Cyberlink - An Interface for Quadriplegic,
Traumatic Brain Injured, and Non-Verbal Persons
from The Cognitive Technology Society
Eamon P. Doherty M.S.
School of Computing, Engineering & Technology,
University of Sunderland;
P.O. Box 299 Sunderland, UK, SR6 OYN; profdoherty@erols.com
Chris Bloor Ph.D.
School of Computing, Engineering & Technology,
University of Sunderland;
P.O. Box 299 Sunderland, UK, SR6 OYN; chris.bloor@sunderland.ac.uk
Joann Rizzo M.A, R.P.S.
Family Service of Morris County
62 Elm Street, Morristown, NJ 07960;
Christian Berg M.A
Brain Actuated Technologies, 139 East Davis Street,
Yellow Springs, Ohio, 45387
admin@brainfingers.com
Walter Engel M.S.A
Walter Engel, Bristol Manor Nursing Home, 96
Parkway, Rochelle Park, N.J. 07662
Gilbert Cockton Ph.D.
School of Computing, Engineering & Technology,
University of Sunderland;
P.O. Box 299 Sunderland, UK, SR6 OYN; chris.bloor@sunderland.ac.uk
INTRODUCTION
THE
CYBERLINK
CYBERTRAINER
SOFTWARE
STUDY
RATIONALE
STUDY
RESULTS
DISCUSSION
GENERAL
ISSUES RELATING TO USE OF THE CYBERLINK
CYBERLINK
- A DOCTOR'S TOOL FOR DIAGNOSIS?
SUMMARY
REFERENCES
APPENDIX
A – Pictures
INTRODUCTION
The United States Constitution states that people
have the inalienable right to the pursuit of
happiness. Also, US residents in government-funded
long-term care facilities often have a right to
recreation. It has been estimated that there are
approximately 4.7 million people, or one in 65
Americans, with traumatic brain injury (TBI) (Cambell
1998). Their condition often impairs their ability to
be active and communicate. To withhold recreation from
an institutionalized person because of a handicap, is
a form of discrimination. Recreational activities need
to be complemented by communication in order to
express ideas, wants, and needs. This communication is
necessary to participate in society. A substantial
percentage of the population thus has a potential need
for assistive communication, environmental
controllers, and recreational devices. Many people who
cannot speak depend upon a computer or augmentative
device for communication. Current input devices tend
to require the use of voice or some form of physical
movement, be it limb, facial or eye movement. However,
users who have limited use of their eyes, no use of
their limbs or face, cannot speak or move their head
are severely disadvantaged and often cannot use
existing, physically-manipulated assistive
technologies. Their needs could be met by mental
interfaces that
make use of signals from facial movements and mental
activity. There have been some early developments of
mental interfaces with limited success in Austria (Kalcher
1994) and Australia (Craig et al. 1997,p.8) using EEG
waves.
This paper reports a study using a new mental
interface that is also supplemented by physical
movement. The Cyberlink combines signals from
the head potentially to let many handicapped persons
be active through the use of video games and control
their lighting via an environmental controller, or
perhaps to communicate via an on-screen keyboard. The
reported study is part of the first author’s PhD
research. The author is based in the USA and all
practical work is being carried out in New Jersey.
The paper describes the Cyberlink and its
associated Cybertrainer software. It then presents the
study and its results. Results and observations from
the study are then discussed. Plans for future work
are then presented.
THE CYBERLINK
The Cyberlink is a brain-body interface that uses
brain-body control technology by combining eye
movement, facial muscle, and brain wave bio-potentials
detected at the forehead to generate computer inputs
that can be used for a variety of tasks. The forehead
was chosen as the place to collect signals because it
is rich in bio-potentials. Three plastic sensors on a
headband detect these signals which are then sent to a
Cyberlink interface box, and hence to the serial port
of the computer. The signals are amplified, digitized,
and translated by a patented decoding algorithm into
multiple command signals, allowing hands-free control
of the computer (Junker 1995).
Three different control signals are derived from
the forehead signals by the Cyberlink interface. The
lowest frequency control signal is called the
ElectroOcularGraphic or EOG signal. This is the
frequency region of the forehead bio-potentials that
are responsive primarily to eye movements. The EOG
signal is typically used to detect left and right eye
motion. The signal can be mapped to left and right
cursor motion or on/off switch control.
