Black & Decker Hydrator

BttF_113

Lorraine prepares the family a pizza using a hydrator. She opens a sealed foil package, branded “Pizza Hut,” and removes a tiny puck of a pizza, placing it in the center of a large pizza tray. She inserts the tray into a “hydrator” oven and closes the hinged front door. A small green light illuminates on its panel. She puts her mouth close to the device and instructs it to, “Hydrate level 4, please.” A red light illuminates as a bubbling sound is heard for a few seconds. Then a timer bell rings, and both lights extinguish. Lorraine removes a full-sized and fully-cooked pizza from the oven.

It could be improved by not having her have to remember and enter the level of hydration. There might be an argument that this helps the hydrator feel like they’re doing enough effort, like the legendary Betty Crocker egg story. While snopes tells us that the usual version of this is poppycock, but also references Ernest Dichter’s research in which yes, the first generation of homemakers using instant cake mixes felt that a preparation that was too easy was too indulgent. So, perhaps the hydrator is first generation, and later generations will be able to detect the hydration needed from the packaging.  

Thumbknob

To get Jennifer into her home, the police take her to the front door of her home. They place her thumb on a small circular reader by the door. Radial LEDs circle underneath her thumb for a moment as it reads. Then a red light above the reader turns off and a green light turns on. The door unlocks and a synthesized voice says, “Welcome home, Jennifer!”

BttF_090

Similarly to the Thumbdentity, a multifactor authentication would be much more secure. The McFly family is struggling, so you might expect them to have substandard technology, but that the police are using something similar casts that in doubt.

Night Vision Goggles

Genarro: “Are they heavy?”
Excited Kid: “Yeah!”
Genarro: “Then they’re expensive, put them back”
Excited Kid: [nope]

Screenshot-(248)

The Night Vision Goggles are large binoculars that are sized to fit on an adult head.  They are stored in a padded case in the Tour Jeep’s trunk.  When activated, a single red light illuminated in the “forehead” of the device, and four green lights appear on the rim of each lens. The green lights rotate around the lens as the user zooms the binoculars in and out. On a styling point, the goggles are painted in a very traditional and very adorable green and yellow striped dinosaur pattern.

Tim holds the goggles up as he plays with them, and it looks like they are too large for his head (although we don’t see him adjust the head support at all, so he might not have known they were adjustable).  He adjusts the zoom using two hidden controls—one on each side.  It isn’t obvious how these work. It could be that…

  • There are no controls, and it automatically focuses on the thing in the center of the view or on the thing moving.
  • One side zooms in, and the other zooms out.
  • Both controls have a zoom in/zoom out ability.
  • Each side control powers its own lens.
  • Admittedly, the last option is the least likely.

Unfortunately the movie just doesn’t give us enough information, leaving it as an exercise for us to consider.

Screenshot (241)

Dr. Grant, Timmy is hogging the tech

Note that there aren’t enough goggles in the Jeep for everyone.  During a tour this might set up a competition for the goggles.  Considering how much a ticket to the island is implied to cost, the passengers in the Jeep would likely be unhappy at this constraint.

Better here would be some kind of HUD for the entire Jeep, with a thermal overlay or night-vision projection of what’s around the Jeep.

Alternatively, if cost is indeed an issue to Hammond, the TV screen could be used to show camera feeds of the pen and dinosaurs inside.

Hopefully A Prototype

The lights on the front show what’s happening internally, and give feedback that the goggles are doing something to people watching.  As we learn soon after this scene, dinosaurs are also very sensitive to light and motion.  Especially the T-Rex.

These night vision goggles would work best in darkness, where it would add to the tour to see a dinosaur behaving (relatively) naturally.  If the dinosaurs on the tour are very sensitive to light, then the motion on the front of the goggles would actually be counter to the goals person using the goggles.

So let’s presume these were a prototype, and why they were in the trunk and not mentioned by Hammond at the start of the tour.

Overall

The goggles look easy to use, but appear to need refinement from field experience.  A key point will be how the passengers react to having enough of them, and whether they serve the tourists in experiencing the park as intended.

