DAVE WARNER
MEDICAL NEUROSCIENTIST
HUMAN PERFORMANCE INSTITUTE
LOMA LINDA UNIVERSITY MEDICAL CENTER
11406 LOMA LINDA DRIVE
LOMA LINDA CA. 92354
USA
VOICE 909-799-6190
FAX 909-799-6106
EMAIL davew@well.sf.ca.us
EDUCATION
Bachelor of Arts: Physical Science ( special
emphasis in physics, mathematics and philosophy ) 1986. San Diego State
University
Current enrollment in MD./Ph.D. degree program. Loma
Linda University (expected graduation
M.D. spring 1995, Ph.D. spring
96)
INTERESTS
-INTENSE THIRST FOR KNOWLEDGE
Physics - Mathematics - Philosophy - Physiology
- Cognitive Neuroscience - Perceptual Psychophysics - Bio-Cybernetics - Human Performance
Since I started the MD. Ph.D. program in 1988, my
research efforts have focused on advanced instrumentation and new methods of
analysis which can be applied to evaluating
various aspects of human
function. I have been working
with several classes of advanced human
computer interface technologies including
Data gloves, pressure sensors, surface EMG, EEG, EOG, (direct
bioelectric signals), a new form of force transducer and complete sensory
emersion systems of virtual reality. My
specific research is involved in
studying the flow of information between the human and the computer. The intent
of this effort is to identify methods and techniques which optimize information
flow between humans and computers. It is postulated that an optimal mapping of
interactive interface technologies to the human nervous systems capacity to
transduce, assimilate and respond intelligently to information in an
integrative-multisensory interaction will fundamentally change the way that
humans interact with information systems.
When I first started my work here at Loma Linda
University Dr. Doug Will demonstrated
his commitment to bringing innovative
research to LLU by providing me with a
research scholarship to pursue these nontraditional, yet promising,
methods and technologies. From the philosophic orientation of general systems
theories and human information sciences we are exploring relevant issues
in interactive human computer interface
design such as cognitive neuroscience,
perceptual psychophysics and bio-cybernetics The intent of our efforts is to
create interactive systems for quantitative assessment of human performance,
augmentative communication, environmental controls for the disabled, medical
informatics and integrated interactive educational multimedia.
"INTERACTIVE TECHNOLOGIES IN HEALTH CARE AND
EDUCATION"
In the past 3 years our work in demonstrating
socially responsible applications for advanced interface technologies,
developed for enhanced human computer interaction, has caught the attention of
several professional societies from quite diverse areas, i.e. the entertainment
industry, the aerospace industry, the communication industry, educational
technologies industry, along with different fields of medicine. We have been
and hope to continue to be clear leaders in this type of integrative
effort.
"APPLYING INFORMATION TECHNOLOGY TO IMPROVE
QUALITY OF LIFE"
Quality of life has become an issue of increasing
concern among health care providers.
Off the shelf technologies exist that can be modified or adapted to
enhance human performance in every day life.
Through the collaboration of a multi-disciplinary group of physicians,
engineers, clinicians and patients we are finding creative ways to increase the
quality of life.
The primary
role that I play is one of a general
medical-scientist liaison between the medical community and high-tech development companies. My role is
to provide an application assessment of new
technologies for possible medical and educational uses. My experience in the area of interactive
human computer interaction combined with my
current status in clinical medicine
allows me the unique opportunity to facilitate the rapid exchange of
relevant information between the high-tech industry and the medical community
in general.. I am particularly active in technology transfer of aerospace and other defense derived technologies to the fields of health care
and education. Specifically, advanced
instrumentation for the acquisition and analysis of medically relevant
biological signals, informatic systems which augment both the general flow of
medical information and provide decision
support for the health care professional, public accesses health information
databases designed to empower the average citizen to become more involved in
their own health care and advanced training technologies which will adaptivly
optimize interactive educational systems to the capacity of the user.
PAPERS PRESENTED
Chaotropic dynamical analysis of the EEG.
The VPL Data
Glove as an instrument for quantitative motion analysis.
The
Neurorehabilitation Workstation.
Remapping the Human-Computer Interface for
Perceptualization of Medical Information.