The second type of control signal is called the
ElectroEncephlaGraphic or EEG signal. The Cyberlink
interface subdivides this into ten component frequency
bands called "brainfingers". These
frequencies reflect internal mental/brainwave activity
as well as subtle facial muscle activity. A wide range
of facial muscles affects these frequency bands. Users
typically learn to control brainfingers through subtle
tensing and relaxing of various muscles including
forehead, eye, and jaw muscles. After some experience
with the Cyberlink system, most users begin to
experiment with more efficient, internal brain-based
control methods. Since this frequency region is
sensitive to both mental and muscular signals it is
called the Brain-Body signal.
The third type of control signal is called the
ElectroMyoGraphic or EMG signal. The EMG signal
primarily reflects facial muscle activity. It is
typically used in the Cyberlink system for discrete
on/off control of program commands, switch closures,
keyboard commands, and the functions of left right
mouse buttons (Berg et al. 1998).
CYBERTRAINER
SOFTWARE
A program called Cybertrainer is bundled with the
Cyberlink interface hardware. It has several
applications to train users and which may be used to
help configure the system for particular users. It is
also possible to configure the
interface for personality type, which affects
bio-potentials. Five of these applications are
relevant to this study and are described below:
Clicking Program
Clicking performs a switch function. It can be
based upon a gaze left and right, a jaw clench,
raising an eyebrow, or raising one of the ten
brainfinger waves to a high enough level to activate a
switch. The action that will effect a switch or click
action is chosen from the program’s menu. The
sensitivity level must then also be adjusted to suite
the characteristics of each user.
Typing Program
The typing program is a standard scanning typing
program. A keyboard is displayed on screen. The cursor
then moves from key to key, dwelling on each key for a
set period of time. The user performs their switching
action to select the letter or key at the current
cursor location.
Ping-Pong Programs
These are similar to the video game version of
Ping-Pong (Brown 1999). In the video game version a
control knob is used to move the paddle up and down a
vertical axis. The Cybertrainer version uses a
brainfinger controlled by signals from the player’s
forehead to control vertical axis movement. An intense
thought or facial muscle movement sends the paddle
from the bottom to the top of the screen. Relaxing
moves the paddle back down the screen. The placing of
the paddle directly in front of an oncoming ball is
scored as a hit. A ball that is not intercepted is
known as a miss. There are vertical and horizontal
versions of the Ping-Pong programs.
Labyrinth
This is a game that requires simultaneous control
of movements in the vertical and horizontal axis to
navigate a cursor through a maze. Control of an axis
is assigned to one of the 10 brainfingers. Movement on
an axis can thus be controlled by thought, facial
movements, and eye movements. The labyrinth is
considered to be complex, comprising a series of over
fifty walls and openings to be navigated. A simple
maze is also available. Appendix A shows a screen dump
of the Labyrinth program.
Music Program
Intervention by an able bodied person must actively
start the music program from a suite of applications
that are issued standard with the Cyberlink software.
Another intervention is required to select a tune from
a menu that appears with a choice of approximately
twelve tunes. The Cyberlink user needs no intervention
to play the tunes and can do this hands free. The
bio-potential signals are used to drive various
instruments. Low frequency instruments such as a base
drum are assigned to lower frequency brainfingers,
while higher frequency instruments such as a guitar
are mapped to higher frequency brainfingers.
The song can be passively listened to for enjoyment
or the participant can actively play an instrument. A
series of instruments appear on the screen for a brief
duration of time. The participant can create a strong
signal at the forehead to select that instrument
shown. A further signal can be created to select and
play a note from a sliding scale of notes that becomes
visible when an instrument is selected. (See Appendix
A) The music becomes softer as one relaxes and lowers
the amplitude of the visible brainfingers. This
concept of using gestures to control the amplitude of
music was used in an early audible biofeedback device
called the Theremin (Paradiso 1997). The ideas of
using bio-feedback to control music were actually
realized by Rosenboom in the 1970s. He created a
"Bio-muse" that controlled MIDI musical
events by signals collected from the heart, brain,
eyes, and muscles (Paradiso 1997). The Cyberlink music
device differs from the Theremin and Rosenboom device
in its small program size and its adaptability to a
laptop sound card as opposed to an elaborate MIDI
device or specialized hardware. (Knapp & Lusted
1990, pp. 45-48) have developed an additional music
device in which the electrodes are placed upon the
scalp and the EMG sensors are connected to other
locations than the head.
