David J. Warner M.D.
David Warner graduated from SDSU in Spring 1988,
with a degree in
Physical
Science. In the Fall he entered the combined MD/Ph.D program at Loma Linda
University Medical Center. Dr. Warner's passion as an undergraduate was human
expression. Specifically, he sought to learn how a thought becomes an intention
for expression and then how the physiology of the body facilitates that
expression through some medium. The medium he chose was information systems: informatics. At LLUMC Dr. Warner's
doctoral
research was in the Department of Neurophysiology. The following synopsis gives
the trajectory Dr. Warner has followed in constructing a (target-user) viable
physiological foundation for human-computer interaction: "Its a new kind
of thinking-you can use your biological system as the controller." The
research began in Loma Linda's Department of Clinical Neurology and is
continuing as a Nason Fellowship at Syracuse University's Northeastern Parallel
Architectures Center (NPAC).
The following outline is understood from within a
more basic inquiry into diverse and numerous instances of somatic bioelectric
information. It is the body’s
processing of such information Dr. Warner sought to learn the mechanisms
of. Still a ways from the more ambitions
applications of virtual, or perceptualization technologies, much has already
been learned about physiological bioelectrics.
For quadreplegics, for example, facial movements are one of the few
actions that can be willfully performed with the body. Access this and a
bi-directional feedback-a biocybernetic-
loop can be established between a person’s syntactic physiological output and
the capacities of an informatic system. Then an interface is in place which
makes the electrical output meaningful to a machine: the interface increases
the throughput from the mind through the body to the computer; the computer
processes it back through the body to the mind. Generally, this only enhances communicability and richness of interactions
between people and machines.
Related to this is the hope of evolving clinical
therapeutics, as the same information
may be interacted with by both patients and physicians. There is a measured constant which forms the
basis for a much more rigorous and efficient practice of medicine. This outline
traces the steps toward the first physiological human-computer interfaces. The context for the application of
technology to human need has been primarily neurological and rehabilitative
medicine. There is a fourfold commitemt
to technological applications in medicine and education.
1.
Quantitative
Assessment
2.
Agumentative
Communication
3.
Enviornmental
Control
4.
Education
The specific technologies (Introduced in Bold Face)
brought to bear on the problem of developing more powerful and multi-modal
interface designs are also mentioned.
Dr. Warner’s work forged an altogether different path for how high
technology could be brought into the service of medical need. Consequently, the story is also a record of
pioneering technologies such as Virtual Reality graphical rendering systems,
physiological signal sensors and 3-D sound devices and enviornments themselves
being applied in unanticipated and surrogate fashions. Over time Dr. Warner and his collegues would
develop cheaper, more accessible and more efficiently powerful tools to
substitute the more expensive and technologies not their own.
FROM BRAIN
WAVES TO VR:
The Theory and Practice of Physiologically Interfacing an
Informatic System.
1988-1990:
Exploration of Neurophysiological Bioelectrics and Imaging :
1988
·
Dave
Warner begins medical school: combined M.D./Ph.D program.
1989/90
·
Through
Loma Linda Chairman of Neurology, Dr. Douglas Will, Dr.Warner gains use of the QSI 9000 Electroencephalograph (EEG).
(Also availble was an MEG,
Magnitoencephalograph, and a Functional
MRI). Experimentation with healthy
and nueropathic subjects begins.
·
Novel
application of non-linear dynamical analysis to the rendering and clinical
interpretations of EEG and other data from
-Parkinson’s Disease (most
extensively treated)
e.g., Ron Williams’
inter-ictal siezure and seizure data was used to generate values of correlation
dimension, theorized as a measure of complexity.
-Alzheimer’s Disease
-Epilepsy
-Acute Psychosis
·
To
create both a structural and functional neurological mapping, both Lexocor EEG and MRI data was fused
together and rendered in several dimensions, as opposed to 2.
Non-lineaer dynamics relates
to the space-filling properties of
systems. Rather than mere spike marks across a page, the data from the EEG
and MRI was rendered with Scrivner’s AVS
(Application Visualization Systems)
Stellar software on a Stardent 9010 graphics
workstation.
·
Spatio-Temporal Isosurfaces are 3-D color-coded surface
contours of the dynamically rendered EEG information. This is a novel and highly powerful method of
interpretation. A qualitative image
based ouput is generated by previously clinically inaccessible information. In
its rendering by the computer it becomes
highly complex quantitative data. This
method simply provides for a greater amount of meaningful information to
medical perception in diagnosis and treatment.
1989-91: Motion and Pressure Sensing Devices
1989
·
Dr.
Warner and colleague Jeff Sale met with VPL
Labs. Motivated by NASA Technical Briefs dealing with the earliest manual optical attenuation devices, they
procured the famous Data Glove. The glove was seen as a potentially powerful
tool for [historically novel] quantitative measurement of Parkinson’s disease
and movement disorders in general. For
the first time, all movement during a standard neurological exam would be
quantized and recorded. The effects of
physical and chemical therapuetics could be exactly measured. A “taxonomy of tremor” is now possible.
