EDIT: THe URL for the cartoon Dycus embedded above has changed. Here is the new URL:
geekmaster wrote:That image reconstruction stuff is very interesting, but they have also cracked retinal coding, so there is now a functional prosthetic eye:
http://www.ted.com/talks/sheila_nirenbe ... dness.html
We are not far from being able to read and write images at the optical nerves, similar to scenes in the Dennis Quaid "Innerspace" film.
I have been waiting most of my life for a direct neural interface, and the Rift is just a temporary (poor man's) substitute. I suspect that the "real thing" will be horrifically expensive at any time during my lifetime.
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But progress is being made rapidly. There is some interesting information out there for those brain hackers amongst us who wish to modulate the "Virtual Reality" signals they inject into their heads:
Brain Electrostim Phase Coding:
http://www.frontiersin.org/Neuroscience ... 00051/full
... we proposed an alternative model, which considers phase coding as originating from sensory processing, after which the code is transferred to the cortex where it is decoded and re-encoded before it is further propagated to the associated systems, including the entorhinal cortex (EC) and hippocampus (Nadasdy, 2009). Recent studies reporting AP phase modulation in the prefrontal (Montemurro et al., 2008; Kayser et al., 2009; Siegel et al., 2009), auditory (Kayser et al., 2009), visual (Montemurro et al., 2008), and EC (Hafting et al., 2008) are consistent with this view. Despite the differences in physiological characteristics, cell types, the input–output connectivity and predominant oscillation frequencies across these systems, we argue that the sensory, thalamo-cortical and limbic systems are sharing the common language of phase coding. In this review without the capacity of describing system specific implementations we overview the common mechanism of AP phase coding.
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Intriguingly, the level of input current in these experiments will not only affect the firing rate but also the phase of APs, as phases advance systematically with increasing depolarization, even after the firing rate has been saturated (Figure 1). Using the phase, neurons are endowed with a broader dynamic range for encoding information than they are with the firing rate. A similar sensory encoding scheme has been proposed and experimentally observed in the salamander retina (Gollisch and Meister, 2008). If neurons encode information using the phase of APs, how will that information be read out?
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We propose that in all sensory systems, phase encoding and decoding takes place by a four-stage transformation. Stages 3 and 4 are also applicable to cortico-cortical information transfer. We will illustrate the four stages on the mammalian visual system, but the same principles can be generalized to other sensory systems.
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Above we described a conceptual model for neural encoding, information transmission, and decoding (for numerical simulations, see Nadasdy, 2009). For the sake of simplicity, we proved that information reconstruction from the phase code is nearly perfect within as few as four gamma cycles and 100 neurons, given the isomorphism of the SMO phase gradients at the sensory input and the target area (Nadasdy, 2009).
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Another remarkable feature of phase coding is that with only a few parameter adjustments we can obtain different solutions to represent space and time.
Now that we are beginning to understand the internal communications protocol of our brain, we will need a gateway to translate between brain protocol and internet protocol.
![Cool 8-)](./images/smilies/icon_cool.gif)
Fun times ahead, that's for sure. Just think of how immersive a game can be when injected directly into your brain.
One problem with games being "too real", is that it would be rude to discover that you are dying outside the game because you did something foolishly risky (believing you were still in the game), expecting that you would get another life if your gambit fails.
We must keep track of which side of the interface contains the "real" reality, because on the non-VR side you only get one life.