STUDY RATIONALE
The participants were all part of a longitudinal
study from May 12th, 1998 to Feb 28th,
1999. It had already been established, as part of the
study, that they were able to use the Cyberlink to
navigate the complex labyrinth, and to play Ping-Pong.
The purpose of the investigation reported here was to
determine whether they could use the Cyberlink
independently to play games, communicate, play music,
and operate environmental controllers.
Study Design
We have already reported work in which we
demonstrate that navigation of the labyrinth is
sufficient to show intention on the part of
participants, and that this is a good test of
competence in the use of the device (Doherty et al.,
1999). Having thus established that participants were
able to use the device under supervision (and with
intervention) we then wished to investigate whether
participants could use the device independently, with
minor intervention. Participants are normally checked
every fifteen minutes by care staff (for feeding and toileting needs). The researcher instituted the same
regime, also checking what tasks had been performed.
The following activities were attempted:
Recreation - playing Lateral and Vertical
Ping-Pong
Communication - typing short messages using the
scanner.
Environmental control - turn a light and a
television on and off with an environmental
controller.
Music - playing the music program and
intentionally altering the music
Study Participants and Method
The participants, session procedures and system set
up used in the actual study are now described as
"Participants."
The eight participants were all volunteers from a
variety of group homes, institutions, and private
residences. All participants, or their legal
guardians, signed consent forms to participate in the
study. The participants consisted of six adult men and
two adult women. Table 1 gives the distribution of
gender and disability. The participants are all
experienced Cyberlink users who had successfully
completed the Labyrinth and were able to perform a
clicking or switching activity on command.
Set-up Task
The participant was fitted with the interface
headband and the Cybertrainer program started. After
selecting the correct participant profile for the
Cyberlink, the interface calibration was checked and
any necessary adjustment made. Participants then
learned how to perform a "click". The
interface allows a head bob, eyebrow raise, jaw clench
or a particular brainfinger level to be used for this.
All participants were able to perform a click and
chose to use the eyebrow raise for this. Once
participants were able to perform a click,
"no-hands" operation was selected and the
participant asked to perform a number of tasks.
Variables
There are a number of variables in this study which
were not possible to control rigorously, for various
reasons. These are noted below:
The level of physical ability that each test
subject has
The medications that each person takes daily
Circadian rhythms (For example: morning visit,
the test subject is a "night person")
Cognitive ability
|
No.
|
Gender
and Disability |
|
1
|
Male,
50s , Quadriplegic, Verbal |
|
2
|
Male,
mid 30s, mangled dominant hand, Verbal |
|
3
|
Traumatic
Brain Injured Adult Male, approx. 40, somewhat
verbal |
|
4
|
Female,
mid 30s, cerebral palsy, mild mental
retardation, deaf, one eye, non-verbal |
|
5
|
Female,
mid 30s, cerebral palsy, mild mental
retardation, verbal, minimum use of one hand,
no functional use of arms |
|
6
|
Male,
Adult 41, Cerebral palsy, impaired speech |
|
7
|
Adult
Quadriplegic Non-Verbal Male with Cerebral
Palsy, High Spasticity |
|
8
|
Adult
Male, 40s, Brain Stem Stroke, Jaw Tremors, Can
Move Eyes + Eyebrow Only! |
Table 1 - Participant Details
Main Tasks
Participants were asked to undertake three tasks
when instructed. Each task was chosen from the no
hands menu by performing a click as the system scanned
the menu options. The first task was to choose and
play Ping-Pong, which was the first option on the
menu. After each game control returned to the no-hands
menu options.
The participants were then asked to perform a
communication task using the typing program with the
dwell time set at two seconds. Participants were
prompted what to type.
The third task was to operate an appliance such as
a lamp or radio connected to the computer via the X-10
environmental controller. An option called switch
select was available from the no-hands menu. Once in
switch select, six boxes could be observed. Navigation
of the cursor into a box caused highlighting of that
box. A click would then initiate a switching action.
The Cyberlink is still under development and minor
intervention was required from the experimenter once
the participant had successfully chosen a switch. The
device has since been modified so that this
intervention is no longer required.
It is rare that all activities can be performed in
one day. The effects of medicine or fatigue often
shorten a test session. Participants also had varying
attention spans. Sessions were terminated when a
participant indicated that they no longer wished to
continue.
