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% Created 2022-10-15 Sat 01:26
% Intended LaTeX compiler: xelatex
\documentclass[logo,bsc,singlespacing,parskip]{infthesis}
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\author{Nathan Sharp}
\date{\today}
\title{Re-Imagining Input: Beyond the Typewriter Keyboard\\\medskip
\large Building a new input device for the advancing \hyperref[org39cbd51]{XR} revolution to supersede the keyboard}
\hypersetup{
pdfauthor={Nathan Sharp},
pdftitle={Re-Imagining Input: Beyond the Typewriter Keyboard},
pdfkeywords={},
pdfsubject={},
pdfcreator={Emacs 28.1 (Org mode 9.6)},
pdflang={English}}
\begin{document}
\begin{preliminary}
\author{Nathan Sharp}
\course{Cognitive Science}
\project{4th Year Project Report}
\newenvironment{ethics}
{\begin{frontenv}{Research Ethics Approval}{\LARGE}}
{\end{frontenv}\newpage}
\abstract{
%% We marvel at how each new computing paradigm has so radically changed our lives, yet generally do not act as if we expect another similar revolution.
Here we present novel work on Brain-Computer Interfaces (BCI) aka 'the augmentation of human intelligence with computers', with a focus on input devices.
A thesis in three parts: I) Theory, II) Case Studies, and III) Practical.
Part I lays out our novel worldview relating to BCI.
Part II conducts case studies on existing, past and envisioned interface devices.
Part III is a project to develop a new high-throughput and high-pervasiveness input device to 1) supersede the keyboard, and 2) be suitable for XR.
\noindent \textbf{Keywords:} \textit{ Brain-Computer Interface (BCI), input devices, Extended Reality (XR), augmenting intelligence, Extended Mind Thesis (EMT), wearables, ergonomic keyboards, human-computer bandwidth.}
%% Human-Computer Interaction (HCI), futurism, Extended Mind Thesis (EMT), wearables, transhumanism, pervasive computing, human-computer bandwidth, input devices, cybernetics, manual control theory.
}
\maketitle
\begin{acknowledgements}
To Douglas Engelbart, who has become an intellectual hero of mine.
To my supervisor Antonio, who was brave enough to take on this project.
To my good friend Vivek, whose idea this was until he left me to become a "billionaire" building websites.
To my flatmate Timmy, who has been only slightly better than useless.
To my parents, especially my father, whose advice to quit and do something else with my time has been invaluable.
To the lovely staff of Edinburgh UCreate Studio, who have bankrolled my 3D-printing impulse.
To my marker Bjoern, who has promised to increase my grade for mentioning him in my acknowledgements.
To the Emacs text editor, who has tortured me so bitterly over these years.
To the members of the ARTSEY discord server, who are incredible.
To Sami, who set up my latex template.
To my girlfriend Xin.
And to you, the reader, as I have some doubts that what follows makes much sense.
\end{acknowledgements}
\iffalse % multiline comment
\part{List of Abbreviations}
\label{sec:orge7db0f7}
\fi
\chapter*{List of Abbreviations}
\label{sec:orgf93255d}
\addcontentsline{toc}{chapter}{\textit{List of Abbreviations}}
\begin{center}
\begin{tabular}{ll}
\textbf{\hyperref[org2644eb5]{5AA}} & 5 Advancing Attributes (of BCI interfaces)\\
\textbf{AR} & Augmented Reality\\
\textbf{BCI} & \hyperref[org75a7ab5]{Brain-Computer Interface}\\
\textbf{FOV} & Field of View\\
\textbf{HMD} & Head Mounted Display\\
\textbf{HUD} & Heads Up Display\\
\textbf{\hyperref[org0c83164]{HCID}} & Hand Controlled Input Device\\
\textbf{MR} & Mixed Reality\\
\textbf{\hyperref[orgf403bf3]{NSI}} & Nervous System Interface\\
\textbf{VR} & Virtual Reality\\
\textbf{\hyperref[org39cbd51]{XR}} & Extended Reality\\
\textbf{\hyperref[org6ef4753]{GPC}} & General Purpose Comput[ing\(\vert{}\)er]\\
\end{tabular}
\end{center}
\setcounter{tocdepth}{1}
\tableofcontents
\addcontentsline{toc}{chapter}{\textit{Table of Contents}}
\listoffigures
\listoftables
\end{preliminary}
\part*{Introduction}
\label{sec:org5455afd}
\addcontentsline{toc}{part}{Introduction}
\markboth{Introduction}{Introduction}
\chapter*{The Augmented Architect at Work}
\label{sec:org88a012c}
\addcontentsline{toc}{section}{The Augmented Architect at Work}
\markboth{The Augmented Architect at Work}{The Augmented Architect at Work}
\begin{figure}[h]
\centering
\includegraphics[width=0.7\textwidth]{../../../Images/xr_ui3_crop.jpg}
\caption{Artists impression of an \hyperref[org39cbd51]{XR} interface}
\end{figure}
15 years before the first mass-market personal computer, Douglas ``Doug'' Engelbart begins his seminal 1962 work, 'Augmenting Human Intellect' \autocite{engelbartAugmentingHumanIntellect1962} lamenting;
\begin{quote}
\emph{``The picture of how one can view \ldots{} increasing human intellectual effectiveness \ldots{} in the sober and general terms \ldots{} does not seem to convey all of the richness and promise that was stimulated by the development of that picture.''}
\end{quote}
He addresses this by opening with a bold visionary anecdote of the future of computing, rousing the reader to his fantasy where he describes an 'augmented' architect at work in a futuristic world of commonplace personal computers with graphic visual interfaces.
He paints a scene of fantastic spatial manipulations of buildings, symbolic entry, automatic calculation and infinite editing; all of which were, at the time, impossible or otherwise highly labour intensive.
Our work here, which continues in his spirit, likewise suffers this flaw: little of the following writing portrays the immense felt sense of possibility and excitement for the subject at hand; in Engelbart's language 'how computers can augment human intellect', or in our more crude formulation \emph{'how computers can increase human intelligence'}.
Engelbart soon went on to construct the first Graphic User Interface (GUI) and invent the accompanying computer mouse (1964).
Now 60 years on, his vision of the personal computer has all but become (and even surpassed) his imagined reality.
Visuospatial computer interfaces are ubiquitous in every home, pocket and architectural practice-- their capabilities more numerous than anyone could now hope to account for.
The progress has not, and will not soon stop.
Accordingly, we would like to take this opportunity to renew and update his vision.
Let us consider the future augmented architect at work.
\threestars
Unlike her predecessor, she may begin her day in full capacity on her commute (perhaps in a driverless vehicle).
Through a Heads Up Display (HUD)\footnote{Mounted via a headset, glasses, contact lenses or neural implant.} she has access to her full workstation-- an expansive 3D computing environment spanning her full Field of View (FOV).
She starts with the virtual assistant who takes her through the day's schedule and books her a table for lunch.
Then, to refresh herself for her first meeting, she reviews the virtual landscape of 3D building plans, which she has already visually annotated with important details and notes.
Pulling up to the office, her computing environment naturally recedes from being highly immersive (VR) to a more minimal information overlay (AR).
It still displays information such as the date, time and weather, also name badge information for colleagues, with the full suite of functionality available at a gesture.
In her office, she gets comfortable in her workstation chair, where she returns to the fullness of her computing environment, which overlays her office environment.
She pays little attention to her desk, which she uses almost exclusively for its digital drawing board.
Working on the budget for a new development, she brings up many linked views: accounting tables, messages, the relevant 3D parts, and a comment/issue tracker-- all simultaneously, fine-tuning their spatial arrangement to her liking.
Whenever she is tired of sitting, she can walk around, taking her computing environment with her; say to pace the room in continued thought.
After lunch she goes for a meeting with a colleague, taking a walk in nature, as they share their computing environments.
When a thought crosses her mind, she can take down a note at near the speed of thought.
The computer is a natural and powerful extension of her mind, aiding her to represent and scrutinise many complex phenomena.
Such a speed and fluidity of operation is nigh impossible using paper, even more so using the human mind alone.
