Keio University

Know the Brain, Use the Brain.

Participant Profile

  • Junichi Ushiba

    Junichi Ushiba

In our daily lives, we casually move our legs to walk down a path and extend our hands to grasp a cup. This is made possible by the brain, a mass of 14 billion nerve cells, exchanging signals with each other and commanding the muscles in our limbs to contract in the correct sequence and with the right amount of force. By understanding the mechanisms behind motor expression, we can delve into how brain diseases like stroke and Parkinson's disease cause limb impairment, which will allow us to advance research toward establishing new treatments. To understand and utilize the brain, we analyze brain activity during movement with ourselves as subjects (fig. 1) and virtually construct neural networks within computers and electronic circuits to verify their behavior (fig. 2).

Figure 1: A functional brain image measured by placing 160 coil-type sensors around the head. It shows that when clenching the right hand, the somatosensory motor area in the left hemisphere becomes highly active.
Figure 2: A human neural network constructed within a computer or electronic circuit. Since the activity of nerve cells is also digital—either ON or OFF—they are, in fact, extremely compatible with electronic devices.

Specifically, for example, we are developing methods to mathematically analyze activity signals from the brain and muscles to accurately identify fine limb tremors that the person may not even be aware of (fig. 3). Results from a large-scale survey of over 100 people have suggested that limb dexterity may depend on an element of "innate brain dexterity." We believe that the analysis methods we have developed and our neuroscientific discoveries can be applied to medicine and sports science, and demonstration experiments are underway at research institutions both inside and outside of Keio.

While we engage in this research to "know the brain," we have also recently begun research to "use the brain"—reading brain states in real time and operating external devices such as computers in response to changes in those states. This technology, which will help people with limb impairments and enrich their lives, is called a Brain-Machine Interface (BMI) and is being actively researched worldwide. The day when you can move a computer mouse cursor just by thinking, or have a robotic hand grasp a cup in place of your own—events that seem like they're straight out of a science fiction novel or movie—is actually just around the corner. Our research team has developed a technology to move a character in the 3D virtual reality world "Second Life" based on the user's motor imagery of their feet or hands (fig. 4). We plan to release an updated version within this year that will allow users to enjoy conversations with other characters and buy clothes they like at shopping malls within the virtual world. This technology, which merges the real and virtual worlds as depicted in the movie "The Matrix," is attracting significant attention both domestically and internationally as a way to support the daily lives of patients with quadriplegia for whom treatment is difficult.

Figure 3: The relationship between the somatosensory motor area and muscle activity when moving the right foot. By calculating the coherence function, even subtle differences in neural activity can be accurately distinguished.
Figure 4: An experiment to control a Second Life character using brainwaves. A headset developed in our lab reads brain activity from the surface of the subject's head. When the subject imagines moving their feet, the character displayed on the computer screen begins to walk. The machine with a monitor behind the subject is a dedicated device for amplifying brain activity.

While this technology of reading brain activity to control machines is a blessing for patients with quadriplegia who cannot move their own limbs, it is also true that it challenges our conventional sense of ethics. To what extent is it permissible to know the human brain? To what extent is it permissible to merge the brain with machines? With the rapid advancement of science and technology, we must once again re-examine the question, "What does it mean to be human?"

Advances in life sciences are combining with device engineering, creating a new world while also involving our values and ethics. We are now in an era where advanced neuroscience requires not only high-level specialized skills but also broad, comprehensive abilities. Why not take on the challenge of this new trend, where traditional academic fields such as science, engineering, medical sciences, and ethics are merging in a multilayered fashion?

The Tomita-Ushiba Laboratory has established a collaborative system with the Keio University Tsukigase Rehabilitation Center, the School of Medicine's Department of Rehabilitation Medicine, and its Department of Rehabilitation to promote practice-oriented, collaborative medical-engineering education and research.

Gakumon no susume (An Encouragement of Learning) (Research Introduction)

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Gakumon no susume (An Encouragement of Learning) (Research Introduction)

Showing item 1 of 3.