Apparatus and Software
A Trogon Pentium laptop computer with a Windows 95
operating system was used. A Cyberlink was used as the
interface device. An X10 Environmental Controller
(Tandy Corporation) was attached via the serial port.
A grounding strap that was worn on the wrist and
attached to the back of the Cyberlink prevented static
electricity from interfering with the operation of the
interface.
The vertical motion of the cursor was controlled by
an alpha wave of approximately 4-hertz (brainfinger
four), while simultaneous horizontal control was
performed using a 2-hertz theta wave (brainfinger
two). The first setting rather than the default
brainfinger (a beta wave) had to be used for
participants with TBI, as they have great difficulty
controlling their beta waves.
|
No.
|
Date |
Action
Performed |
|
1
|
3/10/98 |
Typed
out "Health is a state of mind and
body" |
|
2
|
23/12/98 |
Typed
out, "Health is Wealth" |
|
3
|
25/9/98 |
Typed
"Hello Mr. Doherty" |
|
4
|
|
|
|
5
|
27/10/98 |
Typed
out her first name |
|
6
|
17/8/98 |
Typed
out, "Hello Eamon" Took 20 minutes |
|
7
|
18/7/98 |
Typed
Out "Hi". Appears to be Very
Laborious and Time Consuming. Perseveration
caused backspacing |
|
8
|
17/8/98 |
Typed
out, "Hello". Took 20 minutes.
Perseveration caused backspacing |
Table 2 - Phrases Typed by Participants
STUDY RESULTS
All participants were able to perform a click and
to choose an option from the main menu. Further
details are given below for each of the tasks.
Ping-Pong
All participants played at least one game of
Ping-Pong. This was to be expected as this game forms
part of the training and set-up of the interface. The
point here is that participants were able to choose
to play Ping-Pong from a menu of options.
Typing
All participants, except for participant four
correctly chose the typing option and were able to
communicate the phases indicated in Table 2. We were
not able to determine satisfactorily whether
participant four had problems with the click, or
whether she preferred to play Ping-Pong rather than
type. Ping-Pong was the earliest option, and hence the
easiest to choose.
|
No.
|
Date |
Action
Performed |
|
1
|
3/10/98 |
Turned
on all six switches in switch select and then
turned them all off |
|
2
|
3/10/98 |
Turned
on all six switches in switch select and then
turned them all off |
|
3
|
9/9/98 |
Turned
on all six switches in switch select and then
turned them all off (Took 10 minutes) |
|
4
|
|
|
|
5
|
8/12/98 |
Turned
on Radio |
|
6
|
17/8/98 |
Turned
on all six switches in switch select (Took 15
minutes) |
|
7
|
18/6/98 |
Turned
on all six switches in switch select and then
turned them all off (Took 10 minutes) |
|
8
|
16/11/98 |
Switch
Select, Radio on - off |
Table 3 - Environmental
Control Actions
Environmental Control
All participants were able to use the environmental
controller except for participant four, the reasons
for this being given above. Actual tasks completed are
given in Table 3 above.
Music
Three participants tested the music program, which
became available some time after the start of this
study. Details of their reactions to the program are
given below. It should be noted that participant 4 is
deaf. She was able to get some appreciation of the
music being played by tactile feedback, obtained by
placing her hands on the speaker. The results of the
music inquiry are listed in Table 4 below.
Participant Reactions
The participants and a mental health professional
who assisted in this study made some interesting
comments. Participant eight used a system of eye
spelling to indicate that he had fun creating the
music with brain waves, facial movements and eye
movements but did not fully understand the process. He
suggested that the sound should be fed into a stereo
so that all the subtleties of the sound can be
enjoyed. He indicated by eye-spelling to his nurse
that he was once in a coma for six weeks and was aware
of his surroundings as well as his own physical
condition part of the time. The participant had been a
classical music conductor, and stated that he would
have enjoyed having
a Cyberlink to allow him to create music again, play
games, and communicate while in his comatose state. He
eye spelled that there is an overwhelming feeling of
being locked in, and there were vast amounts of time
with nothing to do. Psychiatric evaluation of
completely paralyzed individuals indicates that
boredom or "downtime" is a serious problem
and that these patients need some form of active
recreation (Knapp & Lusted: 1990, p.45). There
were other issues relating to the Cyberlink upon which
participant eight commented. He felt if he had an
opportunity to use a Cyberlink during his time in a
coma, he could have navigated a cursor through a maze
(Appendix A) with guidance. This would not only help
establish his cognitive state as sentient, but provide
relief from boredom while in the coma. The participant
states that fun from creating music or playing games
can make an intolerable situation a little better.