Velociraptor Lock

The velociraptor pen is a concrete pit, topped with high-powered electric fences.  There are two ways into the pen: a hole at the top of the pen for feeding, and a large armored door at ground level for moving ‘raptors in and out. This armored door has the first interface seen in the film, the velociraptor lock.

JurassicPark_velociraptorlock03

 Velociraptors are brought from breeding grounds within the park to a secure facility in a large, heavily armored crate. Large, colored-light indicators beside the door indicate whether the armored cages are properly aligned with the door.  The light itself goes from red when the cage is being moved, to yellow when the cage is properly aligned and getting close to the door, to green when the cage is properly aligned and snug against the concrete walls of the velociraptor pen.  There is also a loud ‘clang’ as the light turns to green.  It isn’t clear if this is an audio indicator from the pen itself, the cage hitting the concrete wall, or locks slamming into place; but if that audio cue wasn’t there, you’d want something like it since the price for getting that wrong is quite high.

The complete interface consists of four parts (kind of, read on): The lights, the door, the lock, and the safety. More on each below.

1. The Deceiving Lights

The lights are the most obvious part of the system (aside from the cage and pen).  Everyone who is watching the cage also has a clear view of the lights – there is an identical set on the other side of the cage for the other half of the safety/moving crew.

sidelights

2. The Door

The Velociraptor pen’s door is perfectly shaped to accept the heavily armored cage, and is equipped with a rail system to keep the cage aligned properly with the door.  Though it takes eight workers to move the cage, they appear to be able to push the cage reasonably easily. When the light turns green, the workers move back to allow the gate to be manually raised on the cage, letting the caged velociraptor escape into the pen.

3. The “Lock”

JurassicPark_velociraptorlock01
Or, lack thereof…

Every indication (the lineup of the cage, the green lights, and the heavy metallic ‘clang’) gives the feeling of a secure mating between the cage and the pen.  All of the workers relax, as if they’re sure they’re as safe as they can be. But you can be certain, this is a false sense of security.

As soon as the velociraptor decides to test the lock, it is able to push the cage away from the pen wall.  The light near the door instantly changes from green back to red.

Narratively, this underscores some of the risks of the park, i.e. that it’s cheaply engineered despite appearances, and extra-diegetically sets the audience on edge since it’s not sure what it can trust. But, for us in the real world, given the many indications that the system was safe, it should have actually been safe.

4. The Safety

When the clever velociraptor knocks the cage back, a worker falls in and becomes an unscheduled snack. Attendant workers try to help using…

The Cattle Prods

When the gate master falls and gets snatched by the velociraptor in the cage, workers immediately rush in and start hitting her with cattle prods.  There are at least six prods being used, possibly more.

Since this is the first line of backup defense, the cattleprods should have been iterated until they actually deterred the ‘raptors.  Clearly, effort went into making the perimeter defenses secure against the larger dinosaurs. The same effort should have gone into making the cattle prods effective against velociraptors.

Design for Success

The Velociraptor pen door seems custom-designed for serious failure: No hard locks to keep the cage in place, horrible sight-lines, and manual controls in places that make it dangerous for workers. Even the solid feedback system only adds to the danger. It lulls the workers into thinking the system is safe.

Most, if not all, of these issues would be solved by a simple physical locking device on the cage. Something to hold the cage in place while the doors are open would maintain a secure pen and keep everyone outside safe. It would also eliminate the need for most of the support crew, who only end up getting in each other’s way.

To add to the safety, the park designers should have paid more attention to where people would be standing during the transfer process.  The armed guards (theoretically there to be a second line of defense), are placed in such a way that only a few of them are able to effectively fire.  Other guards on scene would have to fire past their fellow guards.

Presumably, this is why the armed guards don’t actually fire at the ‘raptor when Muldoon shouts to “Shoot her! Shooooooot her!!”

JurassicPark_velociraptorlock4

Keep the feedback…

The feedback systems of the cage are remarkably successful, for a placebo. The lights, sounds, and placement keep the workers and audience calm right up until things go horribly wrong.  With the addition of Muldoon’s organizational skill and animal handling skills, the feedback system is worth taking notes on.

…but make it mean something

The velociraptor pen was designed to tell the workers what state it was in, but not to actually keep them safe.  Muldoon’s precautions try to make up for the system’s failures, but only add to the problems as the workers trip over each other.

