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Brain-control computer interface

(BCCI) System

Brain-control computer interface

Brain-control computer interface (BCCI) System (aka BCCI-Sys) consist of Virtually emulated reality end-user’s components integrated in Intelligence Computing Optimization Network.

Brain-control computer interface (BCCI), in comparison with brain-computer interface (BCI), allows external devices to be controlled by the oscillatory activity, conditioned on subject’s controlling such devices by changing not only the amplitude of particular brain rhythmic but its phase together with controlling and changing particular brain rhythmic frequency (harmonic deviation)  to desirable patterns, caused by EEG-TMS feedback and “Bi-Visual Fluctuation Perception” phenomenon visual stimulation.

Thus BCCI offers not only more self-entertaining benefits of playing video-games and interacting with 3D virtual emulated reality environment but it also offers a new means of wide-range applications and so called “life-enriching and self-healing” practices in behavioral neurosciences.

Brain-control computer interface formation is based on applying and exploiting concepts and theories, methods and technologies described below.
Bi-Visual Fluctuations Perception
Emulation of “Bi-Visual Fluctuations Perception” phenomenon impact

1.“Quasi Anaglyph Cine Knack Tech” (abbreviated as “QuACK-Tech”) is a set of special camera-less computer graphic techniques and methods applied to create “Quads-art” anaglyph images which are designed to be viewed in sequence following special vision-training instructions while using “VerQAG” visioning device
“Quads-art” is a quasi-anaglyph double-split imagery represented in the form of two images that look almost-identical but having specific graphic peculiarities and containing at least two anaglyph pair-colors of emotion-feeling correlating dyads, and video F/X color-shift X/Y effects of “red-cyan”, “yellow-cyan” and “red-green”.
Each of two aforementioned images of “Quads-art” is represented as cognitive anaglyph graphic created with applying author’s elaborated pseudo-augmented reality technology employing associative, cognitive and mnemonic visual imaging elements including optical illusions ( CAG-stereo-image or else CAG-artworks) that altogether are targeted to cause visual cognitive discord of associative-visual stimulation which theoretically leads to the harmonization and synchronization of the right and left brain-hemispheres and stimulates activating “self-healing" mechanisms in a human body.
Pseudo-augmented reality technology (“PAR-Tech”) is a conceptually new 3D-graphical environment augmentation of “Quads-art” designed to be screened on mobile phone while using the application of generating sensory input of special sound-effect, music-visualization and visual-effects that are user’s interactive and digitally manipulable.
By exploiting modern mobile tracking technologies such as digital cameras and/or other optical sensors, accelerometers, GPS, gyroscopes, solid state compasses, RFID and wireless sensors “PAR-Tech” offers specific eyes-tracking control digitalizing user’s presence in emulated virtual reality environment which the user may interact with.
CAG-artworks are designed to cause «qualia-coloristic" vision perception effect considering features of subjective aspect of perception of colours and their compatibility. The specific features of «qualia-coloristic" visual perception might be oriented on an individual or group of individuals who have common “colour-associative” perception that is conditioned on their accessory to the certain “professional category” such are common “profession”, “ethnic roots”,  “nationality” and “culture” and etc. CAG-artworks are to be designed with applying “Oxymoronic objects choreography & paradoxical oxymora antithesis visualization” that
is a set of author’s “know-how” pictorial and graphic methods that call visual attention to an apparent contradiction (superficially scenes contradictory) of objects in actions or non-actions but juxtaposed in such a way that there is no contradiction and being deliberately intended to confuse and designed to provoke a laugh.
According to the Author regular practicing visual trainings based on viewing CAG-artworks may positively influence on treating so called “cognitive associative mnemonic dysfunction” basically characterized by individual’s verbal-expression manipulating with a term(s) that cause logical cognitive discord and wrong understanding.

5. “Anaglyph Chromo-Synesthesia” literally means a set of author’s “know-how” anaglyph graphic-making techniques and methods based on fundamental knowledge of anaglyph pair-colors and emotion-feeling correlating dyads developed by the Author and are aimed to cause grapheme–color-synesthesia bi-visual fluctuation perception effect that is conditioned on human right and left eyes correspondingly distinguishing and visioning of red-cyan/red-green/cyan-yellow color-pairs, that leads to the unusual additional experiences of seeing colors that in its turn lead to increased activation of brain regions involved-

(a)    in color and depth perception, thus demonstrating their reality and similarity to real color and 3D virtual percept may result assumptive influence of treating color blind and lose of depth perception deficiencies;

(b)    in emotions and feeling states, thus stimulating experiencing emotions and feelings together with sensory-motor activity provoking certain behavioral reactions.