Evidence from the health professional, and from the
work of. (Resnick,1996,p. S136) leads us to believe
that playing video game Ping-Pong and navigating the
Labyrinth maze can help the disabled person to
stimulate their mind and develop lost proficiencies.
The challenge of improving a score or improving a
completion time acts as a positive reinforcement. We
also consider that when doctors and staff members who
once saw the person as unable to communicate and
comprehend, begin to realize that the person has
abilities, they reverse the isolation that formally
existed. Verbal reinforcement is provided and once
again opportunities for non-verbal communication can
be explored. This can be considered a first step
toward mental health.
Participant one who is a quadriplegic verbal man,
indicated that the music program was fun. He
verbalized that EMG emanating from eyebrow movements
could move a sliding scale that allowed note playing
on a certain instrument. The participant found that
the volume on the laptop was quite adequate when
adjusted for maximum loudness. He had a music
background and played the piano before his spinal
chord injury. Whilst the music was easy to create he
felt he needed extensive practice to fully understand
and control it.
Participant four has been deaf since birth. She
experienced the music by putting her hands on the
speakers, a technique which she has used on other
occasions in the group home where she lives. The song
called "Postcard from Bali" had a strong
beat that vibrated the speakers. The vibration of the
speakers caused her to smile and her head bobbed to
the beat. The researcher observed some gestures that
indicated that the experience with the music made her
very happy. The young woman then touched both the
happy and good symbols on the communication board at
the conclusion of the session. Songs with a less
pronounced beat that did not vibrate the speakers did
not seem to evoke emotion or head bobbing.
Our initial investigation causes us to consider the
music program to be of use for the following reasons.
The Cyberlink music program can operate on a standard
laptop, only takes a few megabytes and does not need a
MIDI interface. It allows deaf people an additional
opportunity to experience music through the small
vibrating internal laptop speakers. The physical space
required by the system allows motor impaired
individuals an opportunity to create some music. A
laptop and Cyberlink can easily fit on top of a
hospital tray. The Cyberlink hardware requirements are
only for a minimum of a 80486 DX at 75 megahertz. Many
institutions that have such older computer hardware
that has been donated or handed down from commercial
sources. The researcher has also observed that the
participants at the institutions tend to have older
PCs with slower processors and smaller hard drives.
The digital signal processor hardware is also small.
Many of the institutionalized residents stated
that they have limited living space and that the
Cyberlink is good because it can be stored easily on a
shelf.
|
Date
of Results |
Interviewed
|
Duration
of Music |
|
8
|
February
18,1999 |
Eye
spelled that he had fun using the music
program |
Indicated
after 90 minutes that he had enough and
wished to watch Television (NOTE even with
adjustments, #music
was very soft) |
|
1
|
February
20,1999 |
Very
verbal and indicated it was fun |
Spent 20 minutes composing
and verbalized he had other matters to
attend to.
|
|
4
|
February
19,1999 |
Pointed
to good and happy on the communication board |
Spent
20 minutes with both hands on Speaker,(her
idea was to put second hand on speaker) Only
songs with a beat got head bobbing, smiling,
and looking off in the distance |
TABLE 4 - Results of the Music Inquiry
DISCUSSION
Skilled use of the Cyberlink was established by the
study. However, this was only achieved by a change to
the Cyberlink and by application of improved
understanding of environmental and individual factors
that can impede successful use. We will discuss these
issues before considering extensions to the use of the
Cyberlink.
Perseveration
The participants needed extensive practice and
training to produce an acceptable click or switching
action. Some participants produced a constant flow of
involuntary clicks after the first click had been
attempted. This was generally due to a quivering
action of the jaw or eyebrow and is termed
perseveration. This is highlighted in Table 3 for
participants seven and eight. Modifying the Cyberlink
software so that signals after the first click was
disregarded solved the problem. The length of 'dead'
time allowed after a click is now part of the set-up
routine. It was generally found that a delay of
half-a-second was sufficient. This feature was added
in August, approximately half-way through the study.
Static Electricity
In the earlier part of the study it was found that
participants seven and eight could not perform a click
satisfactorily under any of settings tried. The signal
obtained was always in a high state and could not be
varied. Junker (private communication) had experienced
similar problems. The cause was traced to static
electricity that may develop with wheelchair users in
dry atmospheres. A grounding strap, worn on the wrist
and attached to the back of the Cyberlink was thus
fitted. The signal amplitude then fell to a level that
allowed normal clicking.