Bike interfaces

There is one display on the bike to discuss, some audio features, and a whole lot of things missing.

image00

The bike display is a small screen near the front of the handlebars that displays a limited set of information to Jack as he’s riding.  It is seen used as a radar system.  The display is circular, with main content in the middle, a turquoise sweep, and a turquoise ring just inside the bezel. We never see Jack touch the screen, but we do see him work a small, unlabeled knob at the bottom left of the bike’s plates.  It is not obvious what this knob does, but Jack does fiddle with it.

While riding, the bike beeps loud enough for Jack to be able to listen to and understand changes in the screen’s status.  At slower speed and at a stop, the beeping is quieter, as if the bike adjusted the sound level to shout over the wind-noise at speed.  On screen, pulsing red dots representing targets.  After he stops, Jack removes his goggles to look at the screen, but we see him occasionally glance down at the screen while riding with goggles on.  It appears like the radar is legible in either case.

After most of the bike-related events in Oblivion, Jack gets the bike back when it has been ridden.  At one point we see an alternate display that shows large letters that says “Fuel Low”.  At that point the turquoise ring has only a sliver of thickness left.

There are several things that riders of modern motorcycles would expect to be included in a dashboard display, such as a speedometer and temperature gauge. But, we see neither an indication of speed nor some sense of whether the engine is getting too hot.  Similarly, we see no indication of running lights. Where are these things? How are they not needed?

image01

Basically useable…

Yes, the bike’s display shows very basic information that Jack needs for short range exploration and riding.  Jack is able to tell by the loud beeps which direction he should be going, and whether he’s on the right track.  These tones appear to change based on distance to target (hot/cold), with the screen acting as the directional finder.  He only needs to glance down at the display to confirm what the audio feedback is telling him and get a map view of the terrain.

…But is it enough?

This bike would not be road legal today, as it has only the most basic information Jack needs to go exploring: Where to head, and how much fuel he has left. There’s a lot missing.

The most obvious missing piece is the distance to go.  The beacon shows up on orbital scans, so Vika should have an approximate location and distance to go off of.  Jack would then know how long it would take to get there, and whether he had enough fuel for the trip.

He’s also missing a good terrain view in front of him.  On a bike, he isn’t able to traverse just anywhere.  A map and terrain display would let him plan out a route that the bike could handle, instead of guessing and hoping he doesn’t run into a sheer cliff.

Given that Jack is exploring far away from civilization, medical help, the Bubbleship, or even some kind of storage area for first aid or food would be useful.  A bike like this should also have some sort of safety gear.  Jack appears to dislike things like helmets or bulky armor, so the bike should have some indication of built-in safety systems like a deployable, wrap-around airbag.

Given the presence of Scavs, the bike should also have some kind of anti-theft mechanism on it. A lock that only allows Jack to operate the bike, or automatic locking of the wheels would make it difficult for the Scavs to steal it and use the TET technology inside.  Instead, we see that the bike is stolen after Jack descends into the cave, leaving Jack stranded.

To improve the wayfinding, the TET, Vika, or Jack could plot a general course that is relatively safe, fuel efficient, and on the way to the target for the bike.  The bike could then use Jack’s already-present communications system to guide Jack along the route using purely auditory feedback and artificial surround sound (or real surround sound if the earbud is advanced enough).

Why Waste Jack?

Jack is probably expensive in time and material to create, and giving him some protection would save the TET resources.  Even if the TET didn’t care about its crews, it should care about valuable technology that can be used against it.

Aside from the safety factor, which is probably due to the TET’s underlying lack of care about individual Jacks, Jack’s bike is able to navigate him where he needs to go and get him back.  The bike’s radar works even at full speed to point Jack in the right direction thanks to noise-adjusted audio feedback.  Only the addition of some simple anti-theft devices would make the bike more effective for both Jack and the TET.

The bike is not a good example for real-world bikes of the future, but does help set Oblivion in a world where the “employer” doesn’t care about the “employee” beyond their basic ability to get the job done.

Healing chamber

StarshipTroopers-tank-02

After Johnny was mistakenly reported as killed, the next time we see him he is in a healing chamber, submerged in green-underlit translucent fluid, resting on form-fitting clear plastic supports. He breathes through a tube, and a pair of small robot arms work busily to regenerate the damaged tissue in his leg.