Medical Rehabilitation, Cyber-Style
Integrative Use of Computer Graphics in a Medical
University,
Dynamical
Analysis of EEG: Evidence for a Low‑Dimensional Attractor in Absence
Epilepsy.
Quantitative
analysis of tremor and chorea using the VPL Data Glove.
The Data
Glove for precise quantitative measurement of upper motor neuron (UMN) function in amyotrophic lateral
sclerosis (ALS).
The VPL Data
Glove as a tool for hand rehabilitation and communication
Quantitative Motion Analysis Instrumentation for
Movement Related Potentials
Quantitative
motion analysis of the hand using the data glove.
Compressed Dimensional Array: a topographic technique for EEG analysis.
Re-enabling Technologies Immediate Applications for
Virtual Reality Interfaces.
INVITED LECTURES
Computer Enhanced Perception: Medical Applications
of Multisensory Natural User Interfaces.
8Th Annual Pacific Northwest Computer Graphics
Conference. Portland Organ 1990
Computer Interface Technology for Dynamic
Characterization of Neurological Disorders
Neurological Institute Colombia University New York
1990
Immediate Medical applications of virtual reality
technologies
Distinguished Lecture Series San Francisco University 1991
Medical Applications of Virtual Reality Technology
2Ed International CyberArts Conference Pasadena Ca.
1991
Virtual Reality: Applications in Medicine
National Computer Graphics Association Anaheim 1992
Medical Applications of Emerging Interface Technologies
CUBE 92 Lawrence Livermore 1992
Real Medical Applications of Virtual Reality
Technology
Imagina 93 Monte Carlo Monaco 1993
Human-Computer Interface Technologies in
Rehabilitation
California Medical Association Anaheim Ca
1993
Virtual Reality Applications in Medicine and Health
Care
IEEE Student Association Walla Walla WA. 1993
Advanced Interactive Technologies in Medicine and
Education
4th National Conference of College Teaching and
Learning Jacksonville Fl 1993
Interactive Technologies in Medicine.
SUNY
Conference on Computers in Health Care Syracuse NY. 1993
Integrated Use Of Computer Graphics In A Medical
University
SIGGRAPH 93 Anaheim
Ca 1993
ACCOMPLISHMENTS
President/Founder of "VEKTORS" High tech
awareness club for students with magnitude and direction. San Diego Mesa
College 1983-84
President/Founder of Human-Space Interface a Human
factors in space technology awareness group. San Diego State University 1985-87
Program Advisor for Medicine Meets Virtual Reality
conference
San Diego 1992 and 1994
Member of editorial board for Virtual Reality
Systems Magazine
Member of program committee for the VRIAS 93
conference. The first annual IEEE conference of Engineering and Virtual Reality
Director/Founder SAMARITAN PROJECT an organization
dedicated to the intelligent implementation of interactive information
technologies in Health Care and Education. Loma Linda University 1993 to
present.
Director/Founder
HUMAN PERFORMANCE INSTITUTE a multidisipline research support network at
Loma Linda University Medical Center which acts as a surrogate administration
for projects designed to study any aspect of human performance in the context of health care, education,
communication and enriching recreation.
DAVE WARNER
MEDICAL NEUROSCIENTIST
HUMAN PERFORMANCE INSTITUTE
LOMA LINDA UNIVERSITY MEDICAL CENTER
11406 LOMA LINDA DRIVE
LOMA LINDA CA. 92354
USA
VOICE 909-799-6190
FAX 909-799-6106
EMAIL davew@well.sf.ca.us
SAMARITAN
PROJECT
LEADING
BY EXAMPLE
INTELLIGENTLY IMPLEMENTING
INTERACTIVE INFORMATION TECHNOLOGY
in
HEALTH CARE
AND
EDUCATION
to
IMPROVE QUALITY OF LIFE
MISSION:
To
improve quality of life by intelligent use of interactive information
technology in the fields of Health Care and Education.
METHODS:
Provide the knowledge and resources required to
empower people to make a positive difference with information technology.
Lead in the development of socially responsible
applications of information technology.
Guide and assist in the intelligent implementation
of advanced information technologies.