·
Polhemus 3-Space Tracker with 6 degrees of
freedom: x,y,z and yaw, pitch, roll.
·
Both
the Data Glove and Polhemus operated on the Macintosh IIci running the respective company’s proprietary
software.
Some American Neurological Association
abstract titles demonstrate the powerful applications of the various
technologies at the time:
-“The VPL Data Glove as an Instrument for
Quantitative Motion Analysis” (A.D. Will, D.J.Warner, G.W. Peterson, S.H.
Price, E.J Sale: 1990; Department of Neurology, LLUMC).
-“Quantitative Analysis of Tremor and Chorea
Using the VPL Data Glove” (A.D. Will, D.J.Warner, G.W. Peterson, S.H. Price,
E.J Sale: 1990; Department of Neurology, LLUMC).
-“The VPL Data Glove as a Tool for Hand
Rehabilitation and Communication” ().
-“The Data Glove for Precise Quantitative
Measurement of Upper Motor Neuron (UMN) Function in Amyotrophic Lateral
Sclerosis (ALS)” (A.D. Will, D.J.Warner, G.W. Peterson, S.H. Price, E.J Sale:
1990; Department of Neurology, LLUMC).
The data glove was also applied in Gesture to Speech systems. This application is very promising for the
various Aphagias. By establishing a
patient specific set of hand gestures corresponding to phonetic structures a
patient could regain some level of verbal communicability.
Several Loma Linda M.D. students did a great amount of data
collection with which to establish the foundation for
further
work.
1990/91
·
Tekscan Pressure Sensors used for 2 and 3
dimensional color-coded visual renderings of
presssure data. To indicate pressure
criticality the image would be morphologically isometric in the negative. The degree of peak height is the significant
unit. Used for
-Patient gait analysis
-Prosthetic device fitting
-Bed and wheel chair sores of confined
patients
1991
Published
“The Neuro-Rehabilitation Workstation:
A Clinical
Application
For Machine-Resident Intelligence” (D. Warner,
J.
Sale,
S. Price; Neurology Research Center/NERT, LLUMC).
The paper outlined a plan which “integrates multiple
data aquisition devices, interface technologies, advanced analytical
techniques, and multi-sensory rendering capabilities. The NRW represents the
first serious synthesis of all the research into
1.
Captured
Physiological Output
2.
Quantification
of Motion
3.
Complex
Graphical Rendering Systems
1990-1993: Enviornmental Control Systems for
Wellness Response
·
Convulvitron Chair was a 3-D sound and contour
pliant somatic interface. The work was
based on possible psychological and emotional effects of sound. If managed and applied through the chair a
subject could be brought into subtle altered states of consciousness by various
specialized 3-dimensional renderings of sound.
·
Dream Rider/Dream Wave was another of these analog
sound devices for adjusting frequencies and intensities in a full length body
chair.
·
Motion Platforms for designing realistic
virtual worlds. Also, the platforms
allowed experimentation with vestibular
system sense of orientation in simulacrum space. Motion sickness was a problem early on for VR interfaces. Visual system perception of space events and
movements conflicted physiologically with the vestibular system’s perception of
no movement resulting in naseua. Like
the chairs, these platforms were experimented with heavily.
1992-1995: Physiological
Signal Processing and the Closing of the Bio-cybernetic Loop.
1991
·
Dr.
Warner was given the opportunity to test an EMG driven interface called Biomuse
on a single day in March. Biomuse was the first instance of a technology
which allowed bi-directional feedback
response between a computer and a human physiological command such as that
created by a flexed muslce. In its
original form Biomuse transduced a leg/arm EMG into a musical tone. Dr. Warner had another idea:
-LLUMC Pediatric Rehab
patient Crystal Earwood (18 months) was the youngest person to ever control a
computer with voltage output from her eyes.
Dr. Warner’s lab purchased Biomuse
in Fall of 1992. The physiological
platform for human-computer interaction had been initiated in earnest.
First media coverage of the SAMARITAN project, the name of
the work done by Dr. Warner’s group in the Neurology
Outpatient rehab.
1992/93
·
Jo
Johansen was writing code for the Next
Wave Chair (Enviornmental Control) and
was asked by Dr. Warner to write some code allowing one to moniter EMG signals
and then connect those signals as gestures which could command a computer. Bio-enviornmental Control (BEC) substituted
Biomuse’s regular music output software and allowed the conversion of EMG into
gesture recognition.
·
Neat Software supplanted BEC and continues
to be revised as the other evolving systems have dictated.
·
Biomuse
and all its associated rehab devices was run on a 386 PC
1993-1994
The work reached its most elaborate and
successful point with a seven year old C1 quadreplegic, Ashley Hughes. Neat Software was in fact designed right
from Ashley’s facial muscle capacities.