“Anaglyph Chromo-Synesthesia” operates manipulating with anaglyph pair-colors & emotion-feeling correlating dyads as illustrated below and related colors bandwidth including infrared and ultraviolet ranges.


The list of basic targeted harmonic components of low oscillations bandwidth correlating with a certain colors:

Infrared                  68.21 - 90.83 Hz

Red                                               90.95 - 104.94 Hz

Orange                         106.58 -115.61 Hz

           Yellow                               117.61 - 124.02 Hz

            Green                                               128.70 - 139.21 Hz

Blue                                                        142.11 - 148.29 Hz

Violet                         158.63 - 174.90 Hz
Ultraviolet                                                179.51 - 243.61 Hz

“Anaglyph-Sync” visioning effect

The process of creating CAG-artworks is based on taking in consideration the colors associative variability; however, for most Europeans and Americans the associative meaning of different colors is almost the same. Thus CAG-artworks graphic-making technique consist in manipulating with colors positive meanings in order to make the pictorial psychological accents that cause the certain visual perception («psycho-physical visual stimulation»). 

The combination of pair-colors such are "red-blue(cyan)", "red-green" and “yellow-blue(cyan)” have been deliberately chosen by taking in account the features of sensation of pair-colors caused by a complex physiological, psychological and cultural-social factors and as the basic pair-colors for color blindness vision deficiencies.More than that such above-mentioned pairs of colors chosen by the Author for his visioning therapy methodology are the most "practical" and «harmonious or harmonizing». The Author’s point of view is based on his deep studying of "chromatics" and the analysis of process of perception and distinction of color on the basis of the systematized data from physics, physiology and psychology (it is known that carriers of different cultures differently perceive color of objects). The choice of color pairs also is based on the Author’s knowledge of the features of «color-recognition» that depends in particular on the age of the person and his or her having a vision deficiencies such are loss of "color perception" and loss of depth perception.On deep belief of the author, the practicing viewing CAG-artworks designed in color-pairs of "red-blue", "red-green" and "yellow-blue" is might be recognized as some kind of «visual training» or stimulation as far as it is very known fact  that each color and color tone corresponds with associative sensation of "warmth".

While creating his experimental, intellectual, audiovisual artworks the Author has been considering about that the perception of "warmth" of color depends as on subjective mental and physiological factors (individual preferences, a condition of the observer, adaptation, etc.), and from objective (presence of a color background, etc.). In his audiovisual artworks the Author uses "color" as means for management of attention of the person and his "colorist-technologies" developed are targeted to influence strongly on audience visual perception and emotions caused by such perception.
The Author takes in account that colors of a visible spectrum are associatively connected correlating to the concrete objects, emotions and sensations that stimulating impact on mood and behavior of the concrete person. Thus in CAG the basic "stimulating" colors are red, green, yellow and blue (cyan) which combination causes visual stereo effect. In his red-blue anaglyph artworks the Author uses color- stylistic and visual accentuation of both derivatives of red and dark blue colors (colour scale from "pink" to "darkly - violet") as well as right-side and left-side displacement of red color for creation of "effect of a distance» and "effect of approach».

The quasi-anaglyph bi-visual perception of red color might be theoretically used for increasing muscular pressure (pseudo-dope effect), raising blood pressure and accelerating breath rhythm that stimulate sympathetic system of a human body. For the purposes of individualized visioning therapies CAG -artworks include general composition of the photo-imaging of concrete individual together with photographic inserts of the persons whom that individual may easily recognize.
Thus, such CAG-compositions cause adaptive visual associations that stimulate arising exclusively positive emotions and feelings and more than that promotes development of ability of having dreams accompanied by experiencing such positive emotions and sensations. Scenic action of such "personified" objects (characters) in a dream will look comical and illogical, but associative-connected with opposite action which is necessary for "stimulating" to its fulfillment by the given concrete person in real life.

6.“Supernatural anaglyph pseudo-long-farsightedness” is an alternate stereo-vision ability of observing 3D-effect with no need to use special goggles or glasses while viewing anaglyph graphics.

7.“Supernatural Holographic Visioning” is an alternate stereo-vision ability of observing HD-graphics in holographic-3D-effect with no need to use special goggles or glasses.