\threestars
Our updated augmented architect is already a broadly mainstream vision of the VR/AR/\hyperref[org39cbd51]{XR} future of computing.
This thesis can be summarised as first carefully constructing and analysing this vision from first principles, then secondly a practical project to advance its realisation.
We work through said vision's unspoken assumptions, theoretical underpinnings, landscape for progress, common misconceptions and opportunity for disruption.
We hope to answer, when, if at all, can we expect such a future?
How (positively) transformative will it be?
What specific technology can we expect?
Are there any flaws in the prevailing wisdom?
And how can we best contribute to this future?
Building the full suite of technology to fully realise our vision is regrettably beyond the scope of this thesis.
However, we do wish to get started.
Engelbart's theoretical work \autocite{engelbartAugmentingHumanIntellect1962} led him to prophesise the Graphic User Interface (GUI) and pioneer its invention including the accompanying computer mouse.
In humble comparison, our work leads us to design and build a high-throughput, high-pervasiveness input modality for \hyperref[org39cbd51]{XR}.
\chapter*{Topics and Themes}
\label{sec:orgbdd934f}
\addcontentsline{toc}{section}{Topics and Themes}
\markboth{Topics and Themes}{Topics and Themes}
\begin{figure}[h]
\centering
\includegraphics[width=\textwidth]{../../../Images/themes_and_topics.png}
\caption{\label{fig:topics_themes}Map of topics and themes}
\end{figure}
A good introduction, especially to our theoretical work, is to overview the central topics and themes.
We provide both a text summary below and the diagram shown in Figure \ref{fig:topics_themes}, which are essentially equivalent.
First is the broad overarching theme of \emph{human capability} and its \emph{progress}, both at the individual level and as a civilisation.
This inspires our interest in \emph{intelligence} (again both individual and collective) which in turn leads to our interest in
the theoretic concepts of \emph{extended mind} and \emph{\hyperref[orgef09c3f]{embodied cognition}} and the practical project of \emph{human enhancement} aka \emph{\hyperref[orgdc9cd5b]{transhumanism}}.
Bringing \emph{computers} to bear on this thinking, we consider \emph{the future of computing}, specifically concerning \emph{VR/AR/\hyperref[org39cbd51]{XR}} and arrive at our central topic of \emph{increasing human intelligence with computers}\footnote{aka Doug Engelbart's \emph{augmenting human intellect}.} aka \emph{Brain-Computer Interfaces (BCI)}.
From this comes our study of BCI \emph{Interfaces} and \emph{Interface Devices} encouraged by our view that they are highly consequential yet underappreciated.
We take particular interest in the \emph{computer keyboard}, as a once revolutionary but now deeply flawed input device.
From this comes our interest in \emph{ergonomics}.
This culminates in us trying to reason about \emph{input devices in \hyperref[org39cbd51]{XR}}.
Ultimately, the problem we get drawn to solving is: \emph{designing and building a fast input device for \hyperref[org39cbd51]{XR} to supersede the keyboard}.
\chapter*{Thesis Map}
\label{sec:orgf84bca5}
\addcontentsline{toc}{section}{Thesis Map}
\markboth{Thesis Map}{Thesis Map}
\begin{figure}[H]
\centering
\includegraphics[width=\textwidth]{../../../Images/thesis_map2_transparent.png}
\caption[Thesis map]{\label{fig:topic_map}Map (graph) of section headings and connections (created in Emacs using Org-Mode, \texttt{org-roam} and \texttt{org-roam-ui}).}
\end{figure}
Figure \ref{fig:topic_map} is a graph of all section headings\footnote{Parts, chapters and subsections inclusive.} with links (edges) showing 1) between each parent and child in the section hierarchy, and 2) internal links (references) between sections.
Take a moment to study it as we rate it the best introduction to our work.
The size of a node --determined by its number of links-- is indicative of its importance.
Important nodes are also more likely to be located centrally\footnote{Due to the layout algorithm.}.
For example ``\hyperref[sec:org4bd894e]{The 3 hands problem}'' (\S \ref{sec:org4bd894e}), is a core hypothesis of our work, indicated by its connectedness and centrality in the graph.
\textbf{For the reader who wishes to (first) overview key topics, or read non-linearly, a good strategy is to look up sections represented by central nodes on the graph.}
\chapter*{Chapter Reading Guide}
\label{sec:org11b36a2}
\addcontentsline{toc}{section}{Chapter Reading Guide}
\markboth{Chapter Reading Guide}{Chapter Reading Guide}
At the high level this thesis is split intro three distinct parts, (I) \hyperref[sec:orge0d2df2]{Theory}, (II) \hyperref[sec:orgb1f4c1e]{Case Studies}, and (III) \hyperref[sec:org5f92648]{Practical}.
Part I, \emph{Theory} or \emph{The BCI Manifesto}, is an account of our comprehensive worldview relating to BCI.
Part II, \emph{Case Studies} or \emph{Doug Engelbart and the Keyset}, contains cases studies of past, existing and envisioned computer input devices, through the lens of our theoretical worldview, with a specific focus on the limitations of the typewriter keyboard and attempts to overcome them.
Part III, \emph{Practical} or \emph{A wearable input device ready for \hyperref[org39cbd51]{XR}}, is a practical project motivated by our theoretical work and case studies that documents the first iteration of our engineering project to develop a new high-throughput, high-pervasiveness input device to 1) supersede the keyboard, and 2) be suitable for \hyperref[org39cbd51]{XR}.
It could be argued that we present two reasonably distinct theses in one.
The first is the theoretical work in Part I, and the second is the practical project in part III (with part II being something of a bridge between them-- applying the theory to constrain design thinking).
The practical was the original intended work-- the theory grew out of the original 'Motivation' section.
\textbf{Nevertheless, it is our opinion that the theory ended up the more complete work, being more timeless and better suited to the presentation format of an academic thesis.}
The practical work became a snapshot of our thinking and progress at a certain time.
\section*{Part I: \emph{Theory} or \emph{The BCI Manifesto}}
\label{sec:org2b6b7c0}
The first two chapters frame the profound relationship between humans (brains) and computers.
\begin{description}
\item[{Chapter 1: \hyperref[sec:org3af2793]{Brains}}] We define our use of the term \emph{brain}, express the centrality of intelligence in enabling the capability of humans, generalise this concept of intelligence to multi-agent collectives in the term \emph{civilisational capacity} and theorise as to what fuels its growth.
\item[{Chapter 2: \hyperref[sec:org21e9465]{Computers}}] We argue that \hyperref[sec:org1906a79]{computers make humans more intelligent} (\S \ref{sec:org1906a79}), and the great extent to which this is so.
We also introduce the dominant computing (interface) paradigm of \emph{general purpose personal computing} and consider the consequences of computing's exponential rate of progression.
\item[{Chapter 3: \hyperref[sec:org020dbaa]{Interfaces}}] We study interfaces as the communication bridge between humans and computers, covering their; \hyperref[sec:org94f7b3f]{rich interpretation under information theory} (\S \ref{sec:org94f7b3f}), \hyperref[sec:orgb51491d]{undervalued significance} (\S \ref{sec:orgb51491d}) in the literature and society, and progression in \hyperref[sec:orgd66842e]{revolutionary cycles} (\S \ref{sec:orgd66842e}) caused by \hyperref[sec:org61d0814]{switching costs and network effects} (\S \ref{sec:org61d0814}).
\item[{Chapter 4: \hyperref[sec:org9ee01b8]{Brain-Computer Interfaces (BCI)}}] We consider Brain-Computer Interfaces as an entwined superstructure of these three elements (brains, computers and interfaces) . Our definition being broader than that generally applied in the literature, we explore the \hyperref[sec:org86b40c5]{philosophical underpinnings and implications} (\S \ref{sec:org86b40c5}) of our world view, covering theories from the literature and extending them with our own.
\end{description}
In summary of the first four chapters, we set out the significance of computers to humans, consider them on a path to unison, and concern ourselves with the forces and details governing their entwinement.
\begin{description}
\item[{Chapter 5: \hyperref[sec:org7f79682]{The 5AA: 5 Advancing Attributes of BCI Interfaces}}] This is our centrepiece theoretical model in which we systemise the fundamental 'Advancing Attributes' of BCI interfaces; which acts as a reference context for the rest of our work.