StarshipTroopers-tank-01

The main reason to discuss this chamber on a blog about interfaces is the material choice of the outside of the chamber. By being surrounded completely in a transparent material (glass? plexiglass? transparent aluminum?), it means that physicians can keep an eye on progress, and he can have visual interactions with visitors, as we see when Dizzy and Ace visit to share with him his mistaken death certificate (and for Dizzy to leave him a kiss.) Additionally it gives Johnny something to look at during the long hours of recuperation.

I’m not sure why the green light is necessary. The scene implies that it could serve some part in the healing process, but if not, I wonder if an amber light might signal a more human, nurturing warmth to Johnny and visitors. Narratively, you’d want to avoid anything too yellow or run the risk of the audience’s first interpretations drifting too far to the Andres-Serrano-esque.

StarshipTroopers-tank-04_gold

Dispatch

LOGANS_RUN_map_520

At dispatch for the central computer, Sandmen monitor a large screen that displays a wireframe plan of the city, including architectural detail and even plants, all color coded using saturated reds, greens, and blues. When a Sandman has accepted the case of a runner, he appears as a yellow dot on the screen. The runner appears as a red dot. Weapons fire can even be seen as a bright flash of blue. The red dots of terminated runners fades from view.

Using the small screens and unlabeled arrays of red and yellow lit buttons situated on an angled panel in front of them, the seated Sandman can send a call out to catch runners, listen to any spoken communications, and respond with text and images.

LogansRun094

*UXsigh* What are we going to do with this thing? With an artificial intelligence literally steps behind them, why rely on a slow bunch of humans at all for answering questions and transmitting data? It might be better to just let the Sandmen do what they’re good at, and let the AI handle what it’s good at.

But OK, if it’s really that limited of an Übercomputer and can only focus on whatever is occupying it at the moment, at least make the controls usable by people. Let’s do the hard work of reducing the total number of controls, so they can be clustered all within easy reach rather than spread out so you have to move around just to operate them all. Or use your feet or whatever. Differentiate the controls so they are easy to tell apart by sight and touch rather than this undifferentiated mess. Let’s take out a paint pen and actually label the buttons. Do…do something.

LogansRun095

This display could use some rethinking as well. It’s nice that it’s overhead, so that dispatch can be thinking about field strategy rather than ground tactics. But if that’s the case, it could use some design help and some strategic information. How about downplaying the saturation on the things that don’t matter that much, like walls and plants? Then the Sandmen can focus more on the interplay of the Runner and his assailants. Next you could augment the display with information about the runner, and perhaps a best-guess prediction of where they’re likely to run, maybe the health of individuals, or the amount of ammunitition they have.

Which makes me realize that more than anything, this screen could use the hand of a real-time strategy game user interface designer, because that’s what they’re doing. The Sandmen are playing a deadly, deadly video game right here in this room, and they’re using a crappy interface to try and win it.

Lifeclock: The central conceit

LogansRun004

The central technological conceit of the movie is the lifeclock, a rosette crystal that is implanted in each citizen’s left palm at birth. This clock changes color in stages over the course of the individual’s lifetime.

Though the information in the movie is somewhat contradictory as to the actual stages, the DVD has an easter egg that explains the stages as follows.

White white Birth to 8 years
Yellow yellow 9 to 15 years
Green green 16 to 23 years
Red red 24 years to 10 days before Lastday (30 years)
Blinking Red red_blink from 10 days before Lastday to Lastday
Black black End of Lastday (Carousel/death)

LOGANS_RUN_blinking_520

Lifeclocks derive their signal and possibly power from a local-area broadcast in the city. When Logan and Jessica leave the city their lifeclocks turn clear.

The signal of the lifeclock is so central to life that most citizens dress exclusively in colors that match their lifeclock color. Only certain professions, such as Sandmen and the New You doctor, are seen to wear clothing that lacks clear reference to a lifeclock color, even though the individuals in these professions have lifeclocks and are still subject to carousel at Lastday. We can presume, though are not shown explicitly, that certain rights and responsibilities are conferred on citizens in different stages, such as legal age of sexual consent and access to intoxicants, so the clothing acts as a social signal of status.

