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Mar 14, 2006

NADA - Networked Performance

Via Networked Performance

 

NADA affords both the technical novice and expert an unified platform for prototyping physical interfaces and digital content - from handheld product concepts to reactive environments that can be connected across the Internet.

Working models that require less work... NADA is designed for maximum versatility and efficiency. It is a true cross-platform application, and it connects to a variety of commercially available hardware for bringing digital information into and out of standard PC's and Macs. Supported hardware is automatically detected and auto-configured, minimizing complexity for the user. Project authoring with NADA can be done in either Macromedia Flash MX2004 (or later) or Java™. Even beginners without programming experience can design and prototype with sensors, actuators, lights, switches and animation using an intuitive graphical environment. Graduate to finer levels of control by developing projects using the NADA API for ActionScript and Java™. Below is the look of the NADA interface

Commedia Virtuale: from theatre to avatars

Commedia Virtuale: from theatre to avatars

Digital Creativity Journal, Volume 16, Number 3 / 2005

Ben Salem 

We are investigating face, hand and body expressions to be applied to avatars of a virtual environment to improve their communication capabilities and enrich and facilitate their perception by users of the environment. We report on our work based on obtaining inspiration from the world of theatre. In this perspective Commedia dell'Arte and Noh theatre have been the focus of our attention. We explore key features of Commedia dell'Arte, namely improvisation, exaggerated gestures and expressive postures, and investigate how their adoption in the design of avatars can be useful for collaborative virtual environments. With the same objectives we look at another theatre style, the Noh theatre. We investigate the variety of masks and the choreography. The outcome is a visual language for avatars made up of postures, gestures and appearances. We have concluded this investigation with the production of an experimental theatre play involving real and virtual actors.

Remote-Control Humans

Via the Presence L-Listserv 

(From Top Tech News

By Sixto Ortiz Jr.
March 10, 2006 7:02AM

The possibilities are endless, from fully immersive virtual- reality environments that faithfully reproduce real motion to, perhaps, a way to control unruly crowds without tear gas, rubber bullets, and riot police.

 

The idea of controlling people by manipulating brain activity long has been a staple of science fiction and dystopian fantasy. Hypnotism, implanted devices, brainwashing, even the Jedi mind trick -- all are methods that have appeared in fictional works as effective ways to subvert the will of human beings.

Today, however, the possibility of being controlled by an outside force is more science than fiction, thanks to researchers at Nippon Telegraph and Telephone in Japan.

A team at NTT's Communication Science Laboratories has invented a headset that can, when linked to a remote control equipped with a pair of joysticks, force the wearer to move against his or her will.

The device originally was designed to add realism to video games and other virtual environments. But while technically impressive, the invention is viewed by some as ethically troubling -- viewed, quite literally, as a new form of mind control. The apparatus has raised questions about the possibilities and perils of a world in which humans can be moved around like chess pieces.

Shock Value

NTT is using a technology called galvanic vestibular stimulation (GVS) to influence the delicate machinery in the inner ear that controls balance and movement in humans.
Subjects slip on the headset, which looks like a pair of bulky headphones, and researchers zap electrical impulses into their ears to control their movements remotely.

"At low currents, GVS selectively activates nerve cells in the peripheral vestibular system (the balance receptors in the inner ear) and such activation results in sensations and movements of the eyes and limbs, just as natural stimulation of balance receptors results in such movements," said Dr. Ian Curthoys, professor of vestibular function at the University of Sydney's Vestibular Research Laboratory.

In other words, GVS artificially induces the same natural sensations caused whenever the inner ear's balancing mechanism is stimulated with real movement. For example, Curthoys said, a subject undergoing this type of stimulation could feel like she is turning even though she is sitting still. The technology could be used both to trick a person into "feeling" motion and to move in a predetermined direction.

The possibilities are endless, from fully immersive virtual- reality environments that faithfully reproduce real motion to, perhaps, a way to control unruly crowds without tear gas, rubber bullets, and riot police.

 

Read the full article  


Two vacancies for Neural Scientists at University of Twente

 
The positions are available in the framework of the EU-project NeuroVers-it (Neuro-Cognitive Science and Information Technology, one of the Marie Curie research training networks). The EU-project aims at collaborative, highly multidisciplinary research between 11 european research institutions in the areas Neuro-cognitive Science and Robotics/IT. Topics are Self-learning and configuring systems, Bi-directional living-electronic interfaces, and Integrated self-learning living artefacts.
 
The vacancies reside in the group Biomedical Signals and Systems, Chair Neurotechnology, Department Electrical Engineering/Institute for Biomedical Technology (Faculty Electrical Engineering, mathematics and Computer Science). The specific research topic is the development of mathematical/simulation models for the evolution of in vitro cultured neuronal networks (connectivity and plasticity). The models will be based on (in-house and externally obtained) experimental data from cultured networks. They involve the evolution of ‘stand-alone’ networks (spontaneous behaviour) as well as ‘sensory connected’ (to the outside world), modulated and trained networks.

PhD student (4 years)

What we expect:
Recent MSc diploma in biophysics/electrical engineering/informatics/statistics or BME. Expertise in neurophysiology experimentation and mathematics/stochastic modeling/simulation.

What we offer:
We offer a full-time position with a maximum duration of 4 years. The gross salary for the PhD student will range from € 1877 in the first year to € 2407 per month in the fourth year, according to the Collective Labour Agreement for Dutch Universities. Salary will be supplemented by EU-mobility allowances. Candidates can not be Dutch citizens.

Postdoc (1 year, with possibility for extension to 2 or 4 years)

What we expect:

PhD diploma (not older than 6 years) in biophysics/neuroscience/neural networks/statistics or BME. Strong expertise in neuro-informatic modeling.

What we offer:
We offer a full-time position with a maximum duration of 4 years. The gross salary for the postdoc student will depend on experience, minimum is € 2639 per month, according to the Collective Labour Agreement for Dutch Universities. Salary will be supplemented by EU-mobility allowances. Candidates can not be Dutch citizens. Both positions involve extensive personal career plans and training, at UT and at several partner labs, a Neuroengineering summer school courses and eLearning platform facilities.

Information and application
For information about this position you may contact : Prof. dr. Wim L.C. Rutten, professor of Neurotechnology.
Tel: +31 53 4892761 or 4892760
e-mail: w.l.c.rutten@utwente.nl