\item[{Chapter 6 \hyperref[sec:orgbbbb2de]{The BCI Interface Revolutions: Past, Present and Future}}] A detailed look at our central historical narrative: six revolutions that changed/will change the face of computing.
This leads to our central claim that we are in the midst of a 5\textsuperscript{th} fundamental revolution-- \hyperref[sec:org33e9f1b]{the XR computing revolution} (\S \ref{sec:org33e9f1b}).
We also relate many possible lessons about what the future of computing holds such as \hyperref[sec:org65142ce]{Moore's blunder} (\S \ref{sec:org65142ce}).
\item[{Chapter 7: \hyperref[sec:orgb165994]{The Next Revolution: XR Computing}}] We then consider the coming \hyperref[org39cbd51]{XR} revolution in detail, covering its features and opportunities.
We review the expected \hyperref[sec:orgb88004b]{output paradigm/devices} (\S \ref{sec:orgb88004b}).
Next we consider the potential \hyperref[sec:org93500e2]{input landscape} (\S \ref{sec:org93500e2}) and draw the key conclusion that there is an \emph{Achillies heel of \hyperref[org39cbd51]{XR}}: that nobody is building high-throughput, high-pervasiveness input for \hyperref[org39cbd51]{XR} to supersede the (symbolic) functionality of the keyboard.
We explore this in detail including the \hyperref[sec:org23d9ecb]{radical new opportunities} (\S \ref{sec:org23d9ecb}) of such a device.
\item[{Chapter 8: \hyperref[sec:org6a11140]{Input Devices}}] Continuing in this interest, we collect our findings on \hyperref[sec:org6a11140]{input devices} (\S \ref{sec:org6a11140}), bringing many of our discovered heuristic models, including the \hyperref[sec:org0736070]{distinction between symbolic input and pointing devices} (\S \ref{sec:org0736070}) and the \hyperref[sec:org4ee11b2]{centrality of Hand Controlled Input Devicess (HCIDs) in human interfaces} (\S \ref{sec:org4ee11b2}) amongst others.
Then we consider some additional alternate input methods such as \hyperref[sec:orged432e5]{Eye Tracking} (\S \ref{sec:orged432e5}) and \hyperref[sec:org238989b]{Voice Control} (\S \ref{sec:org238989b}).
\begin{description}
\item[{Chapter 9: \hyperref[sec:org650adbc]{Common Misconceptions}}] We cover some common misconceptions relating to our work such as the \hyperref[ipadification fallacy]{iPadification fallacy}, which we think highly influential.
\end{description}
\end{description}
\section*{Part II: \emph{Case Studies} or \emph{Doug Engelbart and the Keyset}}
\label{sec:org1bf2814}
\begin{description}
\item[{Chapter 10: \hyperref[sec:org20f3860]{Typewriter Keyboard}}] First and most importantly we examine the typewriter keyboard, noting its high-throughput value proposition in the present interface landscape and documenting its \hyperref[sec:org9338bc4]{extensive flaws} (\S \ref{sec:org9338bc4}).
We also cover the interesting \hyperref[sec:org44f0cbf]{two interface problem} (\S \ref{sec:org44f0cbf}) which explores the costs of currently having both desktop and mobile interface paradigms, rather than some unified computing environment.
\item[{Chapter 11: \hyperref[sec:org895c4cc]{Ergonomic Keyboards}}] We cover ergonomics keyboards largely for the ways they have found innovative solutions to many of the problems of the standard keyboard.
\item[{Chapter 12: \hyperref[sec:org9f2dc02]{Computer Mouse (Pointing Devices)}}] Next we consider the computer mouse and the broader category of pointing devices.
We consider the computer mouse's value proposition and historical entwinement with the GUI computing revolution.
Here we also flesh out one of our central ideas: \hyperref[sec:org4bd894e]{the 3 hands problem} (\S \ref{sec:org4bd894e}).
\item[{Chapter 13: \hyperref[sec:orgdb71557]{Stenotype} }] We briefly cover the stenotype, a chorded typing machine capable of typing at 300wpm.
We explore the mechanism for how it achieves this and draw the important lesson that the standard keyboard does not even come close to maximising potential throughput.
\item[{Chapter 14: \hyperref[sec:org492bcd7]{Touchscreen}}] We study touchscreen and the interfaces they integrate into.
We cover their \hyperref[sec:org4552562]{advantages} (\S \ref{sec:org4552562}) and \hyperref[sec:orgf3c2e36]{drawbacks} (\S \ref{sec:orgf3c2e36}) in detail.
\item[{Chapter 15: \hyperref[sec:org1b6f9a0]{AlphaGrip controller}}] We conduct a short case study of the AlphaGrip controller, the historical attempt to build an input device most aligned to our design specification.
\item[{Chapter 16: \hyperref[sec:org69f16d7]{Flight Joystick}}] We consider the high performance design of the flight joystick which strongly influenced our consideration of hand ergonomics.
\end{description}
\section*{Part III: \emph{Practical} or \emph{A Wearable Input Device Ready for \hyperref[org39cbd51]{XR}}}
\label{sec:orgbe32ec4}
\begin{description}
\item[{Chapter 17: \hyperref[sec:orge0c8edf]{Initial Research}}] We present our initial research, including our \hyperref[sec:org57a8fd2]{FBD model of hand movements} (\S \ref{sec:org57a8fd2}).
\item[{Chapter 18: \hyperref[sec:orgf250acb]{Design Goals}}] We specify our design goals for our practical project's proposed device.
\item[{Chapter 19: \hyperref[sec:org2d37584]{Use Cases}}] We discuss the potential use cases of our proposed device informed by our previous research.
\item[{Chapter 20: \hyperref[sec:org07d55de]{Previous Prototypes}}] We briefly touch on the previous prototypes that preceded our current design.
\item[{Chapter 21: \hyperref[sec:org25f7bc2]{Current Prototype: HCID v0.3}}] We give a summary of our latest prototype including a \hyperref[sec:org1ae83cb]{technical specification} (\S \ref{sec:org1ae83cb}) and \hyperref[sec:org11c05f5]{evaluation of our progress} (\S \ref{sec:org11c05f5}); such as with respect to our original design goals.
\item[{Chapter 22: \hyperref[sec:org70f081f]{Design Decisions and Discussion}}] We provide a lengthy account of our various design decisions.
\item[{Chapter 23: \hyperref[sec:orgf0596d4]{Next Steps: HCID v0.4}}] covers our existing plans, which are already partially complete to evolve our prototype design.
\end{description}
Finally we present \hyperref[sec:org68cb77f]{Discussion and Conlusions} for each part individually and the thesis as a whole.
\chapter*{Motivation}
\label{sec:org9603ff4}
\addcontentsline{toc}{section}{Motivation}
\markboth{Motivation}{Motivation}
This project was shaped by the following motivations:
\begin{mdframed}
\begin{description}
\item[{MOTIVATION}]
\end{description}
\begin{itemize}
\item To explore the fundamental relationship between humans and computers; and its trajectory of progress.
\item To better understand the future of computing, in particular \hyperref[org39cbd51]{XR}.
\item To explore how humans become and can be made more intelligent.
\item To improve the keyboard, after suffering from its flaws of \hyperref[org77f0234]{RSI}, low pervasiveness and moderate throughput.
\item To best leverage our capabilities to help build a better technological future.
\end{itemize}
\end{mdframed}
\chapter*{Summary of contributions}
\label{sec:orgaa4d7e6}
\addcontentsline{toc}{section}{Summary of Contributions}
\markboth{Summary of Academic Contributions}{Summary of Contributions}
A summary of our major contributions:
\begin{mdframed}
\begin{description}
\item[{CONTRIBUTIONS}]
\end{description}
\begin{enumerate}
\item A high-level orientation on the magnitude of the relationship (interface) between humans (brains) and computers.