Identify, acquire and implement advanced
information technology in exemplary applications.
Actively share information and experience with
others who are willing to become involved in a socially responsible utilization
of advanced information technology.
It is the intent of this project to seek out key
areas where information technology can be effectively utilized to improve quality of life, i.e. in health care and/or
education, and then actively participate
in facilitating implementation.
WHAT
IS INTERACTIVE INFORMATION TECHNOLOGY?
Information technology is not new; clay tablets and
quill pens are information technologies. The radio, television and telephone
are information technologies. Computers and advanced interfaces are only the
most resent additions.
Interactive information technology is any
technology which augments our human ability to dynamically create, express, retrieve, analyze, process,
communicate, or experience information.
WHAT
HAVE WE DONE WITH THIS TECHNOLOGY SO FAR ?
For the past 4 years a small, dedicated group of
socially conscientious technologists have been actively implementing off the
shelf technologies that were developed for the military, entertainment,
aerospace industries in medical and educational applications.
The primary role that we play is one of a general medical-scientist liaisons between the
medical community and high-tech
development companies, specifically for
the purpose of technology transfer and
application assessment of new
technologies for possible medical uses. Our experience in the area of
human computer interaction combined with our
current access to clinical medicine
allows us the unique opportunity to facilitate the rapid exchange of
relevant information between the
high-tech industry and the medical
community in general. We are
particularly active in technology transfer of aerospace and other defense derived technologies to more socially useful applications.
Project areas currently active include;
1. Advanced instrumentation for the acquisition
and analysis of medically relevant biological signals
2.
Advanced informatic systems
which augment the general flow of
medical information and provides decision support for the health care
professional.
3. Public
access to health information databases
designed to empower the average citizen to become more involved in their own
health care.
4. Advanced
training technologies which will allow the rapid dispersion of newly developed
techniques.
5. New
interface devices for persons with disabilities.
6.
Educational systems that adapt to the users ability to learn.
HOW
CAN YOU HELP ?
The finacial status of the Samaritan Project is
completely dependent on donations from people who see what we are doing
and provide support so that these efforts will continue. Donations to the Samaritan Project are managed through LOMA LINDA UNIVERSITY, a non-profit
organization, which has established a special account for the project. All
contributions to the Samaritan Project
are tax deductible and a letter of verification will be provided to the
contributor by the University
WHAT
WILL THE FUNDS BE USED FOR?
The funds for the Samaritan Project are to
support the following:
1.
EQUIPMENT (computers, communication technologies, interface
devices, research instruments....)
2.
SUPPLIES ( office
supplies, film, video tapes, paper, computer disks.....)
3.
PERSONNEL ( wages for part time/full time/contract workers ,
room and board for volunteers...)
4.
EDUCATIONAL ACTIVITIES (travel, tuition, expenses for key
persons involved with the Samaritan project to attend/participate in academic
and professional functions...)
5.
TRAVEL EXPENSES (for attending professional meetings, to network
with strategic partners, for invited lectures .....)
Contributions may be sent to:
SAMARITAN
PROJECT
C/O DAVE WARNER
LOMA LINDA UNIVERSITY
11406 LOMA LINDA DRIVE
LOMA LINDA CA 92354
PHONE 909-799-6190
FAX
909-799-6106
EMAIL
davew@well.sf.ca.us
BIO-CYBERNETICS
A Biologically Responsive Interactive Interface
"Adventures In The Next
Paradigm Of Human Computer Interaction"
Dave Warner, Jeff Sale,
Todd Anderson, Jo Johanson
Human
Performance Institute
Dept. of Rehabilitation Engineering
Loma Linda
University Medical Center
The capacity of computers
to receive, process, and transmit
massive amounts of information is
continually increasing. Current
attempts to develop new human-computer interface technologies have given us
devices such as gloves, motion trackers, 3-D sound and graphics. Such devices greatly enhance our ability to
interact with this increasing flow of
information. Interactive interface technologies emerging from the next paradigm
of human-computer interaction are directly sensing bio-electric signals (from
eye, muscle and brain activity) as inputs and rendering information in ways
that take advantage of
psycho-physiologic signal processing of the human nervous system
(perceptual psychophysics). The next paradigm of human-computer interface will optimize the technology to the
physiology -- a biologically responsive interactive interface.