8. “Bi-Visual Virtualization” is a brain-game phenomenon of stereoscopic image virtualization conditioned on viewing “Quads-art” imagery through specifically functioning lenses and color-filters. 

9. “Quasi-unification of Eureka Effect Reasoning”, abbreviated as “Q.U.E.E.R”, or else simply called “Quasi-Eureka effect” is the Author’s elaborated theoretically-calculative “reasoning and decision-making” algorithm of new-knowledge-representation synthesis that might be applied to in neuro-informatics and that is based on electromagnetic resonance paradigm. “Quasi-Eureka effect” explains the Author’s invented concept of “super-intelligent artificial brain” and “Electromagnetic Neurons-Resonated Associative-Pace Theory”.

10. “Electromagnetic Neurons-Resonated Associative-Pace Theory” (“E.N.R.A.P.T”) is a hypothetically-assumed theory elaborated by the Author  that explains the probability of at least two neighborhood-neurons which are not synaptic- pathway-bundled and belong with two neuron-bundled networks representing either opposite or quite-similar associative-imaging concepts or ideas, may resonate at the certain frequency caused by electromagnetic field of the brainwave(s) oscillating in a certain area of cortex and thus may acting as  temporarily-communicative and pathway-bundled virtual neurons which virtually emulate the representation of newly-perceived elementary concept or idea that in its turn further will become a new steadily- associatively-paced concept or idea (knowledge) represented by newly-synaptic- pathway-bundled of initial neighborhood-neurons that form continuous-working  neural-network.

The fundamental hypothesis aspect of “E.N.R.A.P.T” consists in assumption that despite of neurons communicate information in a single direction from the input end to the output end this is theoretically possible that by resonating at the certain frequency the neurons may virtually emulate communication in both ways; and such communication concerns representation of either “opposite” or “quite-similar” associative-imaging concepts or ideas that may cause, in particular cognitive discord.
The Author speculates that not only neighborhood-neurons may communicatively resonate but also the remote neurons localized in different regions of the brain on condition of the considerable power of electromagnetic field that induces the resonant frequency. Thus for instance, one single neuron in some part of the pleasure center (Nucleus accumbens) may resonate with other single neuron in Caudate nucleus region involved in learning and memory, and as result the new elementary concept or idea concerning “placebo effect”, or “reward”, or “pleasure”, or “addiction”, or “aggression and fear” and represented by newly-synaptic- pathway-bundled continuous-working neural-network, that involves such remote initial neurons, might be generated. 
The visioning training elaborated by the Author and based on employing visioning headset of virtually emulated reality immersion causing “Bi-Visual Fluctuations Perception” phenomenon and exploiting brainwaves control EEG-TMS-feedback interface might be extremely very effective in order to treat dysfunctional in persons having some psychological and mental disorders by stimulating neurons resonance at the targeting frequencies in certain region of the brain involved in cognitive memory processing and by providing feedback processing to re-activate brainwaves to desirable patterns according to the patient’s symptoms and to eliminate or substitute abnormally perceived concepts or ideas causing the visual hallucinations for instance, for the news ones to be perceived as normal and being accompanied by pleasant emotions and feelings.

United States Patent and Trademark Office Trademark pending applications:
1.“VERA City App Soft”
2.”Intell Com Opt Net ICON”
3. “QuACK Tech collection”

World Intellectual Property Organization Patent Cooperation Treaty
International Bureau as PCT receiving Office Trademarks Workbench:
1.VR Emulation Inter-Sys “VERA-CITy-Sys”
2.Virtual emulated-reality goggles “VerQAG”
4.QuACK-Tech: Quasi Anaglyph Cine Knack Tech
5.“Uni-Sync”: Bi-Visual Fluctuations Perception
10.“Knack-Touch” Communicator: VR-Controller

[1].Doubled Objects Stereo Abstracted Vision

File number: SR 1-845123021,Registered eCO on 11/1/2012,U.S. Copyright Office,Attn:  Public Information Office-LM401,Certificate of Registration: TXu 1-886-214,Effective date of registration: December 3, 2012

          [2].Anaglyph Dreams Inside Out Scripting (ADIOS)/Experiencing Live Dreaming Inside Out (ELDIO):

Certificate of Registration: TXu 1-861-293,Effective date of registration: December 3, 2012,U.S. Copyright Office, eCO Registration No. SR 1-849955616, dated on 11/13/2012,U.S. Copyright Office, eCO Registration No. SR 1-849955616, dated on 11/13/2012,File number: SR 1-845123021,Registered eCO on 11/1/2012. 

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