\item A practical new definition of \emph{Brain-Computer Interfaces (BCIs)}-- better representative of the continuum of extended cognition.
\item A semi-formal '\hyperref[org2644eb5]{5AA}' framework for analysing the capacities of BCI systems.
\item A new history of BCI, informed by our \hyperref[org2644eb5]{5AA} framework, through our lens of 'interface revolutions'.
\item A predictive futurology of BCI, specifically with regards to the imminent \hyperref[org39cbd51]{XR} revolution, opposing much of the prevailing wisdom.
\item The identification and analysis of the 'Achilles heel of \hyperref[org39cbd51]{XR}': that nobody is building high-throughput, high pervasiveness, ergonomic input for \hyperref[org39cbd51]{XR}.
\item Cases studies on existing, past and envisioned interface devices.
\item A taxonomy of the many flaws of the typewriter keyboard, including the retelling of Doug Engelbart's '3 hands problem'.
\item Insights from our ongoing practical project to design and build a new Hand Controlled Input Device (\hyperref[org0c83164]{HCID}) to fix (6) and (8).
\end{enumerate}
\medskip
\end{mdframed}
\part{Theory \emph{or} The BCI Manifesto}
\label{sec:orge0d2df2}
\chapter{Brains}
\label{sec:org3af2793}
\begin{mdframed}
\begin{description}
\item[{Brain\label{Brain} (Human mind\label{Human mind})}] An individual human biological mind.
\end{description}
\end{mdframed}
Note, we define the term \emph{brain} more broadly than many and use the terms \emph{brain} and \emph{human (mind)} interchangeably.
We (ab)use the term \emph{brain} in this way for no major reason other than to later satisfy the acronym \emph{\hyperref[org75a7ab5]{Brain-Computer Interface} (BCI)} with a clearer definition.
\section{What makes humanity (brains) powerful}
\label{sec:orgb436956}
Humans are quite simply much more capable than the other animal species we share this planet with.
This is because of our brains-- we are comparatively more \emph{intelligent}\footnote{We won't go down the rabbit hole of trying to define intelligence here but feel confident to accept it as a broad concept of cognitive capacity in which we are generally comparatively more capable than other animals.}.
Intelligence allows us to flexibly manipulate the world to reach our goals.
\section{What made us increasingly powerful}
\label{sec:org95ac978}
An obvious source of humanity's intelligence is the raw expression of our genes.
Yet, despite our roughly constant biological makeup over the past centuries\footnote{And arguably millennia.}, humans have been increasing in \emph{civilisational capacity}-- continually compounding our ability to understand and manipulate both ourselves and our environment.
\begin{mdframed}
\begin{description}
\item[{Civilisational Capacity\label{Civilisational Capacity}}] A generalisation of the concept of intelligence to multi-agent collectives\footnote{A comparative measure can perhaps be formalised by some quantification inspired by the Kardashev scale \autocite{kardashevTransmissionInformationExtraterrestrial1964}.}.
\end{description}
\end{mdframed}
How does this happen?
We need concepts that explain this arc of increasing collective intelligence in the absence of genetic evolution.
What made human civilisation in 1902 more advanced than in 1290?
And likewise in 2019 than in 1902?
Broadly widely cited explanations cover (a) nutrition and literacy, (b) increasing population size, (c) memetic evolution\footnote{Fitter ideas and culture survive and propagate. For example societal norms, education and government institutions.}, and (d) tool-use/technology.
\section{What will make us more powerful in future}
\label{sec:org63310d1}
Presuming that we can continue along this path of increasing civilisational capacity, what will leverage us through an increasingly capable future?
For what reasons will humans in 2109 consider 2019 primitive?
Many factors listed in the previous section have reached their limit.
Less than 10\% of the world is malnourished \autocite{OurWorldData}, the global literacy rate for working-age people is above 90\% \autocite{OurWorldData}, and the world population is currently 8.9 Billion-- growing slowly and now projected to plateau or even begin shrinking in the next 50 years \autocite{OurWorldData}.
From our previously listed factors, only (c) memetic evolution and, (d) tools/technology seems highly relevant to future progress.
We also expect new factors driving progress such as (e) artificial intelligence, (f) robotics/automation, and (g) genetic engineering.
Interestingly, with the exception of memetic evolution, all factors identified could be considered subtypes of tools/technology.
\subsection{Tools}
\label{sec:org636ef9c}
We believe the most important factor for much of our past and most of our future progress is that \emph{humans build tools}.
\begin{mdframed}
\begin{description}
\item[{Tools (Tool Use)}] Artefacts that externalise cognition and action to achieve an objective.
\end{description}
\end{mdframed}
Tools allow us to augment and automate our capabilities with no clear limit, as tools are not constrained directly by humanity's physical and cognitive limitations.
Note that \emph{technology} is just another word for tools; one with modern connotations.
\chapter{Computers}
\label{sec:org21e9465}
\begin{mdframed}
\begin{description}
\item[{Computer\label{Computer}}] A device, commonly electronic, that processes information according to a set of instructions.
\end{description}
\end{mdframed}
Over history, humans have created a vast number of tools to empower us further.
We've composed wheels, steam, pulleys and gears to pull food from the ground, transport material across continents and construct skyscrapers.
The computer was invented less than a single lifetime ago and has already substituted or bettered a growing mass of previous tools; such as the calculator, clock, camera, library and notebook.
Furthermore, computers have allowed us to model and directly perceive phenomena that were once beyond our grasp such as the very large, the very small, the very slow, and the very fast.
The computer is a very special tool for its broad symbolic-cognitive capabilities.
\section{Computers make us more intelligent}
\label{sec:org1906a79}
A computer's abstractions and processing provide a form of leverage, amplifying cognition; thus making humans themselves smarter.
This creates a strong feedback loop-- a compounding opportunity for progress.
For example, they allow us to capture and calculate the movement of stars with greater accuracy than we could otherwise dream of.
In this way, computers amplify intelligence, humanity's greatest strength.
Most people only intuit this in a shallow sense, you can caricature this view as 'computers make us more \emph{capable}', downplaying the significance of the situation.
The implications of the fuller truth are breathtaking-- computers are making us much more intelligent.
\section{\hyperref[orgbaec896]{General-Purpose Computing} (\hyperref[org6ef4753]{GPC})}
\label{sec:org73fa0c6}
Computers come in many sorts from simple sensors to supercomputers, but for humans, the assumed meaning of the term computer is the \emph{general-purpose (personal) computer (\hyperref[org6ef4753]{GPC})}.
\begin{mdframed}
\begin{description}
\item[{\label{orgbaec896}General-Purpose Computing (\label{org6ef4753}GPC)}] Computing paradigm where the widest possible computing functionality is to provide some individual end users through a single unified interface.
\end{description}
\end{mdframed}
\textbf{\hyperref[org6ef4753]{GPC} has so far been the dominant interface paradigm defining how humans view themselves in relation to computers.}
This is in comparison to centralised computers, distributed computers, embedded computers, autonomous computers (AI), etc.
Though each of these provides extensive critical functionality at the core of modern society, their output is viewed as secondary to, or in the service of, the personal computer interfaces they feed into.
The dominance of personal computers was not always so.
In the late 1960s many thought that computers would only be used directly by large organisations (centralised compute), exemplified by the sci-fi narrative of computers as large databases that would run planets such as in '2001: A Space Odyssey'.
Perhaps one day autonomous AI will become the most important computing paradigm by many metrics.
Even so, we suspect that humans would still centre their computing worldview on AI's relationship (interface) with humans.
\section{Humanity's final tool}
\label{sec:org1c75149}
Since starting to work with general-purpose computers, we have been in the \emph{computing age}-- gradually replacing all other tools with increasingly general computers.
Computational theory strongly suggests that a sufficiently advanced computing device could simulate any physical process and hence, \textbf{computers\footnote{Equipped with a non-trivial interface to their environment.} are a theoretically complete, fully generalisable tool.}
\begin{mdframed}
\begin{description}
\item[{\label{org78bb90f}Church-Turing-Deutsch Prinicple}] A universal computing device can simulate every physical process\footnote{A corollary to this is that the Universe is in some sense a computation. A similar implication holds for the theory of mind, yielding the \emph{\hyperref[computational theory of mind]{computational theory of mind}}} \autocite{deutschQuantumTheoryChurchTuring1985}.