LogansRun018

As an interface the lifeclock is largely passive, and can be discussed for its usability in two main ways.

Color

The first is the color. Are the stages easily discernable by people? The main problem would be between the red and green stages since the forms of red-green color blindness affects around 4% of the population. To accommodate for this, reds are made more discernable with a brighter glow than the green. As a wavelength, red carries the farthest, and blinking is of course a highly visible and attention-getting signal, which makes it difficult for an individual to socially hide that his or her time for carousel has come.

LogansRun228

Black is a questionable signal since this indicates actual violation of the law but does not draw any attention to itself. Casual observation of a relaxed hand with a black lifeclock might even be mistaken for a colored lifeclock in shadow, but as the citizenry has complete faith in the system and a number of countermeasures in place to ensure that everyone either attends carousel or is terminated, perhaps this is not a concern.

But if we’re just going on human signal processing, the red should be reserved for LastWeek, and a blinking red for after LastDay. That leaves a color gap between 24 and 30. I’d make this phase blue, since it looks so clearly different from red. The new colors would be as follows.

White white Birth to 8 years
Yellow yellow 9 to 15 years
Green green 16 to 23 years
Blue blue 24 years to 10 days before Lastday (30 years)
Red red from 10 days before Lastday to Lastday
Blinking Red red_blink End of Lastday (Carousel/death)

Location on the body

The second question is the location of the lifeclock. Where should it be placed? It is a social signal, and as such needs to be visible. The parts of the body that are most often seen uncovered in the film are the hand, the neck, and the head. The neck and head are problematic since these are not visible to the citizen himself, useful for reinforcing compliance with the system. This leaves the hand.

LogansRun_placement

Given the hand, the palm seems an odd choice since in a relaxed position or when the hand is in use, the palm is often hidden from view of other people. The colored clothing seen in the film show that a citizen’s life stage is not really considered a private matter, so a location on the back of the hand would have made more sense. To keep it in view of its owner, a location on the fleshy pad between the thumb and the forefinger would have made a better, if less cinematic, choice.

Ghost-hacking by public terminal

GitS-phonecall-01

The garbage collector who is inadvertently working for Ghost Hacker takes a break during his work to access the network by public terminal. The terminal is a small device, about a third of a meter across, mounted on a pole about a meter high and surrounded by translucent casing to protect it from the elements and keep the screen private. Parts are painted red to make it identifiable in the visual chaos of the alleyway.

GitS-phonecall-02

After pressing a series of buttons and hearing corresponding DTMF, or Touch-Tones, he inserts a card into a horizontal slot labeled “DATA” in illuminated green letters. The card is translucent with printed circuitry and a few buttons. The motorized card reader pulls the card in, and then slides it horizontally along a wide slot while an illuminated green label flashes that it is INSPECTING the card. When it is halfway along this horizontal track, a label on the left illuminates COMPRESS.

On a multilayer, high-resolution LCD screen above, graphics announce that it is trying to CONNECT and then providing ACCESS, running a section of the “cracking software” that the garbage collector wishes to run. After he is done with ACCESS, he removes the card and gets back to work.

GitS-phonecall-06

From a certain perspective, there’s nothing wrong with this interaction. He’s able to enter some anonymous information up front, and then process the instructions on the card. It’s pretty ergonomic for a public device. It provides him prompts and feedback of process and status. He manages its affordances and though the language is cryptic to us, he seems to have no problem.

Where the terminal fails is that it gives him no idea that it’s doing something more than he realizes, and that something more is quite a bit more illegal than he’s willing to risk. Had it given him some visualization of what was being undertaken, he might have stopped immediately, or at least have returned to his “friend” to ask what was going on. Of course the Ghost Hacker is, as his name says, a powerful hacker, and might have been able to override the visualization. But with no output, even novice hackers could dupe the unknowing because they are uninformed.

REAL TIME FULL SCAN HACKING

GitS-cybrain-06

When Section 9 monitors a cyborg’s brain for real-time evidence of hacking, we see a monitoring scan. It shows a screen-green wireframe brain floating at an oblique angle in a black space. A 2D rectangle repeatedly builds it with a “wipe” from front to back, which leaves a dim 3D trail in its passing that describes the brain shape. Fans of the National Library of Medicine’s The Visible Human Project may see similarities, though the project’s visualizations would not be available until a year after the film’s release.

