3 Control by the power of thought with the brain-computer interface Intelligent interaction between components: from the brain-computer interface and software, Controlled by thoughts: the DGCI-18 servopneumatic axis Precise control of all components: the CPX /MPA valve terminal Pressure control in the pneumatic muscles: the VPPM valves Precise control of all drive units A CPX /MPA valve terminal from Festo ensures precise control of the two linear axes. A DGCI-18 servopneumatic axis is controlled by the player with the brain-computer interface. His opponent, on the other hand, operates an EGC-50 electrical axis by activating the lever. The two axes behave identically and can be moved to the left or right, in order to prevent the ball from reaching the baseline. The sensors embedded in the playing field determine the position of the ball and award points accordingly. The ball is constantly kept in motion by means of tilting the playing field. The speed of the game can be modified by adjusting the tilt angle. For this purpose, two DMSP-20 pneumatic muscles are affixed to the underside of the field. The angle of tilt can be precisely metered by means of the integrated proportional technology of the VPPM valves. The key to the development of CogniGame, however, was the specially devised CogniWare software from Festo. It comprises the link between the brain-computer interface and the hardware. CogniWare: interface between the player and the game The interface is coupled to the software and activates a linear axis by means of thought control. For CogniGame, the developers from Festo made use of a commercially available brain-computer interface that is fitted out with a total of 14 signal electrodes and two reference electrodes. This interface samples the raw brain signals at a rate of 128 times per second; these signals are then filtered and conveyed to the software. Operation of the brain-computer interface is made possible by measurement of the “mu rhythm” that is generated in the motorsensory cortex of the brain as a result of physical movement or even of the mere thought of such movement. It is therefore sufficient to simply imagine the left hand moving, for example, in order to displace the axis to the left. CogniWare now offers the possibility of switching between training and game modes. In training mode, the user is prompted to produce the thought patterns “left” and “right” in order to move his bat in the desired direction.
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