\end{description}
\end{mdframed}
This suggests that all the most advanced tools we will have in the future will be computers\footnote{And not some \emph{hypercomputer}.}, making the computer humanity's final tool.
We don't blink when told that a computer is being used to drive a car, predict the properties of a compound, or even simulate the formation of the Universe.
We take it for granted that your standard computer (given enough time and memory) could do just about anything that can be specified.
Even retreating to some weaker theory of computability, it is hard to specify anything that one might practically want to do, that couldn't be done with a sufficiently advanced computer.
\section{The progression of computers: Exponential Moore's law}
\label{sec:org97180ae}
\begin{wrapfigure}{l}{0.51\textwidth}
\centering
\includegraphics[width=0.49\textwidth]{../../../Images/moores_law2.jpg}
\caption{Moore's law's exponential growth}
\end{wrapfigure}
The rate of progression for computers is staggering, particularly when compared to human genetics or (pre-computer) civilisational progress.
This is famously illustrated by \emph{Moore's law}, which observes that \textbf{the raw processing power of a computer\footnote{Commonly quantified as the number of transistors in a dense integrated circuit.} doubles about every two years.}
This exponential scaling means that within a few years, the function, size and cost of a computer can change so dramatically as to empower something entirely new.
For example, the idea of a personal computer was considered crazy when computers were the size of large rooms and cost more than several family homes.
It took visionaries to see how quickly this would change and begin building this future.
\subsection{\hyperref[org4e0f6c1]{Moore's blunder}}
\label{sec:org65142ce}
Exponential scaling (Moore's law) is notoriously difficult for humans to intuit the effects of, even if they have experienced it already.
\begin{mdframed}
\begin{description}
\item[{\label{org4e0f6c1}Moore's Blunder}] Failing to recognise how the exponential progress of Moore's law could soon make a currently smaller/slower/more expensive computing paradigm viable and competitive for functionality.
\begin{itemize}
\item \hyperref[org4e0f6c1]{Moore's blunder} is particularly astonishing when exhibited by a firm who's ascendance owed much to understanding this exact dynamic.
\end{itemize}
\end{description}
\end{mdframed}
In the 1970s, market leader IBM thought personal computers were a fad, believing they could not have enough power for serious business applications.
By the time they were proved wrong with the enormous commercial success of personal computers in 1977\footnote{Specifically the Apple II, PET 2001 and TRS-80.}, it took them four years to release their own in 1981. It was such a rushed and low-budget job that they never built --and hence couldn't patent-- their own chipset and were soon 'copycatted' out of the market by cheap clones, to the eventual benefit of Microsoft who licensed the software on all these devices.
Amazingly, despite \hyperref[org4e0f6c1]{Moore's blunder} enabling Microsoft's ascendance to become the most valuable company in the world, they would go on to make an almost indistinguishable miscalculation.
In the mid-2000s Microsoft paid little attention to mobile computing\footnote{They did develop a somewhat popular PDA (Personal Digital Assistant) platform 'Pocket PC' which crammed a desktop-inspired OS into chunky handhelds (see \hyperref[sec:org0d3bcff]{Mobile computing}; \S \ref{sec:org0d3bcff})}, as their leadership doubted that a slim pocket-sized device could have enough computing power to run serious applications.
When they were proved wrong with the enormous commercial success of the iPhone in 2007 (and later Android in 2008), it took them three years to release their own Windows Phone in 2010, by which time Android and iOS had entrenched themselves in the 3rd party 'app' ecosystem\footnote{Not to mention their core OS offering was also relatively poor.} and Microsoft failed to ever gain significant market share in the mobile market.
\chapter{Interfaces}
\label{sec:org020dbaa}
\begin{mdframed}
\begin{description}
\item[{Interface\label{Interface}}] The form of the communication channel between two systems.
\end{description}
\end{mdframed}
We will consider interfaces mainly in the context of \emph{brain-computer interfaces (BCI)}.
Virtually all computers have an interface to a human, from an underwater sensor to a VR headset.
Abstractly, if information is conveyed in any way, then there is an interface channel through which that information travels.
Practically, we reserve the term interface for direct, relatively high bandwidth communication channels.
Such interfaces are everywhere.
Screens are interfaces, keyboards and mice are interfaces, game controllers are interfaces, sound can be an interface, touchscreens are interfaces, printers are (slow) interfaces, and so on.
\section{The significance of interfaces}
\label{sec:orgb51491d}
Interfaces define our computers far more than it is generally perceived.
They mediate our relationship to a computer so powerfully that they actually strongly define what is possible and what is practical.
\begin{mdframed}
\begin{description}
\item[{\label{org12d3542}Affordance}] The possibility for action perceived by an agent in an environment. A flat door \label{orga95a77e}affords pushing as a computer mouse \hyperref[orga95a77e]{affords} pointing in a 2D plane.
\end{description}
\end{mdframed}
You couldn't watch Netflix on the command line (pre-GUI) and you couldn't send an email out on a walk from a desktop computer (pre-mobile).
Additionally, the full utility of smartphones would have been hard to comprehend before they were a reality, simply because they opened up so many possibilities.
\textbf{A new interface \(\rightarrow\) brings a new interaction paradigm \(\rightarrow\) \emph{\hyperref[orga95a77e]{affords}} revolutionary new possibilities; and there is every reason to believe this will happen again} (see \hyperref[sec:orgbbbb2de]{BCI Interface Revolutions}; § \ref{sec:orgbbbb2de}).
\textbf{A core thesis of this work is that interface revolutions are a generally overlooked factor in the story of computing and a presently undervalued target for innovation.}
\subsection{\hyperref[orga30ac29]{Interface relativity}}
\label{sec:org27af83d}
Interface devices are so powerful (when combined with computers), that they can literally alter our cognition.
\begin{mdframed}
\begin{description}
\item[{Linguistic Relativity (Sapir-Worf hypothesis)}] The structure of a language affects its speakers' worldview or cognition, and thus people's perceptions and cognitive capabilities are relative to their spoken language.
\end{description}
\end{mdframed}
\emph{Linguistic relativity} is controversial in the field of linguistics as there is considerable debate over its effect size.
Withholding comment on human-human linguistics, we assert that it applies in its strongest form for human-computer interfaces, yielding \emph{\hyperref[orga30ac29]{Interface Relativity}}.
\begin{mdframed}
\begin{description}
\item[{\label{orga30ac29}Interface Relativity}] The structure of an interface (to a computer) affects its user's worldview or cognition, and thus people's perceptions and cognitive capabilities are relative to their computer interface.
\end{description}
\end{mdframed}
Consider the cliche example of linguistic relativity-- whether colour perception varies between speakers of languages that classify colours differently.
With \hyperref[orga30ac29]{interface relativity}, there is no denying that you see colours meaningfully differently when looking through thermal imaging goggles: you are literally perceiving parts of the electromagnetic spectrum that are undetectable otherwise.
Similar arguments can be made for thinking with a keyboard, python, the internet, a heads-up-displays, etc.
Computer interfaces widen the umwelt of available information and cognition in a multitude of directions.
\section{Information theory for interfaces}
\label{sec:org94f7b3f}
\begin{mdframed}
\begin{description}
\item[{Information Theory\label{information theory}}] The study of concepts, parameters and rules governing the transmission of messages through communication systems.
\end{description}
\end{mdframed}
For understanding BCI interfaces, we naturally take great interest in the formal treatment of communication, that is, \emph{information theory}.
Idealistically information theory could transmute the problem of designing an interface to the problem of designing a strong communication protocol.
Unfortunately, a rigorous specification of a BCI protocol is out of reach, given the messy, complex communication channels of the real world: cognitive representation, human biomechanics, semantic models\footnote{One specific difficulty of rigorously applying information theory to the analysis of symbolic (language) interfaces this there is no concept of semantic meaning in information theory, information is entirely described as a probability distribution so the meaning must be crudely approximated.}, etc.