Power Supply
Participant eight had an Ascentia 950N laptop
computer from AST. The amplitude of the brain-body
signal was raised to a high state when the power
supply was plugged into the laptop was operated off
the mains supply. The signal could not be brought to a
low state under any setting. Junker had found that
some power supplies might interfere with the normal
operation of the Cyberlink interface. The participant
thus used the laptop battery supply in all subsequent
sessions.
Difficulties in Relaxing
Some participants in the longitudinal study have
physical, cognitive, and multi-sensory impairments. It
is difficult, at times, to explain the concept of
relaxation them. The researcher has tried miming
relaxation, deep breaths, or blowing against a piece
of paper repeatedly in order to demonstrate the
concept, but this is not always successful. It is then
necessary to increase the left bias on the cursor
movement to compensate for their inability to relax. A
familiar movement, such as a head bob,
is then used to
activate the brainfinger that moves the cursor to the
right.
GENERAL
ISSUES RELATING TO USE OF THE CYBERLINK
Participant four felt that he might have been able
to establish communication while in his comatose state
by using the Ping-Pong game. He could have used left
and right movement of the paddle to indicate 'yes' and
'no'. There are sensitivity, debounce, and gravity
(bias) settings which can be adjusted to filter out
signals from involuntary motion and make yes/no
communication easier. Simple yes/no questions answered
by a person with the Cyberlink could show they are
sentient and allow their diagnosis to be upgraded.
This is a difficult area medically, and one where
diagnosis may not always be 100% correct. The
implication of mis-diagnosis for the 'comatosed'
person are significant. In some cases the person
becomes more of an object than a human being. Simple
things like a knock on the door when entering a room
or hello seem unnecessary, and are not done. No one
can be sure if the resident can hear and possibly
comprehend what is happening around him or her. What
staff do observe is that the person has not
communicated with them. This makes staff less likely
to notice non-verbal forms of communication such as
eye blinks or other movements. The person loses the
opportunity for recreation and mental stimulation
without the ability to communicate. This leads to the
increased likely and severity of depression,
loneliness, and anxiety (Resnick, 1996,p. S136). Any
new ability to communicate because of the Cyberlink,
even in the simplest form, can help improve the
person's mental health.
CYBERLINK
- A DOCTOR'S TOOL FOR DIAGNOSIS?
We observed a comatosed young man in an earlier
study, reported elsewhere (Doherty, 1999). He used an
alpha wave to navigate a cursor through the Labyrinth
(Appendix A) under instruction, and was able
successfully to navigate the maze seven times out of
eighteen attempts with the completion times in the
range of 212 to 860 seconds. As indicated earlier,
there are certain variables which we cannot control
such as medicine or time of visit. The participant
often has seizure medicines changed and experiences
colds, flu, and aspirating pneumonia. The above
observations, combined with expert testimony of
medical personnel in his facility provided his doctor
with enough data to determine that he is sentient. His
diagnosis was upgraded from coma to traumatic brain
stem injury. The new diagnosis allowed a higher level
of care. The participant has subsequently typed 'HI'
using the typing program described previously. We
suggest that this device has potential diagnosis value
which should be investigated by medical professionals.
SUMMARY
We have demonstrated the use of the Cyberlink
interface as a communication and recreational device
for quadriplegic, traumatic brain-injured, and
non-verbal persons. These initial results have been
promising in that the majority of participants were
able to navigate a maze, play Ping-Pong, communicate
by typing and use an environmental controller. The
device would appear to have some application in the
diagnosis of coma, and as a communication and
recreational device for patients who have previously
been considered unable to carry out such functions.
Further studies are required in this area. Some very
preliminary studies of the music program again
indicate its validity.
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Berg, C., Junker, A., Rothman, A.,
Leininger, R.
(1998) The Cyberlink Interface: Development of A
Hands-Free Continuous/Discrete Multi-Channel Computer
Interface Small Business Innovation Research Program (
SBIR ) Phase II Final Report Published by Brain
Actuated Technologies, Incorporated 139 East Davis
Street, Yellow Springs, Ohio 45387 , United States of
America
Brown, D. Pong, Pong and More Pong. (1998)
http://ns2.amptech.com/dbrown/museum/index.html
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