"BIOCYBERNETICS"
INTERACTIVE INFORMATION TECHNOLOGY
Interactive information technology is
any technology which augments our ability to create / express / retrieve /
analyze / process / communicate / experience information in an interactive
mode. Biocybernetics optimizes the interactive interface, promising a
technology that can profoundly improve the quality of life of real people
today. The next paradigm of interface technology is based on new theories
of human-computer interaction which are physiologically and cognitively
oriented. This emerging paradigm of
human computer interaction incorporates
multi-sense rendering technologies, giving sustained perceptual effects, and
natural user interface devices which
measure multiple physiological parameters simultaneously and use them as
inputs. Biologically optimized
interactive information technology has the potential to facilitate effective
communication. This increase in
effectiveness will impact both human-computer and human-human communication,
"enhanced expressivity". Work
in human-computer interaction is an
ongoing endeavor in many areas. These efforts have captured the attention of
several professional societies; the entertainment industry, the aerospace
industry, communications and educational technologies industries, as well as
medicine. These diverse areas will all
be impacted in multiple ways by advances in technologies that enhance
human-computer interaction.
Optimizing
the human computer interface will rely on the knowledge base of physiology and
neuroscience, that is, the more we know about the way we acquire information
physiologically the more we know the
optimum way for a human to interact with
intelligent information systems. The next paradigm will see the
"THINNING" of the human-computer interface to a biological sheer as the interface will map
very close to the human body.
PHYSIOLOGICALLY ORIENTED INTERFACE DESIGN
Knowledge
of sensory physiology and perceptual psychophysics is being used to optimize
our future interactions with the computer. By increasing the number and
variation of simultaneous sensory inputs, we can make the body an integral part
of the information system, "a sensorial combinetric integrator". We
can then identify the optimal perceptual state space parameters in which information can best be rendered.
That is what types of information are
best rendered to each specific sense modality, "a sense specific
optimization of rendered information. Research in human sensory physiology,
specifically sensory transduction mechanisms, shows us that there are designs
in our nervous systems optimized for
feature extraction of spatially rendered data, temporally rendered data, and
textures. Models of information processing based on the capacity of
these neurophysiological structures to process information will help our
efforts to enhance perception of complex relationships by integrating visual,
binaural, and tactile modalities. Then by using the natural bioelectric energy
as a signal source for input; electroencephalography, electroocculography, and
electromyography (brain, eye and muscle) we can generate highly interactive systems in which these biological signals initiate specific
events. Such a real-time analysis enables multi-modal feedback and closed-loop
interactions.
"BIOCYBERNETIC
CONTROLLER"
Interactive interface technology renders content specific information onto multiple human sensory
systems giving a sustained perceptual effect, while monitoring human response,
in the form of physiometric gestures, speech, eye movements and various other
inputs. Such quantitative measurement of activity during purposeful tasks allows us
to quantitatively characterize individual cognitive styles. This capability
promises to be a powerful tool for
characterizing the complex nature of normal and impaired human performance. The
systems of the future will monitor a user's actions, learn from them, and adapt
by varying aspects of the system's configuration to optimize performance. By
immersion of external senses and
iterative interaction with biosignal triggered events complex tasks are more
readily achieved.
This paradigm shift of mass
communication and information technologies is providing an exciting opportunity
to facilitate the rapid exchange of relevant information thereby increasing the
individual productivity of persons involved in the information industry. Areas such as computer-supported cooperative
work, knowledge engineering, expert systems, interactive attentional training,
and adaptive task analysis will be
changed fundamentally by this increase in informatic ability. The psycho-social
implications of this technologically
mediated human-computer and human-human communication are quite profound. Providing the knowledge and technology
required to empower people to make a positive difference with information
technology could foster the development an attitude of social responsibility
towards the usage of this technology and may be a profound step forward in
modern social development. Applications which are intended to improve quality
of life, such as, applications in medicine, education, recreation and
communication must become a social priority.