Accordingly, we restrict our study here to a few simple but powerful concepts that we can interpret in the context of BCI interfaces.
Many of these concepts find direct application our \hyperref[sec:org7f79682]{5AA framework} (\S \ref{sec:org7f79682}).
A note on \emph{words per minute (WPM)}.
As you will see, we use the familiar concept of WPM as a crude stand-in for \emph{bitrate}.
Consequentially, WPM denominates our later approximations of \emph{throughput} for interface devices.
WPM breaks down when reasoning about an input that is not natively denominated in words, such as non-standard symbols, cursor control, and gestures.
This can hide the \emph{bottleneck} of an interface, which may have high WPM but be poor at processing these other forms of input.
For example, a programmer may achieve 80wpm on a standard (prose) typing test but only be able to achieve less than half that on symbol-heavy code.
For more on the information-theoretic flaws of WPM and a discussion of alternatives, see \autocite[pp. 57]{liuInformationTheoryUnified}.
{\setlist[itemize]{leftmargin=*} %}
\begin{mdframed}
\begin{description}
\item[{Bitrate\label{bitrate}}] The number of bits (information) conveyed per unit time.
\begin{itemize}
\item \emph{Interpretation:} The 'Symbol rate' of an interface, how many symbols are input per unit time.
Specifically, we restrict our quantitative study to WPM (Words Per Minute).
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{Bandwidth\label{bandwidth} (Peak Bitrate, Maximum Throughput)}] Maximum rate of information transfer across a channel.
\begin{itemize}
\item \emph{Interpretation:} Maximum WPM of an interface.\footnote{Note that elsewhere, \emph{bandwidth} is often utilised as the principal variable to maximise. We have opted instead to focus on \emph{throughput}, to (1) capture the true transmission rate-- including \emph{noise}, and (2) disambiguate from the 'frequency range' definition of bandwidth used in signal processing.}
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{Bottleneck\label{bottleneck}}] Minimum rate of information transfer across a channel.
\begin{itemize}
\item \emph{Interpretation:} Minimum WPM of an interface.
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{Throughput}] The real average rate of successful transfer.
\begin{itemize}
\item \emph{Interpretation:} Actual operational WPM.
\item \emph{Note:} \textbf{This is the principal variable we are trying to maximise in our interface design.}
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{Data Compression (Coding)}] the process of encoding information using fewer bits than the original representation. Can be \emph{lossy} or \emph{lossless} depending on whether the original can be fully reconstructed from the compression.
\begin{itemize}
\item \emph{Interpretation:} \hyperref[sec:orge2035bf]{5AA Abstraction-compression} (\S \ref{sec:orge2035bf}).
\item \emph{Note:} Also consider the adjacent data science concept of
\begin{description}
\item[{Data enrichment}] Processing to enhance data quality by extrapolating missing or incomplete data.
\end{description}
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{Noise\label{noise}}] Any additional signal which interferes with information between source and destination.
Often used in the context of \emph{Signal-to-Noise Ratio (SNR)}, a fractional measure of information not related to the message.
\begin{itemize}
\item \emph{Interpreted example:} A wrong input keypress\footnote{Caused by factors such as poor ergonomics.} or messy sensor reading\footnote{Such as in eye tracking.}.
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{Redundancy}] The degree to which information is not unique in the system.
\begin{itemize}
\item \emph{Interpreted example:} Letter-based spelling as mny lttrs r redndnt; a syllable-based system can have fewer tokens (aka symbols) per word.
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{Latency (Lag)}] Time delay in sending a message from the source to the receiver in a system.
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{\label{org99cfbfd}Congestion}] Reduced quality of service that occurs when a network node or link is carrying more data than it can handle.
\begin{itemize}
\item \emph{Interpreted example:} Losing your train of thought when an input device (e.g. keyboard) fails to keep up.
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{\label{org1125b77}System Uptime}] Proportion of time the communication channel is working and available.
The opposite is downtime.
\begin{itemize}
\item \emph{Interpretation:} Accessibility of the interface.
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{Fitts' law}] The time it takes someone to select an object is proportional to 1) how far they are from the object, and 2) the size of the object.\footnote{This is a predictive model for the speed of human movement.}
\begin{itemize}
\item \emph{Interpretation:} This is most commonly applied to pointing at menus on a GUI, however, we think it also can be applied to the button layout of keyboards.
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{Range\label{range} (\label{org04e38cf}Frequency Band)}] The range of a spectrum over which (satisfactory) communication occurs. This concept allows a system to be decomposed into many discrete channels in which the bandwidth/noise/etc. may be treated differently.
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{Kolmogorov complexity}] Length of the shortest computer program\footnote{In a predetermined programming language.} that produces the subject as output. It is a measure of the computational resources needed to specify the object.
\begin{itemize}
\item \emph{Interpretation:}
\begin{description}
\item[{Cog-mogorov Complexity}] A measure of the cognitive resources required to transmit a message over an interface.
\end{description}
\end{itemize}
\end{description}
\end{mdframed}
}
\section{The progression of interfaces: The interface revolution cycle}
\label{sec:orgd66842e}
\begin{figure}[h]
\centering
\includegraphics[width=0.9\textwidth]{../../../Images/the_interface_revolution_cycle.png}
\caption{\label{fig:interface_rev_cycle}The interface revolution cycle}
\end{figure}
Interfaces progress in cycles of 1) an \emph{innovation} period where early adopters experiment and build out functionality, 2) an \emph{interface revolution} where the new paradigm is rapidly adopted and many opportunities are realised, 3) a \emph{consolidation} period of incremental progress where the paradigm matures, and 4) a \emph{displacement} period as the next interface revolution (partially/fully) supplants its functionality.
Examples include the adoption of keyboards, personal computers and smartphones.
Note that for illustrative purposes the curves in Figure \ref{fig:interface_rev_cycle} are uniform; in reality, they would exhibit considerable deviation.
We think the study of these \hyperref[sec:orgbbbb2de]{(BCI) interface revolutions} (§ \ref{sec:orgbbbb2de}) provides a rich framing narrative for understanding the progress of computing systems.
For example, when the \hyperref[sec:orgf9fb60e]{keyboard revolution} (\S \ref{sec:orgf9fb60e}) replaced \hyperref[sec:orgc7c68a4]{punchcards/tape} (\S \ref{sec:orgc7c68a4}) as the dominant input device, it was so dramatic that it 1) required completely new hardware and professional training to operate, 2) redefined software, allowing programs to be written a) digitally, b) targeting a \emph{compiler}-- which powerfully allowed for arbitrary abstraction, and (c) in 'high-level' natural language\footnote{Specifically a semi-formal subset of English extended with logic notation.}. This resulted in 3) a fabulous widening of access through the already familiar abstraction of the QWERTY keyboard, closing the gulf between the previously separate professions of programming and logic/hardware design.
Similarly revolutionary dynamics occurred with every \hyperref[sec:orgbbbb2de]{interface revolution} (\S \ref{sec:orgbbbb2de}).
\subsection{Causes: switching costs and network effects}
\label{sec:org61d0814}
What causes this cycle of revolutions?
In evolutionary terms, interface design is a fitness landscape where design flows towards a local optima (top of a hill).
\textbf{Potentially beneficial changes require crossing a fitness 'valley' which incurs \emph{switching costs}\footnote{For example having computers (and humans) migrated to using keyboards.} and must overcome \emph{network effects}.}
\textbf{This leads to interfaces getting 'stuck' at a non-ideal local optima for a long time before the switching costs/network effects are overcome by a considerably better alternative in a 'revolution'.}
\begin{mdframed}
\begin{description}
\item[{Switching Costs\label{switching costs}}] Costs incurred by a user as a result of switching products.
Switching costs can be financial, psychological, effort-based, time-based, etc.
The greater the switching costs, the greater the challenge to convince users to switch.
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{Network Effects\label{network effects}}] Phenomenon where the value of a product depends highly on the number of existing users.
It applies when the experience of a product improves as the number of participants increases.
Classic examples include the internet and social media.
Network effects can entrench incumbent solutions which provide comparatively little value other than their network.
