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Jul 06, 2006

Recording of electrical activity by a multi-transistor array (MTA)

High- resolution multi-transistor array recording of electrical field potentials in cultured brain slices

M. Hutzler, A. Lambacher, B. Eversmann, M. Jenkner, R. Thewes, and P. Fromherz

Journal of Neuropyhsiology. Preprint online (May 10, 2006).

We report on the recording of electrical activity in cultured hippocampal slices by a multi-transistor array (MTA) with 16384 elements. Time-resolved imaging is achieved with a resolution of 7.8 µm on an area of 1 mm2 at 2 kHz. A read-out of fewer elements allows an enhanced time resolution. Individual transistor signals are caused by local evoked field potentials. They agree with micropipette measurements in amplitude and shape. The spatial continuity of the records provides time-resolved images of evoked field potentials and allows the detection of functional correlations over large distances. As examples, fast propagating waves of presynaptic action potentials are recorded as well as patterns of excitatory postsynaptic potentials across and along cornu ammonis.

Third International Meeting on Brain-Computer Interface Technology

 
This special issue of the IEEE Transactions on Neural Systems and Rehabilitation Engineering provides a representative and comprehensive bird's-eye view of the most recent developments in brain–computer interface (BCI) technology from laboratories around the world. The 30 research communications and papers are the direct outcome of the Third International Meeting on Brain–Computer Interface Technology held at the Rensselaerville Institute, Rensselaerville, NY, in June 2005. Fifty-three research groups from North and South America, Europe, and Asia, representing the majority of all the existing BCI laboratories around the world, participated in this highly focused meeting sponsored by the National Institutes of Health and organized by the BCI Laboratory of the Wadsworth Center of the New York State Department of Health. As demonstrated by the papers in this special issue, the rapid advances in BCI research and development make this technology capable of providing communication and control to people severely disabled by amyotrophic lateral sclerosis (ALS), brainstem stroke, cerebral palsy, and other neuromuscular disorders. Future work is expected to improve the performance and utility of BCIs, and to focus increasingly on making them a viable, practical, and affordable communication alternative for many thousands of severely disabled people worldwide.

Next-generation gaming experiences

Via Networked Performance

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While players of video games have always been waiting for the next generation of technology, less fuss is made about next-generation experiences. If such experiences are already there, what are they like? What would be the 21st-century-equivalent to the experiences of Andy Capp's Tavern's customers who rushed into the bar to play Pong until the machine got jammed with coins? Ask a script writer, a political mod artist, a middleware developer, a computer game researcher, and someone who has traded off his social contacts in real life for a high-level character in a MMOG - and you will be overwhelmed by the diversity of what makes an experience worth striving for.

Department of Media at the Faculty of Art & Design of the University of Lapland and Mediapolis Innomedia project will publish a multidisciplinary book on player experiences in early 2007. The book will be a compilation of peer-reviewed articles. Respecting the department of Media's tradition of combining research with design, the book aims to piece together contemplations from researchers, designers, and those in-between, within or outside the academia.

On one hand, the extending might mean creating games that allow new kinds of experiences or are more emotional, maybe by implementing innovations regarding for example gameplay, graphics, sound or the interface. Also the players are creative. Their use of games in a way designers did not intend alters their experiences. On the other hand, the extending takes place concept-wise. In the wake of new forms of games and playing new types of players get introduced to digital games. Thus, the concept of player experience has to assimilate very different takes on how, where, when and why games are played and experienced. No matter from which viewpoint one looks at the player's experience, it seems that it poses challenges for those trying to observe or analyse it, not to mention those who are trying to understand it in order to be able to design something new.

Topics that the authors are invited to be address from the viewpoint of the players experience include, but are not limited to the following, and case-studies with an artistic or an industrial perspective are also welcomed.