USING TECHNOLOGY TO IMPROVE QUALITY OF LIFE
The potential of this technological capability to improve quality of life can
be best understood when it is
actualized into the lives of real people with real needs. The Human Performance
Institute at Loma Linda University Medical Center is an interdisciplinary
research center which is leading the effort to utilize the latest in human
computer interface technology to "make the world a better place". The
primary research areas are in developing interactive interfaces which enable
severely disabled individuals to lead productive lives, and in the design of
environmental systems which support experiential interaction with information
systems in such a way as to help maintain a state of general good health.
The following are real world cases that demonstrate
the utility of this technology to change the future of disabled individuals.
-Crystal,
an 18 month old "C1
quadriplegic" (complete paralysis from the neck down, requires a
respirator in order to breathe) was the first person to use this biocybernetic technology in a
medical setting. Processing of electropotential changes along the eye and
adjacent muscles into a biological signal enabled this child to interact in
real time with the displays on the monitor, in short, "her eyes became her
hands" in generating commands to the screen. The activity was direct, the
implications profound: She was able to enter into a unified feedback loop where
direct real time response to a physiological signal was used to modify and
improve that psycho-physiological source. In this case, her capacity to learn
and interact with the world willfully was restored.
-Andy,
a 10 year old C2 quadriplegic whose
speech is confined to the breathing patterns of his respirator to such an
extent that it requires better than a minute
to make a verbal request found himself
in a spatialized environment where commands from facial muscles enabled
him to "fly around" in a 3d computer environment. This was the first
time in 5 years where he was able to willfully control something in his
environment without the aid of others.
- A
17 year old car accident victim who was motivated to rehabilitate his impaired
psycho motor skills through an
"air guitar" interactive system which converted the weak bioelectric
signals from his impaired muscles into "rock and roll" music.
We have also
developed the BioCar, a primitive yet functional demonstration of telerobotic
devices under direct biocybernetic control. The BioCar is a simple
demonstration of how the biosignals can be used to control objects within an
environment. For this demonstration a
remote control car from Radio Shack was modified so that it can be controlled
from the parallel port of a standard IBM compatible PC. Since there are only seven discrete
functions (there is no proportional control) that the car can perform (forward,
forward left, forward right, stop, reverse, reverse left and reverse right)
then it takes a minimum of three sets of electrodes to control all of the
functions (23=8). The BioCar software is responsible for interpreting the bioelectric signals from
the user and sending commands to the remote control car.
-Michael,
a 27 year old engineer recently paralyzed in an auto accident was able to
navigate the BioCar through a very complicated course using the muscles of his
face and arms. The same system that allowed him to control this toy car could be easily adapted to
control his wheel chair or some type of robotic arm. The potential to empower
the disabled to become functional members of society can be realized through
biocybernetic interface design.
The
next effort of our lab was to expand the utility of this biocybernetic
controller. We modified a nintendo game to accept commands from our system as
if they were coming from the regular hand controller. This simple modification
allows disabled children to use whatever muscle activity they have control of
to play the same games as normal children. This generalized biocybernetic
controller opens up an enormous resource of compelling games which can be
integrated into rehabilitative therapy. From the control of virtually nothing
to really something, we can get coordinated motion from patients at a much earlier
time. Instead of some arbitrary task, they can work with computer generated
objects that have specific motions associated with them; getting the associated feedback of watching
themselves pick up a virtual object even though you may lack the physical
strength to pick up a real object.
Future
efforts will focus on adapting the biocybernetic controller beyond games and
toys to functional information systems. The capacity to operate interactive
educational multimedia systems will open a whole new area where human
expressivity can be optimized in applications that customize an educational
environment to the capabilities of an individual.
CYBERNETIC HEDONISM
The
other focus of our efforts is in developing highly interactive, biocybernetic
systems where biological signals can modify an environmental chambers'
parameters allowing the user to bioelectrically interface with spatialized
environments. We believe that such physiologically modulated environmental
systems may have a health preserving function. Interfaces to control
stimulation can adaptivly utilize any biosignal. The result is the capacity
to create a stimulus regime that
accelerates relaxation and facilitates stress reduction. This is an application
of wellness maintenance technology.