New products can be seen as needing to reach a (prohibitively difficult) \emph{critical mass} for the network effect to positively take hold.
A famous idiom of network effects is \emph{Metcalfe's law} which states that the value of a network is proportional to the square of the number of users (n\textsuperscript{2}).
\end{description}
\end{mdframed}
~
We find this model to be highly explanatory, for example in indicating why moderate improvements to interface devices (such as \hyperref[sec:org895c4cc]{non-standard keyboard layouts}; \S \ref{sec:org895c4cc}) don't go mainstream-- they fail to be better enough to overcome the switching costs and network effects for a critical mass of people.
When the next interface revolution breaks through, it can draw on the many minor improvements that were not alone enough to reach mass adoption.
Note the disanalogy to the progress of computers vis-a-vis \hyperref[sec:org97180ae]{Moore's law} (§ \ref{sec:org97180ae}).
Progressing from an intergrated circuit with 100 transistors to one with 1,000,000 was a smoother curve of many complementary innovations, free from singular revolutions that displaced the existing paradigm\footnote{Quantum computing could become a notable exception to this rule.}.
\chapter{Brain-Computer Interfaces (BCI)}
\label{sec:org9ee01b8}
\begin{mdframed}
\begin{description}
\item[{\label{org75a7ab5}Brain-Computer Interface (BCI)}] A mutually specified: brain\footnote{Human biological mind.}, computer\footnote{Information processing machine.} and interface\footnote{Communication structure between them.}.
\end{description}
\end{mdframed}
\begin{wrapfigure}{r}{0.55\textwidth}
\centering
\includegraphics[width=0.53\textwidth]{../../../Images/abacus_ring.jpeg}
\caption[Abacus ring; an early BCI]{A functioning abacus ring from the Qing Dynasty (1644-1912); an early BCI?}
\end{wrapfigure}
Our use of the term \emph{BCI} is most similar to your current conception of the term \emph{personal computer} or just \emph{computer}.
Though we use all three terms (and also \emph{computer interface}) somewhat interchangeably, we favour the term BCI.
\textbf{This is because the term BCI helpfully encourages thinking of the human, computer and interface as a mutually specified union.}
\textbf{Neglecting this and talking just of \emph{computers}, fosters the hidden assumption that humans/interfaces are unimportant.}
Specifically we note the widespread blindspot of assuming interfaces remain constant, when they are themselves a technological artefact, inclined towards \hyperref[sec:orgd66842e]{revolutionary change} (\S \ref{sec:orgd66842e}).
Specifically, in our current culture, the term \emph{computer} assumes the interface paradigms of desktop and mobile and we overlook the prospect of them changing accordingly.
Note, this is not how the term BCI is typically defined in the literature.
\textbf{Conventionally, the term BCI is used more narrowly to describe only interfaces that involve some sort of 'direct' electrical readings from the central nervous system; or even more narrowly, just the brain/outer cranium.}
\textbf{We feel the narrower definition incorrectly implies that the most potent input signals must come from the central nervous system\footnote{This in turn is based on the falsehood that mental states and processes can be found exclusively inside the brain.} when we often think directly with/through our physical bodies (see \emph{\hyperref[orgef09c3f]{embodied cognition}}).}
Correspondingly, consider how the aforementioned wrong assumption violates the computational principle of \emph{\hyperref[org1ce07fc]{functional equivalence}}; if the same input signal can be achieved from eye tracking as from electrodes in the visual cortex, is it sensible to consider the second 'True' BCI and first something other?
\textbf{We put forward that the intellectually consistent position is that BCIs cover an inclusive continuum over all possible interaction channels with computers, as opposed to drawing a boundary somewhere in the skull/nervous system.}
We do think there is a valid distinction between the conventional use of the term BCI and other input/output methods, but the distinction is purely in the biology targeted and technology leveraged rather than any deep philosophical difference.
For this we suggest the new term \emph{Nervous System Interface (\hyperref[orgf403bf3]{NSI})}, to describe what's classically referred to as BCI, as a sub-category of our wider definition.
\section{Brains vs. computers vs. interfaces}
\label{sec:org729f1d4}
Table \ref{tab:b_vs_c_vs_i} presents a comparative summary of attributes of brains, computers and interfaces as discussed so far.
{\small %}
{\renewcommand{\arraystretch}{1.2} %} increased veritcal spacing
\begin{longtable}{|p{1.8cm}|p{3.0cm}|p{3.0cm}|p{3.0cm}|}
\hline
& \textbf{Brains} & \textbf{Computers} & \textbf{Interfaces}\\
\hline
\endfirsthead
\multicolumn{4}{l}{Continued from previous page} \\
\hline
& \textbf{Brains} & \textbf{Computers} & \textbf{Interfaces} \\
\hline
\endhead
\hline\multicolumn{4}{r}{Continued on next page} \\
\endfoot
\endlastfoot
\hline
\textbf{Primary Attributes} & Intelligence & Functionality \& efficiency & \hyperref[org2644eb5]{5AA}\\
\hline
\textbf{Theoretical Basis} & Cognitive sciences & Theory of computation & Information theory \& HCI\\
\hline
\textbf{Analog / Digital} & Analog & Digital & \hyperref[org44fccbb]{ADC}\footnotemark\\
\hline
\textbf{Strength} & Abstraction, planning \& agency & Raw power \& efficiency & Connecting brains \& computers\\
\hline
\textbf{Progress} & Genetic \& memetic evolution (slow) & Moore's law (very fast) & Revolutionary cycles (fast)\\
\hline
\textbf{Publicity} & Overrated & Overrated & Underrated\\
\hline
\caption{\label{tab:b_vs_c_vs_i}Comparison: brains vs. computers vs. interfaces}
\\
\end{longtable}\footnotetext[29]{\label{org21af70c}See \hyperref[sec:org7b0cd10]{Brain-computer ADC (Analog-to-Digital Conversion)} (\S \ref{sec:org7b0cd10}).}
}
}
A key intuition we take away is: how much can you change the human? Not much. How much can you change the computer? fast but incrementally. How much can you change the interface? Massively on occasion.
\section{The inputs and the outputs}
\label{sec:org2df8f03}
We adhere to the following convention for distinguishing the direction of information travel in BCI interface devices.
\medskip
\begin{tabular}{lll}
\textbf{Input} \label{input} & brain \(\rightarrow\) computer. & (e.g. keyboard)\\
\textbf{Output} \label{output} & computer \(\rightarrow\) brain. & (e.g. monitor)\\
\end{tabular}
\medskip
\noindent This means that \emph{input} devices primarily transmit information from the brain to the computer, whilst \emph{output} devices do the reverse.
Examples of input devices include mice, keyboards, microphones and, touchscreens; likewise, monitors, speakers, VR headsets, and printers are all output devices.
\section{Philosophical underpinnings}
\label{sec:org86b40c5}
In this section, we tackle some of the more abstract philosophical reasoning relating to the trajectory and limits of BCIs.
We'll cover some theories from the literature and extend them with our own ideas and commentary.
Principally we're interested in laws governing the fundamental relationship between humans and computers.
Perhaps there are insights that can structure our understanding, intuitions and design of technology.
If you find yourself doubting the absoluteness of some claim, retreat to a weaker ('mostly this is true') approximation, and note that it is most likely still producing equivalent conclusions.
{\setlist[itemize]{leftmargin=*} %}
\begin{mdframed}
\begin{description}
\item[{The Computational Theory of Mind\label{computational theory of mind} (\label{org204d6ba}CTM)}] The brain is a computer and cognition/consciousness is a computation, bounded by the theory of computation.
\begin{itemize}
\item \emph{Note:} We regard the \hyperref[org204d6ba]{CTM} as highly probable, though even a weaker case of the \hyperref[org204d6ba]{CTM} (that \emph{much} of the brain's functioning is computational) suggests that the brain can be seamlessly interfaced with, and extended by, external computation.
\item \emph{Note:} The \emph{\hyperref[org78bb90f]{Church-Turing-Deutsch Prinicple}} implies the \hyperref[org204d6ba]{CTM}.