In the upper left is a legend reading, “REAL TIME FULL SCAN HACKING” with some numbers, with another unintelligible legend in the lower right. The values in the upper left never change, and the values in the lower legend change too rapidly to read them. After a beat, a text overlay appears on the right hand side of the screen with vaguely-medical terms listed in all capital letters, flying by too quickly to read*. There is an additional device seen in the corner of the frame, with progress-bar-like displays with thick green lines that wobble left and right. Two waveforms hang above this, their labels off screen. Yellow “fireworks” appear near the “temples” of the brain, indicating the parts under attack.

A question of usefulness

If data doesn’t change or changes too fast to read, it is worth asking if the data should be shown at all. If it’s moving too fast, other representations might work better, like a progress bar, a map, or sparkline. Of course, we know that many programmers may use this kind of output during the run of a program so that if the program stops, the last few activities may be immediately known, so this may be more code than interface.

*Vaguely-medical terms

If you’re the sort of nerd who obsesses over details, following is the text that flashes on the right hand side of the display. There’s nothing in it that is really helpful or informative to a review. It’s mostly internal organs or parts of the brain augmented with “CHECKS” and “CONNECTS”. There’s one exception, about halfway through the 5-second sequence, where it reads “M.YGODDESS CHECK.” Diegetically, it could be a programmers slang for a body part. More likely it’s a reference to Oh! My Goddess!, a manga by Kosuke Fujishima that’s been in print since 1988.

