Ok

By continuing your visit to this site, you accept the use of cookies. These ensure the smooth running of our services. Learn more.

Oct 01, 2006

Color of My Sound

Via infosthetics

medium_colorofmysound.jpg

Color of My Sound is an Internet-based application that allows to assign colors to specific sounds. The project is inspired by the phenomenon of synesthesia, the mixing of the senses.

In CMS, users choose a sound category. Then, after listening, they can choose the color to which they are most strongly drawn. finally, they can see how others voted for that particular sound.

The Color of My Sound's original prototype has recently won a Silver Summit Creative Award, and is up for a 2006 Webby, in the NetArt category.


see also music animation machine & wolfram tones.

SCACS

Re-blogged from information aesthetic


wearableviz.jpg

SCACS is a "Social Context-Aware Communication System" that collects information on social networks (i.e. academic co-author relationships networks) & visualizes them on wearable interfaces to facilitate face-to-face communications among people in physical environments. RFID sensors sense the identity of specific people (i.e. authors) nearby, & a wearable computer transforms the complex social network graphs into treemaps, which are then shown as augmented reality on a wearable interface (or head-mounted display).


link: aist-nara.ac.jp (pdf)

HiResolution Bionic Ear System

Via Medgadget

Medgadget reports that Boston Scientific has received FDA approval of its cochlear implant Harmony™ HiResolution® Bionic Ear System, a device designed for severely deaf patients.

From the press release:

Developed by the Company's Neuromodulation Group, the Harmony System delivers 120 spectral bands, 5 - 10 times more than competing systems, helping to significantly increase hearing potential and quality of life for the severe-to-profoundly deaf.

"The Harmony System represents the next generation of cochlear implant technology," said Jeff Greiner, President of Boston Scientific's Neuromodulation Group. "We have brought together unprecedented advancements in science, design and functionality for the user -- furthering our commitment to restoring hearing and improving quality of life for those living with hearing loss due to permanent inner ear or auditory nerve damage."

Designed to enhance music appreciation and improve hearing in a variety of difficult listening environments, the Harmony System couples revolutionary internal sound processing (with the optional HiRes Fidelity™ 120) with the new Harmony behind-the-ear (BTE) external sound processor. Together, the two key components of the Harmony System are designed to provide significantly enhanced spectral resolution compared to conventional systems for a more natural representation of sound to help improve patient performance...

Cochlear implant users can access soft whispers and loud sounds without adjusting dials or controls with Harmony's CD-quality processing and sophisticated dual-loop automatic gain control, helping users better appreciate music, hear in noisy environments, use the telephone, and hear sounds that are loud and soft.

In addition to the FDA approval, the Harmony HiResolution Bionic Ear System recently received approval from Health Canada and the CE mark in Europe.

According to clinical evaluation results, approximately 80 percent of the subjects reported a strong preference for the Harmony sound processor with HiRes Fidelity 120, most noting that they had improved clarity of speech and/or that environmental sounds were clearer and easier to distinguish.

The HiResolution Bionic Ear System with optional HiRes Fidelity 120 is approved in the U.S. for adults only at this time and for all patients in Canada and Europe. The product is expected to be available in early 2007.

 

Sep 30, 2006

Gaming Realities

Re-blogged from Networked Performance 

By luis on Opportunities + Events + Resources

logo06.gif

What role do videogames play in our lives today? As the boundaries between the virtual and the real blur more and more in the new gaming worlds we have come to inhabit, new conditions arise.

With the theme Gaming Realities, medi@terra 06 aims to explore the different dimensions and developments in the gaming fields and the impact they have on the different fields of society today. This year's Festival and International Conference set up to explore the diverse ideas, narratives, and ideologies involved in the video games.

Videogames express and reflect today's world, its aesthetics and technologies, give rise to new identities and new mentalities. Medi@terra Festival has invited individuals who have realised the importance and dimensions which this field has acquired, asking them to deposit their viewpoints and experiences with regard to the connections of the game to society, the identity and psychology of the player, the space and narration of the game, new technologies and conceptions and possibilities for the computer game to comprise the key art of 21st century.

'Gaming Realities: the Challenge of Digital Culture' is a three days International Conference [6-8 October, Athens] organised by Fournos Centre for the Digital Culture.