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{The Extended Mind Thesis\label{extended mind thesis} (\label{org3b15c2d}EMT)}] The mind extends beyond the brain\footnote{Brain in the classical sense of the organ in the skull.} and the body.
Objects in the environment can be part of the cognitive process, extending the mind.
For example, a diary, counting on one's fingers or written calculations. \footnote{For the seminal work, see \autocite{ExtendedMindAndy}.}
\begin{itemize}
\item \emph{Note:} We think the \hyperref[org204d6ba]{CTM} strictly implies the \hyperref[org3b15c2d]{EMT}. If the mind is computational, then like any other computer it should be possible to externalise subroutines (see also \emph{\hyperref[org1ce07fc]{functional equivalence}}).
\item \emph{See also:} The \emph{\hyperref[org33f9226]{Enhanceable Mind Thesis}}.
\end{itemize}
\end{description}
\end{mdframed}
Putting the previous two results together yields
\begin{mdframed}
\begin{description}
\item[{\(\star\) The Extended Computational Mind Thesis (The \hyperref[org33f9226]{Enhanceable Mind Thesis}) (\label{org760d146}ECMT)}] The mind is a computer and it can extend beyond the brain/body to incorporate (what must be) external computation.
\begin{itemize}
\item \emph{Intuition:} We like to think the implication of the \hyperref[org760d146]{ECMT} is modifying the \emph{Extended Mind Thesis (\hyperref[org3b15c2d]{EMT})} into the \emph{\label{org33f9226}Enhanceable Mind Thesis (\hyperref[org3b15c2d]{EMT})}.
The insinuation is 1) the confidence of an upgrade (extend vs. enhance), and 2) the active future suffix (-ed vs -able)-- progress is ours to cultivate.
\end{itemize}
\end{description}
\end{mdframed}
\textbf{The \hyperref[org760d146]{ECMT} is the most potent theoretical underpinning of our work}\footnote{Particularly our \hyperref[sec:org5f92648]{practical project} (\S \ref{sec:org5f92648})}.
\textbf{The key realisation is that the magnitude of extended-ness is not at all fixed.}
\textbf{It matters tremendously whether you have an abacus extended mind or an AI supercomputer heads-up-display extended mind.}
\textbf{This is an actual differential in cognitive capacity.}
\textbf{Taking this seriously is an invitation to further extend/enhance the mind as best as possible.}
\begin{mdframed}
\begin{description}
\item[{\label{orgdc9cd5b}Transhumanism}] The practice of (and social movement interested in) extending/enhancing the mind and body.
\end{description}
\end{mdframed}
Also related to the \hyperref[org3b15c2d]{EMT} is:
\begin{mdframed}
\begin{description}
\item[{\label{orgef09c3f}Embodied Cognition}] The body and its interactions with the environment constitute, or contribute to, cognition.
For example, in VR you can experience nausea because the input from your eyes and body does not match.
\begin{itemize}
\item \emph{Key insight:} The brain (organ) is not the sole resource we have to solve problems.
\item \emph{Note:} This is closely related to the concept of \emph{Enactivism}-- that cognition arises through a dynamic interaction between the sensorimotor activity of an organism and its environment.
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{\label{org1ce07fc}Functional Equivalence}] As a computation can be defined purely by its inputs and outputs; two systems that produce the same outputs given the same inputs are 'functionally' the same thing and should be treated as such.
\begin{itemize}
\item \emph{Lemmas:} Applying \hyperref[org1ce07fc]{functional equivalence} to the \hyperref[org204d6ba]{CTM} yields two related concepts:
\begin{description}
\item[{Functionalism}] The assertion that mental states can be described purely functionally.
\item[{Substrate Independence}] The realisation that there is nothing special about the biological 'wetware' of the brain.
It could in principle be replaced by some other computing material (say silicon or photons), so long as the circuitry was functionally equivalent.
\end{description}
\item \emph{Note:} A key consequence of the above is that differing physical substrates of cognition would be internally indistinguishable-- an alien who came to inhabit your body would have no certain way of 'feeling' what cognitive apparatus was biological and what was artificially extended.
\end{itemize}
\end{description}
\end{mdframed}
\begin{mdframed}
\begin{description}
\item[{The Very Hungry Transistor Hypothesis (VHTH)}] Non-biological hardware will bear an increasing share of our cognition.
Transistors out-compete neurons for their (currently) favourable properties\footnote{Such as being faster (up to 10,000,000x), more durable, and within our capabilities to engineer.}.
\begin{itemize}
\item \emph{Note:} It's possible to imagine a situation in the not-to-distant future where the majority of our cognition is silicon extended; It might even be possible to go as far as to remove all/most biological wetware from human cognition.
\end{itemize}
\end{description}
\end{mdframed}
Finally, we question if/when humanity is no longer still the same species once deeply intertwined with computing:
\begin{mdframed}
\begin{description}
\item[{Homo Techno}] An evolved species of human whose cognition is highly extended by computation.
\end{description}
\end{mdframed}
}
\chapter{The ~5AA: 5 Advancing Attributes of BCI Interfaces}
\label{sec:org7f79682}
\begin{figure}[H]
\centering
\includegraphics[width=1\textwidth]{../../../Images/5AA_3.png}
\caption{\label{fig:5AA}The \hyperref[org2644eb5]{5AA} (5 Advancing Attributes) of BCI Interfaces}
\end{figure}
\textbf{The \emph{\label{org2644eb5}5AA} (\emph{5 advancing attributes of BCI interfaces}) is our fledgling theoretical framework for understanding and quantifying how BCI interfaces improve over time.}
It is an attempt to identify and detail the fundamental axes along which BCI interfaces progress, having have already discussed how humans \hyperref[sec:orgb436956]{approximately scale (slowly) in \emph{intelligence}} (\S \ref{sec:orgb436956}) and computers likewise \hyperref[sec:org97180ae]{scale in \emph{functionality} and \emph{efficiency}} (\S \ref{sec:org97180ae}).
We propose five separate but strongly interacting advancing attributes (\emph{\hyperref[org2644eb5]{5AA}}) and, where applicable, their subcategories (see Figure \ref{fig:5AA}).
We try to lay out in information theoretic terms why each attribute is synonymous with an improved flow of communication (and hence greater combined system intelligence).
As you will see from our following work, we use the \hyperref[org2644eb5]{5AA} framework as our core explanatory tool for analysing the strengths, weaknesses and opportunities of different interfaces.
Changes that advance \hyperref[org2644eb5]{5AA} attributes are seen as positively powerful, enough so and they can be \hyperref[sec:orgbbbb2de]{highly revolutionary} (\S \ref{sec:orgbbbb2de}).
Conversely, interfaces that neglect or underperform in certain attributes are ripe for disruption.
\textbf{This is an evolutionary framework: better interfaces get adopted over time.}
Note that many of the \hyperref[org2644eb5]{5AA}'s concepts have been lifted direct from \hyperref[sec:org94f7b3f]{our study of information theory} (\S \ref{sec:org94f7b3f}).
For example, \emph{accessibility} is a direct analog to \emph{\hyperref[org1125b77]{system uptime}.}
Additionally, though measuring attributes quantitatively is possible, we tend to stick to broad comparative measures e.g. ``Interface X can do everything interface Y can do but in E additional useful environment, hence making X more pervasive.''
Note also the previously defined concept of \emph{\hyperref[range]{range}} or \emph{\hyperref[org04e38cf]{frequency band}}, which bounds our \hyperref[org2644eb5]{5AA} analysis over a spectrum of communication, ``Allowing a system to be decomposed into many discrete channels in which the bandwidth/noise/etc. may be treated differently''; say, over some category of symbols (e.g. the ones found on a standard keyboard)\footnote{If you wanted to make serious quantitative measures, you would probably want to run experiments sampling from a corpus of text with a known symbol frequency distribution.}.
For example, a monitor might have great visual throughput but no working audio and a keyboard might have high WPM on prose text but be slow to type symbols.
The concept of \hyperref[range]{range} allows us to make this distinction.
Finally, also consider that the 'advancement' is \emph{local} not \emph{global}.