GitS-cybrain-07

ACCESS
CHECK CONNECT
MOTOR FIBERS CHECK
CONNECT POINT NCL
NCL. AMBIGUOUS
SEARCH AN ARTFICIAL B
NCL. AMBIGUOUS CHECK
AN ARTIFICIAL BODY’S PO
GANGLION SUPERIUS CHECK
NO REJECTION
FORAMEN JUGULARE PAG
GANGLION INFERIUS
GANGLION INFERIUS
PROPER VOLTAGE
RAMIPHARMNGEI CAL.L.D
N. LARYNGEUS SUPERIOR
RAMIPHARYNGI CHECK
PLEXUS PHARYNGEUS CHECK
PLEXUS PHARYNGEUS CHECK
NEXT
M.LEVATOR VELI PALAT
MM.CONSTRICTORES PHA
CALLING…
M.LEVATOR VELI PALAT
MM.CONSTRICTORES PHA
CONNECT
N.LARYNGEUS SUPERIOR
N.LARYNGEUS RECURRE
RAMUS EXTERNUS CHECK
NEXT
M.CIRCOTHYROIDEUS
RAMIESOPHAGEI CALLIN
N.LARYNGEUS RECURRED
NO REJECTION
CHECK FEEDBACK TO
NCL. AMBIGUUS
RAMITRACHEALES CHEC
FEEDBACK TO NCL. AMBI
RAMIESOPHAGEI CHECK
NEXT
N.LARYNGEUS INFERIOR
CONNECT N.VAGUS MOTOR
CHECK OVER
EXTEROCEPTIVE SENSOR
CHECK STRAT
CONNECT POINT NCL
NCL. SPINALIS N TRIG
SEARCH AN ARTIFICAL B
NCL.SPINALIS N.TRIGG
CHECK
AN ARTIFICIAL BODY’S PO
TR.SPINALIS N. TIGGER
NO REJECTION
TR.SPINALIS N.TRIGE
CANALICULUS MASTOID
VISCEROMOTOR FIBERS
CANALICULUS MASTOIDS
CONNECT POINT NCL
NCL. DORSALIS N. VAGI
RAMUS AURICULARIS CH
CHECK FEEDBACK TO
NCL. SPINALIS N. TRIGEG
SEARCH AN ARTIFICIAL B
N. VAGUS ENERROCEPTIN
FEEDBACK TO
NCL. SPINALIS TRIGER
CHECK OVER
ANARTIFICAL BODY’S PO
NCL.DORSAL IS N. VAGI
GANGLION SUPERIUS
NO REJECTION
GANGLION SUPERIUS CH
FORAMEN JUGULARE PAS
GANGLION INFERIUS CHE
SAFETY CONNECT PROGR
RAMICORDIACICERVICA
CALLING…
RAMICORDIACICERVICA
NO REJECTION
NEXT
RAMICORDIACICERVICA
CALLING…
PLESUS CARDIACUS CAL
RAMICORDIACICERVICA
PLESUS CARDIACUS CHE
M. ATSUMO TOKAORU CHE
ATOMIC DISPOSITION C
M.YGODDESS CHECK
CHECK OVER
GUSTATORY FIBERS
CHECK STRAT
CONNECT POINT NCL.
NCL. SOLITARIUS
SEARCH AN ARTIFICAIAL B
NCL. SOLITARIUS CHECK
AN ARTIFICIAL BODY’S PO
GANGLION SUPERIUS
NO NOIZE
NEXT
GANGLION SUPERIUS CH
FORAMEN JUGULARE PRE
GANGLION INFERIUS CHE
GANGLION INFERIUS CHE
RAMIPHARYNGEI CALLING
RAMIPHARYNGEI CHECK
PLEXUS PHARYNGEUS CA
NO REJECTION
PLEXUS PHARYNGEUS CH
TASTE BUDS CALLING
CHECK FEEDBACK TO
NCL. SOLITARIUS
TASTE BUDS CONNECT
FEEDBACK NCL. SOLITAR
CHECK OVER
VISCEPOSENSORY FIBER
CHECK STRAT
CONNECT POINT NCL
NCL SOLITARIUS
SEACH AN ARTIFICIAL B
NCL. SOLITARIUS CHECK
AN ARTIFICIAL BODY’S PO
TRACTUS SOLITARIUS C
NO NOIZE
TRACTUS SOLITARIUS C
GANGLION SUPERIUS CA
NO REJECTION
GANGLION SUPERIUS CH
FORAMEN JUGULARE PAS
GANGLION INFERIUS CA
N.LARYNGEUS SUPERIOR
N.LARYNGEUS RECURRED
PLEXUS PULMONAL IS CA
N. LARYNGEUS RECURRED
RAMIESOPHAGUI CALLI
N. LARYNGEYS INFERIOR
RAMITRACHEALES SUPERIOR
RAMUS INTERNUS CALLI
PLEXUS INTERNUS CALLI
PLEXUS PULMONALIS CH
PLEXUS ESOPHAGEUS CA
RAMIESOPHAGEI CHECK
N.LARYNGEUS INFERIOR
PLEXUS EXOPHAGEUS CH
TRUNCUS VAGALIS POST
RAMITRACHEALES CHEC
TRUNCUS VAGALIS ANTE
RAMUS INTERNUS CHECK
VOCAL CORO CALLING
TRUNCUS VAGALIS POST
RAMICOEL CALLING
RAMIRENALES CALLING
TRUNCUS VAGALIS ANTE
RAMIHEPATICI CHECK
PLEXUS HAPATICUS CAL
RAMIGASTRICIPOSTER
RAMIRENALES CHECK
PLEXUS RENALIS CALLI
RAMICOELIACI CHECK
PLEXUS COELICUS CALL
RAMIHEPATICI CHECK
PLEXUSHEPATICUS CALL
RAMIGASTRICI ANTERIO
PLEXUS COELICUS CHEC
RAMI GASTRICIPOSTER
PLEXUS RENALIS CHECK
RAMIGASTRICI ANTERIO
CHECK FEEDBACK TO
BCL. SOLITARUS
PLEXUS HEPATICUS CHE
FEEDBACK TO NCL. SOLIT
VOCAL CORD CHECK
CHECK OVER
CHECK CONNECT
MOTOR FIBERS CHECK
CONNECT POINT NCL
NCL. AMBIGUUS
SEARCH AN ARTIFICAL B
NCL.AMBIGUOUS CHECK
AN ARTIFICAL BODY’S
GANGLION SUPERIUS CA
GANGLION SUPERIUS CH
NO REJECTION
FORAMEN JUGULARE PAS
GANGLION INFERIUS CAL
GANGLION INFERIUS CHE
PROPER VOLTAGE