Games

- Game genres and gameplay concepts, abstract games, story-based games
- Game design "trends", e.g. movie-like games with no HUDs
- Graphics and sound; audiovisual styles, cel-shading, photorealism, sound-based games
- Different player setups; one or many, local or online, one-vs-one, team-vs-team, etc.
- Avatars and other player representations
- Innovations; new gameplay concepts, platforms, input devices, interfaces, AI
- Different types of games; online multiplaying (both hc & casual), mobile and portable games, pervasive and VR games
- Content; games not only for entertaining, i.e. "seriousness" of games, in-game advertising

Players

- Different player groups and motivations; e.g. newbie, casual, hc, professional, senior, grrl, and mom gamers
- The role of "fun" in players' experiences
- Player identities
- Games as media for human relations
- Players' goals, emotions, motivations, expectations
- Consequences of playing
- Borderline activities; guild/clan webfora, mods, machinima, real-money trade of in-game assets

Methodological challenges for research and design

- Games as form of art, propaganda or education
- Design research from all viewpoints
- Philosophy of the experience
- Game-related experiences vs. other experiences
- Player's experience compared to user's/reader's/viewer's experience
- The applications of cognitive psychology, affective computing, HCI, Media Studies, etc. on understanding the players' experiences

IMPORTANT DATES

All papers will be reviewed by an independent review committee, which will provide written feedback on each paper. NB: Due to popular demand, the abstract submission deadline has been extended from the original.

June, 19. 2006 Abstract submission (was: June 5th)
June, 26. 2006 Notification of acceptance (was: June 12th)
Sept, 5. 2006 Submission of full papers
Jan, 10. 2006 Submission of final papers

Jul 05, 2006

Awareness and Accountability in MM Online Worlds

Via Pasta and Vinegar

Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds

Robert J. Moore , Nicolas Ducheneaut and Eric Nickell.

To date the most popular and sophisticated types of virtual worlds can be found in the area of video gaming, especially in the genre of Massively Multiplayer Online Role Playing Games (MMORPG). Game developers have made great strides in achieving game worlds that look and feel increasingly realistic. However, despite these achievements in the visual realism of virtual game worlds, they are much less sophisticated when it comes to modeling face-to-face interaction. In face-to-face, ordinary social activities are "accountable," that is, people use a variety of kinds of observational information about what others are doing in order to make sense of others' actions and to tightly coordinate their own actions with others. Such information includes: (1) the real-time unfolding of turns-at-talk; (2) the observability of embodied activities; and (3) the direction of eye gaze for the purpose of gesturing. But despite the fact that today's games provide virtual bodies, or "avatars," for players to control, these avatars display much less information about players' current state than real bodies do. In this paper, we discuss the impact of the lack of each type of information on players' ability to tightly coordinate their activities and offer guidelines for improving coordination and, ultimately, the players' social experience.

 

Panasonic Emotions Testing Line

Re-blogged from Networked Performance

 

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The Panasonic Emotions Testing Line, by "nomadic" development designer JIŘÍ ČERNICKÝ, is a conceptual SD audio-prosthesis that aims to grasp the issue of the emotional deficits in society.

The device is a substitute, personal container for the emotions of users who are not able, or do not want, to experience life through their own emotional perceptions. It looks like a Walkman-type device with headphones that does not play music inside, but rather outside, of the head. The device facilitates the user's emotional communication with the world around him. It is not designed for his/her personal use only but is equipped with a tiny amplifier.

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The memory of the SD Audio Player chip card contains a great amount of data containing recordings of authentic human emotions. For instance, if the user finds himself in a situation where he has to argue with someone, yet he does not want to get into confrontation and to waste his own emotions, he locates a password on his SD Audio Player representing an appropriate emotional response, which he then applies accordingly.

The SD Audio Player can also record and thus appropriate other people's emotions: sniveling, peevishness, sobbing, moaning, crying, gradual emotional collapse, breakdown, yelling by a beaten person, the state of mind between laughter and crying, the hysterical family argument from Fellini's film Amarcord, pubescent giggling, comforting and fondling of a baby, a feeling of well-being, enthusiastic effusions, wearing somebody out, cuddling, soothing, etc. Such recordings, including those from movies, can be further edited and modified on a computer. In this way, the user can appropriate the emotions that are conveyed by celebrities and other prominent individuals.

Handheld Augmented Reality

 
medium_artoolkitplus_Smartphone_small.jpg Handheld Augmented Reality: A standard, off-the-shelf Personal Digital Assistant (PDA) constitutes a cost-effective and lightweight hardware platform for Augmented Reality (AR). A PDA provides a simple, well-known user interface, and is fully equipped with a touch-screen and camera for providing a video see-through Magic Lens metaphor of interaction. In our Handheld AR framework, all interactive processing is done exclusively on the PDA without relying on a server infrastructure, which makes this solution highly scalable. Because of the low cost and suitable ergonomic properties of the PDA platform, massive multi-user AR application become possible for the first time.