"The
Nirvana Express"
THE
MICROSCOPE OF THE MIND
The
goal is to extend these environmental control systems into new methods of
investigative research. Such as a test of basic cognitive functionality or the capacity to maintain attentional focus necessary to complete an
iterative series of cognitive tasks.
Data fusion of sensor data with user interaction parameters will allow
meaningful correlation's to be made across various performance modalities. A
goal of this application is to seek to identify a qualitative difference between the two
performance/behavior states and then investigate various methods of quantifying
that difference in a way that can be generalized.
It is postulated
a difference will be seen in the modulation of some of the
natural rhythms. It is also postulated that a cognitively induced
modification would be consistent in an
individual but would most likely be different between individuals. The
psycho-social-behavioral nature of individuals factors into initial assessment
of their cognitive function. Other indicators of cognitive function are short-intermediate-long term memory, sound
judgment and the ability to identify similarities in related objects.
Performance of these cognitive functions is a strong indicator of the biologic
health of the brain. Poor performance
is highly correlated with organic brain dysfunction.
THE
POTENTIAL OF THIS NEW PARADIGM OF BIOCYBERNETICS IS LIMITED ONLY BY THE
IMAGINATION(and funding) OF THE USERS
Send
all responses to:
Dave
Warner
Medical
Neuroscientist
Human
Performance Institute
Loma
Linda University Medical Center
11406
Loma Linda Drive
Loma
Linda Ca. 92354
909-799-6190
Voice
909-799-6106 Fax
davew@well.sf.ca.us Email
Special
thanks to Dave Gilsdorf and Patrick Keller for their ongoing efforts in making
the world a better place
REAL MEDICAL APPLICATIONS
OF
VIRTUAL REALITY TECHNOLOGY
Dave Warner
Medical Neuroscientist
Human Performance Institute
Loma Linda University
Medical Center
Virtual Reality technologies are technologies which support an experiential interaction with
in a computationally sustained environment. Virtual Reality technologies
represent a fundamentally new way for humans and computers to interact. For
not only do these technologies translate natural human actions of
communication, such as speaking
eye-movements and body gestures into computer commands , but they also
render information to the human in multiple sensory modalities, that is spatialized
audio, 3D graphics and various somato-sensory forms.
To date the major effort of
companies developing these technologies has been primarily , to cater to the
military, entertainment and construction industries.
This is very unfortunate.
While no one will argue the economics' of this bias, there is a strong
humanitarian consideration that is being neglected. It is true that these technologies will profoundly impact the
entertainment industry, and they should, for interactive media is truly a vehicle
for participatory governments of the future. However, if we miss this
opportunity to fully exploit the
positive humanitarian potentials in EDUCATION and MEDICINE this period in
history will be looked upon as one of the truly great missed opportunities in techno-social evolution.
Here at the Center for
Really Neat Research in Loma Linda University we have
a moral imperative to "Dare to Care" and an operational mode
of action of "Lead by Example"
in our efforts to fuse High Tech with High Touch in the fields of medicine and education.
The following are some
examples of our efforts:
Immediate Medical
Applications for Virtual Reality Interfaces
Normal people are naturally enabled. They are born
with the capacity to interact with the world and willfully manipulate their
environments. Disabled people have
lost the capacity for such
interaction and manipulation through either trauma or disease. Advanced human-computer interface technology
that has been developed as natural user interfaces for interaction with virtual reality has immediate application in re-enabling the disabled persons. While virtual reality promises to solve
many problems in the future, the immediate application of these advanced interfaces can improve the lives
of millions of today.
At the Loma Linda University Medical
Center we have had many successes in utilizing these
technologies. The utility of these devices has already been demonstrated as augmentative communication devices, as environmental controllers, as therapeutic
tools in rehabilitation and as tools for quantitative assessment for diagnostic
evaluation. Patients who have lost the
ability to communicate verbally have successfully used an instrumented glove
configured in a gesture to speech mode. Spinal cord injury, stroke and traumatic brain injury patients have virtual
reality technology to manipulate virtual objects and practice specific skilled
motor tasks. Quadriplegics have used
physiological input devices to move objects on the screen with only their eyes
and to play virtual instruments merely
by contracting face and neck muscles.