Perimeters, Boundaries, and Borders

Re-blogged from Networked Performance 

20060929.gif

 

Artists, architects, designers, and other practitioners are constantly fashioning new forms and challenging disciplinary boundaries as they employ techniques such as rapid prototyping and generative processes. In the exhibition Perimeters, Boundaries, and Borders, at Lancaster, UK's Citylab, organizers Fast-uk and Folly explore the range of objects, buildings, and products being conceptualized with the aid of digital technologies. Aoife Ludlow's 'Remember to Forget?' is a series of jewelry designs that envisioned accessories incorporating RFID tags that allow the wearer to record information and emotions associated with those special items that we put on daily. Tavs Jorgensen uses a data glove in his 'Motion in Form' project. After gesturing around an object, data collected by the glove is given physical shape using CNC (Computer Numerical Control) milling, creating representations of the movements in materials such as glass or ceramics. Addressing traces of a different sort is Cylcone.soc, a data mapping piece by Gavin Bailey and Tom Corby. These works and many more examples from the frontiers of art and design are on view until October 21st." Rhizome News.




Increasing cortical activity in auditory areas through neurofeedback fMRI

Increasing cortical activity in auditory areas through neurofeedback functional magnetic resonance imaging.

Neuroreport. 2006 Aug 21;17(12):1273-8

Authors: Yoo SS, O'Leary HM, Fairneny T, Chen NK, Panych LP, Park H, Jolesz FA

We report a functional magnetic resonance imaging method to deliver task-specific brain activities as biofeedback signals to guide individuals to increase cortical activity in auditory areas during sound stimulation. A total of 11 study participants underwent multiple functional magnetic resonance imaging scan sessions, while the changes in the activated cortical volume within the primary and secondary auditory areas were fed back to them between scan sessions. On the basis of the feedback information, participants attempted to increase the number of significant voxels during the subsequent trial sessions by adjusting their level of attention to the auditory stimuli. Results showed that the group of individuals who received the feedback were able to increase the activation volume and blood oxygenation level-dependent signal to a greater degree than the control group.

Endoscopic eye tracking system for fMRI

Endoscopic eye tracking system for fMRI.

J Neurosci Methods. 2006 Sep 13;

Authors: Kanowski M, Rieger JW, Noesselt T, Tempelmann C, Hinrichs H

Here we introduce a new video-based real-time eye tracking system suitable for functional magnetic resonance imaging (fMRI) application. The described system monitors the subject's eye, which is illuminated with infrared light, directly at the headcoil using an endoscopic fibre optical system. This endoscopic technique assures reliable, easy-to-use and fast adjustment. It requires only a minimal amount of equipment at the headcoil and inside the examination room. Moreover, the short distance between the image acquisition optics and the eye provides high spatial tracking resolution. Interference from physiological head movement is effectively reduced by simultaneous tracking of both eye and head movements.

Utilizing Gamma Band to Improve Mental Task Based Brain-Computer Interface Design

Utilizing Gamma Band to Improve Mental Task Based Brain-Computer Interface Design

IEEE Transactions on Neural Systems and Rehabilitation Engineering, Volume 14, Issue 3, Sept. 2006 Page(s): 299 - 303

Palaniappan, R. 

A common method for designing brain–computer Interface (BCI) is to use electroencephalogram (EEG) signals extracted during mental tasks. In these BCI designs, features from EEG such as power and asymmetry ratios from delta, theta, alpha, and beta bands have been used in classifying different mental tasks. In this paper, the performance of the mental task based BCI design is improved by using spectral power and asymmetry ratios from gamma (24–37 Hz) band in addition to the lower frequency bands. In the experimental study, EEG signals extracted during five mental tasks from four subjects were used. Elman neural network (ENN) trained by the resilient backpropagation algorithm was used to classify the power and asymmetry ratios from EEG into different combinations of two mental tasks. The results indicated that 1) the classification performance and training time of the BCI design were improved through the use of additional gamma band features; 2) classification performances were nearly invariant to the number of ENN hidden units or feature extraction method.

Brain-computer interfaces for control of neuroprostheses

Brain-computer interfaces for control of neuroprostheses: from synchronous to asynchronous mode of operation.

Biomed Tech (Berl). 2006;51(2):57-63

Authors: Müller-Putz GR, Scherer R, Pfurtscheller G, Rupp R

Transferring a brain-computer interface (BCI) from the laboratory environment into real world applications is directly related to the problem of identifying user intentions from brain signals without any additional information in real time. From the perspective of signal processing, the BCI has to have an uncued or asynchronous design. Based on the results of two clinical applications, where 'thought' control of neuroprostheses based on movement imagery in tetraplegic patients with a high spinal cord injury has been established, the general steps from a synchronous or cue-guided BCI to an internally driven asynchronous brain-switch are discussed. The future potential of BCI methods for various control purposes, especially for functional rehabilitation of tetraplegics using neuroprosthetics, is outlined.