The MagicBook

 
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The MagicBook explores seamless transition between reality and virtual reality. When users look at the pages of a real book through a hand held display, they are able to see virtual content superimposed over the real pages, that is augmented reality. When they see an augmented reality scene they like, users can fly into the scene and experience it as an immersive virtual environment. Currently the user can transition smoothly between these two fixed viewing modes: the augmented-reality view and the virtual-reality view.

Hearing with Your Eyes

Via Medgadget 

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Manabe Hiroyuki has developed a machine that could eventually allow you to control things in your environment simply by looking at it. From the abstract:

A headphone-type gaze detector for a full-time wearable interface is proposed. It uses a Kalman filter to analyze multiple channels of EOG signals measured at the locations of headphone cushions to estimate gaze direction. Evaluations show that the average estimation error is 4.4® (horizontal) and 8.3® (vertical), and that the drift is suppressed to the same level as in ordinary EOG. The method is especially robust against signal anomalies. Selecting a real object from among many surrounding ones is one possible application of this headphone gaze detector. Soon we'll be able to turn on the Barry Manilow and turn down the lights with a simple sexy stare.

Jul 04, 2006

Blind Reader

Via KurzweilAI.net (press release) 

The National Federation of the Blind (NFB) unveiled Monday a groundbreaking new device, the Kurzweil-National Federation of the Blind Reader.

The portable Reader, developed by the National Federation of the Blind and renowned inventor Ray Kurzweil, enables users to take pictures of and read most printed materials at the click of a button. Users merely hold "the camera that talks" over print -- a letter, bills, a restaurant menu, an airline ticket, a business card, or an office memo --- to hear the contents of the printed document played back in clear synthetic speech.




Combining a state-of-the-art digital camera with a powerful personal data assistant, the Reader puts the best available character-recognition software together with text-to-speech conversion technology in a single handheld device.

"I've worked on reading machines for the blind and with the National Federation of the Blind for over thirty years, and this has been the most rewarding experience I've had as an inventor," said Ray Kurzweil, who was the chief developer of the first omni-font optical character-recognition technology, the first print-to-speech reading machine for the blind, the first CCD flatbed scanner, the first text-to-speech synthesizer, and the first commercially marketed, large-vocabulary speech recognition engine.

"I have always said that the most exciting aspect of being an inventor is to experience the leap from dry formulas on a blackboard to actual improvements in people's lives, and I've had the reward of that experience with this project.

This is basically a software invention, he explained. "In addition to squeezing omni-font optical character recognition and text-to-speech synthesis into a pocket sized computer, we had to develop intelligent image enhancement software that could clean up the images of print received from a digital camera. Unlike the images produced by a flatbed scanner, images from a digital camera are subject to rotation, tilt, curvature, uneven illumination and other distortions. The image enhancement software we developed automatically corrects for these problems.

"Because this is a software based technology, our users will be able to benefit from the futurefuture, we envision the reader being able to identify real-world objects, and even people's faces. So, for example, the product may tell you that there is a cat in front of you, a lamp to your left, and sitting to your right is your ex-wife.'" improvements we make. In the

Jul 03, 2006

Wish progress bar

via information aesthetics 

the "wish project bar" is a tool which measures long-term goals or whishes, as it creates an emotional link to the passing of time. the progress bar runs for 18 years with each band represents 1 year, serving as a gentle reminder & requiring very little attention. Users can make a wish, set the time by turning the top cap & then leave to do its thing.

 

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Navigated brain stimulation

Via Emerging Technology Trends 


A young Finnish company, Nexstim, has developed a non-invasive brain scanning and stimulation system called navigated brain stimulation (NBS). This system is already in use in 20 hospitals worldwide.


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From the company's website:

Medical professionals have always dreamt of the ability to actively reach into the brain - touch instead of looking. Modern brain scanners, such as MRI, already offer sophisticated views into the human brain. Yet, these images are passive views of structures.

Nexstim's Navigated Brain Stimulation (NBS) system reaches actively into the brain. NBS guides the precise delivery of targeted transcranial magnetic stimulation (TMS) pulses to discrete brain areas. The eXimia NBS system is the only device available for accurate prediction of the TMS stimulus location and dose within the human brain.

