Mar 27, 2006
Avatar-mediated personality
Via New Scientist
When people take on a virtual computer-persona, the look of their character, or avatar, has a profound effect on their behaviour, according to Nick Yee and Jeremy Bailenson of Stanford University in Palo Alto, California:
Are you a confident, square-jawed warrior or a height-conscious little goblin? If you ever take on a virtual computer persona, the look you opt for may have a profound effect on your behaviour.
Online, in virtual worlds and chat rooms where people create cartoons of themselves known as avatars, changing your image is as simple as making a few clicks of a mouse. As people alter the appearance of their avatars, does their behaviour unwittingly change too?
To answer this question, Nick Yee and Jeremy Bailenson of Stanford University in Palo Alto, California, assigned two groups of students an avatar each, using a virtual reality headset. They were given less than a minute to examine their new selves in a "mirror" before being asked to step into a virtual room with another avatar controlled by an independent helper.
Irrespective of their real-life height, some in the first group were assigned ...
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21:12 Posted in Telepresence & virtual presence | Permalink | Comments (0) | Tags: Positive Technology
Medgadget: Neuro Semi-Conductor Interface
Via Medgadget
According to Information Society Technologies (IST), European investigators have created a novel interface between mammalian neurons and silicon chips. The development, achieved by the NACHIP project, funded by the EU Commission's Future and Emerging Technologies, is a "crucial first step in the development of advanced technologies that combine silicon circuits with a mammal's nervous system. "
From the press release:
The ultimate applications are potentially limitless. In the long term it will possibly enable the creation of very sophisticated neural prostheses to combat neurological disorders. What's more, it could allow the creation of organic computers that use living neurons as their CPU.Those applications are potentially decades away, but in the much nearer term the new technology could enable very advanced and sophisticated drug screening systems for the pharmaceutical industry.
"Pharmaceutical companies could use the chip to test the effect of drugs on neurons, to quickly discover promising avenues of research," says Professor Stefano Vassanelli, a molecular biologist with the University of Padua in Italy, and one of the partners in the NACHIP project, funded under the European Commission's Future and Emerging Technologies initiative of the IST programme.
NACHIP's core achievement was to develop a working interface between the living tissue of individual neurons and the inorganic compounds of silicon chips. It was a difficult task.
"We had a lot of problems to overcome," says Vassanelli. "And we attacked the problems using two major strategies, through the semiconductor technology and the biology."
21:08 Posted in Neurotechnology & neuroinformatics | Permalink | Comments (0) | Tags: Positive Technology
Mantra Mouse
From Medgadget
There is a small, hand-held and self contained GSR2 which has sold a half a million units and is already the largest selling Galvanic Skin Response monitoring device for home biofeedback. The GSR2 precisely monitors your stress levels by translating tiny tension-related changes in skin pores into a rising or falling tone. By resting two fingers on the sensing plates you learn to lower the pitch and your stress level.
21:04 Posted in Biofeedback & neurofeedback | Permalink | Comments (0) | Tags: Positive Technology
Wired: brain-training game
Can a new generation of mind-training games actually make you smarter?
Commentary by Clive Thompson (Wired)
A while ago, the science writer Steven Johnson was looking at an old IQ test known as the "Raven Progressive Matrices." Developed in the 1930s, it shows you a set of geometric shapes and challenges you to figure out the next one in the series. It's supposed to determine your ability to do abstract reasoning, but as Johnson looked at the little cubic Raven figures, he was struck by something: They looked like Tetris.
A light bulb went off. If Tetris looked precisely like an IQ test, then maybe playing Tetris would help you do better at intelligence tests. Johnson spun this conceit into his brilliant book of last year, Everything Bad Is Good For You, in which he argued that video games actually make gamers smarter. With their byzantine key commands, obtuse rule-sets and dynamic simulations of everything from water physics to social networks, Johnson argued, video games require so much cognitive activity that they turn us into Baby Einsteins -- not dull robots.
I loved the book, but it made me wonder: If games can inadvertently train your brain, why doesn't someone make a game that does so intentionally?
I should have patented the idea. Next month, Nintendo is releasing Brain Age, a DS game based on the research of the Japanese neuroscientist Ryuta Kawashima.
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18:19 Posted in Brain training & cognitive enhancement | Permalink | Comments (0) | Tags: Positive Technology