Beyond emoticons

Via New Scientist Tech

Anthony Boucouvalas and colleagues at Bournemouth University in the UK have created a system that contorts an image of a user's face to express different emotions, New Scientist reports. According to Boucouvalas and coll., the system might be used to enrich text-based internet chat.

From the article:

A user first uploads a picture of their face with a "neutral" expression. Then they use their mouse to mark the ends of their eyebrows, the corners of their mouth and the edges of their eyes and lips. The software uses these points to morph the face to express different emotions: happiness, sadness, fear, anger, surprise, and disgust. A user can select an emotion and one of three intensity levels when using the system.

 

Read the full story here

See also Illustrations from Smiley Arena

Sep 27, 2006

M300: wristwatch GSM phone with SMS

Via Textually.org

medium_9361_tm.jpg

The Australian company SMS Development has announced the world's first truly mobile GSM watch phone.

The watchphone has SMS capabilities with an internal antenna, is tri-band and comes with bluetooth functionality; talk time is 80 minutes.

20:15 Posted in Wearable & mobile | Permalink | Comments (0) | Tags: wereable, mobile

Frequency of stuttering during virtual reality job interviews

Frequency of stuttering during challenging and supportive virtual reality job interviews.

J Fluency Disord. 2006 Sep 23;

Authors: Brundage SB, Graap K, Gibbons KF, Ferrer M, Brooks J

This paper seeks to demonstrate the possibility of manipulating the frequency of stuttering using virtual reality environments (VREs). If stuttering manifests itself in VREs similarly to the way it manifests itself in real world interactions, then VREs can provide a controlled, safe, and confidential method for treatment practice and generalization. Though many researchers and clinicians recognize the need for generalization activities in the treatment of stuttering, achieving generalization in a clinical setting poses challenges to client confidentiality, safety, and the efficient use of a professionals' time. Virtual reality (VR) technology may allow professionals the opportunity to enhance and assess treatment generalization while protecting the safety and confidentiality of their clients. In this study, we developed a VR job interview environment which allowed experimental control over communication style and gender of interviewers. In this first trial, persons who stutter (PWS) experienced both challenging and supportive VR job interview conditions. The percentage of stuttered syllables was calculated for both interviews for each participant. Self-reported ratings of communication apprehension and confidence were also obtained, and were not significantly correlated with stuttering severity. Results indicated that interviewer communication style affected the amount of stuttering produced by participants, with more stuttering observed during challenging virtual interviews. Additionally, the amount of stuttering observed during the VR job interviews was significantly, positively correlated with the amount of stuttering observed during an interview with the investigator prior to VR exposure. Participants' subjective reports of the VR experience indicate reactions similar to those they report experiencing in the real world. Possible implications for the use of VR in the assessment and treatment of stuttering are discussed. Educational objectives: After reading this article, the reader will be able to-(1) list some of the challenges to treatment generalization; (2) describe how virtual reality technology can assist in alleviating some of these challenges; (3) describe how the frequency of stuttering varies across two different virtual environments.

Allen Brain Atlas

Via Wired 
 
Researchers of the Allen Brain Atlas project announce their first achievement - a map of every gene in the mouse brain (about 21,000 genes in all). They are now planning a similar study using human brain slices.
 
Read the full story

Sep 26, 2006

Gametrack: a new device for virtual rehabilitation?

Via VR Geek

The Gametrak is a real 3DOF tracker, which can be used with both hands. According to the company, the system is able to calculate the exact position in 3D space, with a spatial resolution of 1 millimetre anywhere within a 3m cube around the unit, with no processor overhead or time delay (that seems quite unrealistic to me, but if they write it...)

Strings attached to the user's hands allows the system to measure the distance and angles from the base item on the ground; these information are used to calculate the x,y, and z coordinates of the hands.

Given these features, the Gametrack system could be effectively applied in post-stroke rehabilitation of the upper limb and in other computer-based programs for neurorehabilitation. In fact, the Gametrack can be easily programmed and adapted to existing applications. Further, the cost of the device is very cheap (about 30€) if compared to other virtual rehabilitation hardware.    

If any Positive Technology reader wishes to try the system for rehabilitation purposes, we would be very interested in knowing the results  

See The Original Gametrak Promotional Video