The safe and non-invasive mapping using eXimia NBS can support neurologists and neurosurgeons to diagnoze and treat the human brain diseases, trauma, and dysfunctions.

The earliest possible diagnosis of neuronal disorders rely on detection of functional changes with active, interventive tools such as NBS.

 


 


New device for reproducing smells

Via Cognitive Daily 

A team of researchers in Japan has built a device that is capable of reproducing an impressively large array of smells, says a report in New Scientist. 

The system will use 15 chemical-sensing microchips, or electronic noses, to pick up a broad range of aromas. These are then used to create a digital recipe from a set of 96 chemicals that can be chosen according to the purpose of each individual gadget. When you want to replay a smell, drops from the relevant vials are mixed, heated and vaporised. In tests so far, the system has successfully recorded and reproduced the smell of orange, lemon, apple, banana and melon. "We can even tell a green apple from a red apple," Team member Pambuk Somboon says.

23:43 Posted in Virtual worlds | Permalink | Comments (0)

Cell phone emissions excite the brain cortex

Source: Eurekalert
 
Electromagnetic fields from cell phones excite the brain cortex adjacent to it, with potential implications for individuals with epilepsy, or other neurological conditions. This finding is published in Annals of Neurology

More than 500 million people in the world use cell phones which emit electromagnetic fields (EMFs). Though many studies have looked at the effects of EMFs on the body, few have focused on their effects on the brain. Such effects could be harmful, neutral, or beneficial and might be particularly important for individuals with conditions involving cortical excitability, such as epilepsy.

Researchers in Italy, led by Paolo M. Rossini, M.D., Ph.D. of Fatebenefratelli, used Transcranial Magnetic Stimulation (TMS) to investigate brain function under exposure to electromagnetic fields from a common type of cell phone. Their study reports the effects of EMF exposure on brain physiology for the first time.

The researchers developed a double-blind study in which 15 young male volunteers were exposed to EMF signals from a GSM 900 cell phone for 45 minutes. They measured Motor Evoked Potentials (MEPs) during motor cortex TMS before, and immediately after EMF exposure, and also one hour later.

In 12 of the 15 subjects, the data showed an excitability change in the motor cortex adjacent to the cell phone. "Intracortical excitability was significantly modified, short intracortical inhibition was reduced and facilitation enhanced," the authors report. They found that the effects of the EMF were transient and the subjects' brains tended to return toward baseline conditions one hour after the exposure.

It would be premature to presume that this work implies that using a cell phone is bad for the brain in any way. Much more work needs to be done to understand whether these electrical changes in the brain make any difference whatsoever in the way we think or in any disease process in which cortical excitability is affected.

 

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Article: "Mobile phone emissions and human brain excitability." Ferreri, Florinda; Curcio, Giuseppe; Pasqualetti, Patrizio; De Gennaro, Luigi; Fini, Rita; Rossini, Paolo. Annals of Neurology; July 2006; (DOI: 10.1002/ana.20906 ).
 
Abstract

Objective
To test - via Transcranial Magnetic Stimulation (TMS) - the excitability of each brain hemisphere after real or sham exposure to the electromagnetic field (EMF) generated by a mobile phone operating in the Global System for Mobile Communication (GSM).

Methods
Fifteen male volunteers attended two experimental sessions, one week apart, in a cross-over, double-blind paradigm. In one session the signal was turned ON (EMF-on, real exposure), in the other it was turned OFF (EMF-off, sham exposure), for 45 minutes. Motor Evoked Potentials (MEPs) were recorded using a paired-pulse paradigm (testing intracortical excitability with 1 to 17 ms interstimulus intervals), both before and at different times after exposure to the EMF. Short Intracortical Inhibition (SICI) and Facilitation (ICF) curves were evaluated both on the exposed and non-exposed hemispheres. Tympanic temperature was collected during each session.

Results
The intracortical excitability curve becomes significantly modified during real exposure, with SICI being reduced and ICF enhanced in the acutely exposed brain hemisphere as compared to the contralateral, non-exposed hemisphere or to sham exposure. Tympanic temperature showed no significant main effect or interactions.
 

 

Ethics of Persuasive Technology

BJ Fogg has posted to his blog "Captology Notebook" an unpublished article on the ethics of persuasive technology that is really worth reading... 