These are just a few examples of immediate uses for this promising technology that
can profoundly improve the quality of life of real people today.
The
Virtual Reality technologies also are showing great promise in the field of
psychiatry. In a recent experiment a real-time performance animation system was
used to encode facial expressions of an actor and then generate a 3D talking
head with realistic facial expressions that could interact with children that
were in the hospital. This Virtual
Teacher taught several classes on
anatomy to a group assembled in a
classroom and then made individual bedside appearances in the children's room
over the hospital television system. The reaction of the kids (and the doctors)
was overwhelming. The potential for a system such as this to augment the
quality of life of hospital bound children is profound.
Now
for some Theory.
Virtual
Reality is a paradigm shift in the way we think about mass communication and
information technologies. Consider the
following:
Remapping the Human-Computer Interface
for Optimized
Perceptualization
of Medical Information
In the distant past Medicine was an art, the
practice of medicine was guided mostly by refined heuristics and
intuition. All the external senses were
used in the evaluation of the
patient. Visual, auditory, tactile,
olfactory and gustatory cues were all integrated to give the healer a
perception of what to do. With the
development of science and technology the practice of medicine has slowly
shifted from being intuition based to being guided by the results of objective
tests. In many ways this is progress,
though in other ways we seem to have forsaken our own senses in favor of
machines, thus removing ourselves from the determination of the problem. The ever increasing ability of technology to
quantitate complex physiological parameters and to image volumetric anatomical
structures are taking us to a point where we will soon be unable to assimilate
all the available information through the traditional means (i.e., numbers and
graphs). Recent attempts to solve this problem have focused primarily on
advanced visualization techniques.
While much progress has been made in this field, the visual sense is
finite and is reaching its saturation level.
Enter Virtual Reality. Virtual reality technology is primarily interface technology
that renders computer information onto multiple human sensory systems to give a
sustained perceptual effect (i.e., a sensation with a context) while monitoring
human response in the form of gestures, speech, eye movements, brain waves and
other inputs. This interface also allows for a natural interaction with
abstract data sets providing an integrated experiential encounter with
information. This new technology
provides us with the capacity to move into a new paradigm, a paradigm where the
physiological integration of a pansensory rendering of medically relevant
information provides an enhanced capability to discriminate between classes of
complex dynamic interactions involved in pathophysiological processes.
Much attention has been given to enhanced
visualization techniques. Dynamic volumetric stereoscopic rendering methods
have greatly enhanced our capacity for visual assessment of medical
information. We need however to be
careful that we do not become photo-chauvinistic and forget that we have other
senses. There are relevant concepts from sensory physiology that are now within
the resolution of the interface technology. This new technology increases the
number and variation of simultaneous sensory inputs, thus making the body a
sensorial combinetric integrator. A
good working knowledge of sensory physiology and perceptual psychophysics
can help us optimize our future
interactions with the computer. Aside from the basic neuroscience issues of
modality, duration, intensity, distribution, frequency, spatial displacement,
contrast, inhibition, threshold, adaptation, transduction, conductance and
transmission (to name a few) we must identify the optimal perceptual state
space parameters with in which information can best be rendered. We must also
identify which types of information are best rendered by each specific sense
modality.
New
technologies and techniques have recently become available that allow for the
rendering of data via auditory means. Not only can we now represent any data
set in the form of sound but we can also spatialize the displacement of
multiple sound sources giving us simultaneous exposure to different dynamic
data sets. In these spatialized environments we can shift our attentional focus
from source to source for real time comparison of multiple sets of data.
Devices now exist which can stimulate the sensation of pressure, vibration, texture
and temperature. This is a relatively untouched field as far as abstract data
representation is concerned. These modalities combined with somatotopic
placement also provide for spatial coding of the rendered information. The
implementation of vision, hearing and touch technologies allow for simultaneous
sensation of multiple independent and dynamic data sets that can be integrated
physiologically into a single perceptual state.
Yet to be fully embraced by the virtual reality
community are the olfactory and gustatory senses, smell and taste. While their
current integration is questionable, their potential impact is quite profound.
