see the recent article:
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Figure 1. Experimental Set-Up.
Brain signals from Subject 1 (the "Sender") were recorded using EEG.
When imagined hand movements were detected by the computer, a "fire"
command was transmitted over the internet to the TMS machine, which
caused an upward movement of the right hand of Subject 2 (the
"Receiver"), usually resulting in the "fire" key being hit.
Figure 2. EEG
signals being recorded from Subject 1 (the "Sender") as
the subject watches the computer game (the game screen is to the left
and not shown in the picture). The larger screen displays EEG signals
processed by the BCI2000 software. The smaller laptop screen placed
further away is from the live Skype session and shows Subject 2 in the
TMS lab across campus. Researcher Dev Sarma monitors the experiment.
(Picture by researcher Bryan Djunaedi)
Figure 3. Subject 2
(the "Receiver") with TMS coil placed over left motor cortex region and
right hand resting slightly above the "fire" key on the
keyboard.
The screen behind the subject shows the Sender's game screen which is
not seen by the Receiver.
Figure 4. Screen shot of the
cannon game. A
pirate ship on the right side (skull-and-bones) shoots a rocket towards
a city on the left. The Sender engages in motor imagery to
move
the white cursor on the left to hit the blue target.
Figure 5. If
the Sender is able to use motor imagery to move the white cursor to the
circular target (which turns red), a stimulation signal is sent to the
Receiver located elsewhere. This stimulation causes a movement of the
Receiver's hand, usually resulting in the "fire" key being hit on the
Receiver's keyboard. This causes the cannon in the Sender's game to
fire and destroy the pirate rocket before it hits the city.
Figure 6.
In some trials, a friendly supply plane may move from right to left
instead of a pirate rocket. The Sender must in this case rest rather
than engage in imagery to make the cursor move away from the blue
target and prevent any firing of the cannon at the supply plane.
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