 

ANALYZING THE ETHICS OF PERSUASIVE TECHNOLOGY

2005

 

DANIEL BERDICHEVSKY
B.J. FOGG
RAMIT SETHI
MANU KUMAR

Stanford Persuasive Technology Lab

Authors' addresses: Daniel Berdichevsky, 1006 Wall St. Los Angeles, CA 90015; B.J. Fogg, Ramit Sethi and Manu Kumar, Persuasive Technology Lab, Stanford University, Box 20456, Stanford, CA 94309
________________________________________________________________________


1. INTRODUCTION
When a doctor tells you your blood pressure is too high, you may modify your lifestyle to compensate: less salt, more exercise, fewer freedom fries. In a sense, the doctor has committed a persuasive act. We are unlikely to question the ethics of her having done so. But what if the doctor were out of the picture? Suppose a device at your bedside not only informed you of your blood pressure each morning, but shifted colors to convey the likelihood of your suffering a heart attack. Would such a persuasive technology be as ethical as a doctor giving you advice in her office? What if it were co-marketed with a treadmill?

The objective of this article is to describe and test a framework for analyzing the ethics of technologies that change people’s attitudes and behaviors. We focus on computerized persuasive technologies—the field known as “captology”—though similar considerations apply to non-computerized technologies, and even to technologies that change attitudes and behaviors by accident.

This idea of unintended persuasive outcomes is one reason we are revisiting this topic four years after the publication of an earlier piece by one of the authors, “Toward an Ethics of Persuasive Technology.” [Berdichevsky & Neuenschwander, 1999] Since 1999, persuasive elements have become common enough in both hardware and software—and especially on the web—that designers may not always be conscious of their persuasive nature. They may take them for granted. This telephone beeps to remind you to check your voice mail; that search engine changes its logo every day in a continuing narrative to pull you back more often . But even when persuasion is incidental to other design motives, it requires ethical attention—particularly because end users may not be expecting it and are therefore caught with their defenses down. [Fogg, 2002]

Why pay special attention to computerized persuasive technologies? The chief reason is that while non-computerized technologies can certainly be persuasive, only rarely can they stand on their own . A television with no infomercial to display will not convince you to buy new cutlery. A whip without someone to wield it will cow no slave into obedience. Even a carpool lane requires enforcement.

What makes computerized persuasive technologies more interesting than these examples is that they can persuade independently. Computerized persuasive technologies are also dynamic, changing in response to different users and their inputs. They allow persuasion—and the persuasive experience—to be simultaneously mass-manufactured and user-specific. For instance, a wristwatch that encourages you to keep running by congratulating you on the specific number of calories you have burned is completely self-contained. This leads to questions of agency: do you blame the wristwatch if a runner suffers a heart attack trying to achieve a certain pulse?

The full article can be accessed here 

Brain waves allows disabled to take a virtual stroll

From The Observer

A new 'virtual helmet' which harnesses the power of brain waves is allowing severely disabled people to feel as if they can walk and move again, opening up the prospect of using the mind to help them control wheelchairs, computers and even false limbs.

Just by imagining their feet moving, patients using wheelchairs can again experience what it feels like to stroll down a high street, thanks to the work of British scientists who have found a new way of using the power of thought. They have devised the helmet which can link brain wave patterns to a virtual reality system, allowing the wearer to enter an illusory world of movement.

The new system has been tried out for the first time by an Austrian man who became a paraplegic after a swimming accident. Tom Schweiger was injured on holiday in Greece seven years ago when a huge wave swept him on to rocks, severing the spinal cord in his neck and leaving him paralysed apart from some movement in his left arm.

Last week 31-year-old Schweiger was able to enter a different virtual world when the scientists from his home country and a team at University College London tested the new system. When he was asked by researchers to think about moving either his foot or his hand, the changes in his brain waves - or electroencephalogram (EEG) signals - were recorded by electrodes on the top of his head. These were then turned into a control signal which was linked up to the virtual reality system.

Schweiger was given special 3D glasses to wear so that the images created in the 'virtual cave' created for the experiment, made up of a four-sided room complete with stereo sound and projected images, gave him the illusion of walking through a street. Different characters appeared on the screen and talked to him and he was asked to respond...