The following technologies were used in developing a physiological
interface for Ashley:
·
Sega Super Mario Bros. was a popular video game of
the time.
·
MEME was developed by programmer
Marc DeGroot, MEME was the first virtual reality software implemented in
medicine. It gave Ashley and others the experience of flying through a
3-dimensional space while interacting with various objects in that space.
[photo of Ashley in MEME]
·
Biocar was purchased at a local
Radio Shack. Biocar began as a basic remote control car. The remote control
function of the car was redesigned to fit the EMG signals from Ashley's face.
This was accomplished by Wala Wala University engineers Jerry E and Todd
Anderson. Together with Cindy
Cyberspace, Biocar allowed what is known as Telepresence. Telepresence
is the phenomenon wherein perception of remote spaces, or the experience of
being in those spaces is facilitated by a camera. Biocar was fitted with a
camera whose viewing was channeled back to Ashley and generated in a small
screen inside a special pair of glasses.
·
Cindy Cyberspace By fitting a styrofoam bust
with cameras for eyes and microphones for ears Ashley could see and hear any
space remotely with special glasses and headphones.
A very significant ‘quality of life’
enhancing feature of the last three elements of the list is their allowing
others to interact with Ashley. Mario Bros. allowed Ashley to simultaneously
play with her peers. Biocar and Cindy Cyberspace greatly enticed people around
Ashley to play with her. With these off the shelf technologies other children
would be inclined to pilot Cindy around Ashley's house and yard while she sat
stationary in her wheelchair and directed them to climb a tree or swim in the
pool. As Ashley controlled Biocar, her friends and family members would follow
it around the house and move it from place to place. In fun, they could put it
in practically any space they wanted Ashley to "be" in and she would
immediately be their becuase of telepresence. Such technologies begin to break
down the common barriers normal children run up against when confronted by
disabled peers.
1994/95
·
Development
of THNG 1. THNG 1 is a 4-channel EMG signal transducer which supplanted
Biomuse. Biomuse is a $20K device. This price would prevent most potential
users form having access to it. THNG 1 is more efficient, compact and less than
$200. Former chair designer Solomo
Maturnes developed THNG based upon how Biomuse was being used for rehab.
1994
Intra-operative data glove/EEG monitering of
Parkinson’s patients having a pallidotomy or thalamodomy. As the surgeon went through the operation,
awake patients were asked to perform hand movements which were measured. The
data clearly showed the positive effects in the post lesioned patient.
M.D./Ph.D student Sandy Kuniyoshi was doing
her research on this procedure. Dr.
Warner was instrumental to her program as he had done so much work with the
physiological and mechanical assessments of biological function.
1995
Completion of M.D. Program
1995-Present: Nason
Fellowship, Syracuse University
Consistent with the original goal of giving the disabled
access to information systems and
ultimately the World Wide Web Dr.
Warner has succeeded in his work with
·
Eyal
Sherman: Like Ashley, Eyal is a C1 quadreplegic. With similar technologies as
were used at LLUMC and going beyond Eyal is one of the first quadreplegics to
navigate the WWW using physiological inputs from his face.
·
July
Jacoby: July is limited cognitively, bahaviorally and linguistically by neural
retardation. Smart Desk is a project
instigated by Dr. Warner to give July greater power with the limited
expressional capacities she has. Smart
desk is the state of the art in multi-sensory input technology for interaction
with informatic systems.
In
terms of rehabilitation, Dr. Warner’s research established a greater degree of
patient success. The bio-cybernetic loop of machine feedback
engages a patient in a motivational escalation. As one’s efforts get closer and closer to the aim of a task
(e.g., playing Mario Bros. against an opponent, controlling Biocar etc)
motivation increases and reduces the amount of time required to perform the
task. Furthermore, while this “play” is occurring real neural rehabilitation
and relearning entrainments are happening.
As the work evolves it is certain that the regular pace of
rehabilitation medicine will be significantly increased.
At a
more fundamental level, this work moves towards a novel and powerful analytic
of learning itself. The bio-cybernetic
loop is a structure in which a mind may embed itself. If an interface between the mind and an informatic is both
sufficiently “tight” and accurrate, learning and performance are massively
augmented. Biomuse was the opening of the technological possibility for an Interventional Informatic. The entire continuum of Dr. Warner’s
neurophysiological research is punctuated by Biomuse. The bio-cybernetic is engendered with Biomuse technological
thinking. However, the foundational
research disclosing physiological signal processing was the essential
beginning.
Dr.
Hardesty
Theory
of Biocybernetic informatic/dasein interaction
Motivational
theory as it relates to Rehabilitation and Rehab in gen
Neuro-Cognitive
theory of learning
Physiological
basis for enhanced human computer interaation.