Recent work in olfactory science has identified at least 30 basic smells.
Technologies under current development will be able to deliver quantified
combinations of these smells for a wide range of distinct perceptual states.
In the area of taste the development of automated
food processing will eventually allow
for the doctor to get a taste of complex data. The use of smell and taste to
help convey the state of complex systems may seem like quite a reach of the
imagination. However, the possibility that these senses may help discern subtle
changes in complex systems warrants investigation.
We are embarking on an adventure that promises to
change our relationship with the computer forever. With the immersion of all
the external senses into virtual reality, our ability to perceptualize
medically relevant information in an interactive mode will greatly enhance our capacity for
improvisational investigation (stand up research). This is truly a paradigm
shift and the beginning of a new era of computer assisted medicine.
THE NEUROREHABILITATION
WORKSTATION:
A CLINICAL APPLICATION FOR MACHINE-RESIDENT INTELLIGENCE
Dave Warner, Jeff Sale,
Stephen Price, Doug Will
Human Performance Institute
Loma Linda University
Medical Center
ABSTRACT
The Neurorehabilitation Workstation is
described. The need to maintain a
clinical perspective motivates the comprehensive nature of the system, which
integrates multiple data acquisition devices, interface technologies, advanced
analytical techniques, and multi-sensory rendering capabilities. Emphasis is placed on machine-resident
intelligence embedded at several levels.
INTRODUCTION
The field of Rehabilitation applies techniques and
resources from many disciplines and is constantly seeking to improve the
measurement of human performance and the assessment of therapeutic
efficacy. We have had considerable
success recently in our attempts to transfer new technologies into the clinical
setting for such purposes. Devices such
as gloves to measure hand motion dynamics, surface EOG and EMG sensors for eye
movement and muscle contraction, and lightweight pressure sensor arrays for
gait analysis show great promise in therapy.
At the same time, our efforts to make these transfers permanent have
been impeded by the lack of standard platforms, interfaces, inaccessible file
formats, as well as the medical community's lack of time, technical expertise,
and adequate budgets. Until now no
cost-effective solution appeared possible.
Recent
developments in human-computer interface hardware and software, data
analysis, and expert systems suggest this is no longer the case. We are currently exploring a solution, the
Neurorehabilitation Workstation (NRW), which integrates these technologies and
methods into a comprehensive system designed specifically for the clinic. In addition, we hope it may be generic
enough to act as a standard for other similar applications.
The
success of the NRW depends on four
things; modular design (for distributed processing and adaptability),
integration of several data input devices into a single platform within a
common interface protocol, implementation of machine-resident intelligence
(neural nets, fuzzy logic) on several levels, and creation of a development
environment driven by clinical needs.
We detail aspects of these features below.
DATA INPUT
A
necessary feature of the NRW is the integration of a variety of data input
devices into a single system to include EEG, EMG, EOG, ECG, dynamic bend
sensors, pressure sensors, audio and video digitizers, etc. The resulting capacity for data fusion
allows for meaningful correlations to be made across various performance
modalities. The devices and their
hardware boards connect to an external module, and a high speed bus will route
the data both to a central multi-tasking server and to the rendering subsystem
for immediate feedback. The server
should be intelligent enough to automatically implement a custom configuration
of input device parameters, interface functionality, and relevant records based
on the device(s) connected and the identity of the operator(s) and patient(s)
currently at the system.
DATA MANAGEMENT
The
maintenance of medical record integrity is a significant issue. Such integrity is achieved through security
protocols, standardized data formats, error handling, and semi-automated
database archiving. The data management subsystem tasks also include linking
the device data with the patient record and specifying sensor-specific data
formats and structures.
INTERACTION
MODALITIES/METHODOLOGIES
The
user interface will be based on new
theories of human-computer interaction methodologies , computer-supported
cooperative work, knowledge engineering, expert systems, and adaptive task
analysis The system will monitor a
user's actions, learn from them, and adapt by varying aspects of the system's
configuration to optimize performance.
Adaptable on-line knowledge-based help using text, graphics, and
animated tutorials provide interactive learning and navigation.
DATA ANALYSIS