 

Read the full article 


Jun 22, 2006

EmSense

From the EmSense website

The company EmSense has announced a patent-pending headset which should allow to measure psychophysiological correlates of emotional states in a lightweight, compact form factor. According to the company, signals measured include:

  • Brainwaves
  • Heart activity
  • Breathing
  • Blinking
  • Motion

According to the company, the system could have applications in several fields, such as education, personal health & fitness, professional performance development, training and simulation

Here is a picture of the headset:

 

 

Jun 21, 2006

New wrist-worn Linux PC targets healthcare

 Via Emerging Technology Trends

 

The Zypad WL 1000 is a new hands-free PC running Linux or Windows CE, which offers wireless networking and GPS tracking. It also includes a patented orientation sensor that can be configured to induce standby when the user's arm drops. According to the manufacter (Eurotech), the Zypad could be used by healthcare or law enforcement personnel. 


Eurotech expects to have the product "on the shelf" in late July, priced at $2,500. 

14:15 Posted in Wearable & mobile | Permalink | Comments (0) | Tags: wearable

Jun 18, 2006

Seizure Detection Algorithm

Via Medgadget


 

A New Zealand based medical device company is seeking FDA approval for their seizure detection algorithm. According to the company's press release:

The data supporting the seizure detection algorithm has been presented at multiple international medical conferences over the past 18 months. The data presented indicated that the BrainZ seizure detection algorithm had higher sensitivity, higher positive predictive value, higher correlation, and a lower level of false positive detection than two other recognized seizure detection algorithms. The latest presentation was made to the Pediatric Academic Societies' meeting in San Francisco in May 2006.
 

Company's technology in a nutshell:

 

 
The BRM2 Brain Monitor provides bilateral aEEG (amplitude-integrated EEG) displays to allow easy recognition of background EEG patterns, and EEG Waveform displays to show the raw EEG signal from each hemisphere.

Amplitude-integrated EEG (aEEG) provides a compressed display of the level (amplitude) of EEG activity.

It is useful for continuous monitoring of background EEG activity and for discriminating between normal and abnormal EEG traces.

Abnormal aEEG traces can be used to identify patients who require further neurological workup and investigations. Normal traces may be used to reassure families of the likelihood of good long term neurological outcome for their infant.

Studies show marked changes in the level and frequency of EEG activity after ischemic injury. These changes can be predictive of the extent of neurological deficit. The pathophysiologic EEG changes associated with brain injury evolve through latent and delayed phases, over several days. Prolonged monitoring over the first week after birth can be valuable, as normalization of aEEG recording is associated with an improved outcome compared to a persistently abnormal recording. The longer the period of monitoring the more accurately the severity of brain injury can be assessed.

Seizure activity has often been monitored by clinical assessment alone, however a large proportion of seizure activity is either difficult to assess by examination or has no clinical manifestation. Bedside monitoring with aEEG traces can be used to identify seizure-like events in real time, with review of the raw EEG trace recommended for event validation. EEG monitoring can be used to guide the affect of anticonvulsant therapy.

aEEg can also be used to help identify those patients who are most likely to benefit from new hypothermia therapies. These therapies may improve outcomes in infants exposed to hypoxic ischaemic encephalopathies.

 

18:30 Posted in Research tools | Permalink | Comments (0) | Tags: research tools

Artificial hippocampus to help Alzheimer's patients

Via Medgadget

According to journalist Jennifer Matthews (News14Carolina), neuroscientist Theodore Berger has developed the "first artificial hippocampus", which should help people suffering from Alzheimer's disease to form new memories.

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"There's no reason why we can't think in terms of artificial brain parts in the same way we can think in terms of artificial eyes and artificial ears," said Theodore Berger, who does research at the University of Southern California.

Berger believes this new technology will help not only Alzheimer's disease patients, but also individuals suffering from other CNS diseases such as epilepsy, Parkinson's disease or stroke. Also, with this new technolgy, the brain would gain help in information processing. A computer chip will reroute the information, bypassing damaged area(s) of the hippocampus

Exceptional counting ability induced by temporarily switching off brain region

Via KurzweilAI.net

Applying transcranial magnetic stimulation (TMS) to the left anterior temporal lobe allow for temporary exceptional counting and calculating abilities similar to those of autistic savants, according to Allan Snyder of Australian National University. ...