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Mar 17, 2007

Pigeonbots

From Practical Neurotechnology 

Scientists at the Robot Engineering Technology Research Center of east China's Shandong University of Science and Technology claim to have implanted micro electrodes in the brain of a pigeon so they can command it to fly right or left or up or down.

The implants stimulated different areas of the pigeon's brain according to signals sent by the scientists via computer, and forced the bird to comply with their commands.

http://blog.wired.com/defense/2007/02/cyborg_flying_r.html
http://tenementpalm.blogspot.com/2007/02/psb-buys-tiny-ge...
http://english.people.com.cn/200702/27/eng20070227_352761...

EEG neurofeedback for cognitive enhancement in the elderly

EEG neurofeedback: a brief overview and an example of peak alpha frequency training for cognitive enhancement in the elderly.

Clin Neuropsychol. 2007 Jan;21(1):110-29

Authors: Angelakis E, Stathopoulou S, Frymiare JL, Green DL, Lubar JF, Kounios J

Neurofeedback (NF) is an electroencephalographic (EEG) biofeedback technique for training individuals to alter their brain activity via operant conditioning. Research has shown that NF helps reduce symptoms of several neurological and psychiatric disorders, with ongoing research currently investigating applications to other disorders and to the enhancement of non-disordered cognition. The present article briefly reviews the fundamentals and current status of NF therapy and research and illustrates the basic approach with an interim report on a pilot study aimed at developing a new NF protocol for improving cognitive function in the elderly. EEG peak alpha frequency (PAF) has been shown to correlate positively with cognitive performance and to correlate negatively with age after childhood. The present pilot study used a double-blind controlled design to investigate whether training older individuals to increase PAF would result in improved cognitive performance. The results suggested that PAF NF improved cognitive processing speed and executive function, but that it had no clear effect on memory. In sum, the results suggest that the PAF NF protocol is a promising technique for improving selected cognitive functions.

CFP: "Online Communities and People with Disabilities" Special Issue of TACCESS

 

Via Usability News 

 

Call for papers: Special Issue of ACM Transactions on Accessible Computing (TACCESS) on "Online Communities and People with Disabilities"
Guest Editors: Panayiotis Zaphiris & Ulrike Pfeil
Centre for HCI Design
City University London

The focus of this special issue will be on papers that address the design and study of online communities for people with disabilities and for older people. Theoretical issues and practical challenges in these areas such as analysis of empathic communities, design and evaluation methodologies as well as implementation will be of interest to this issue.

The term 'online community' is generally used to refer to people who meet and communicate in an online environment. Rather than physical proximity, researchers use the nature and strength of relationships among the members to determine the characteristics of an online community. Online communities are formed around similar interests (for example discussions around a disability) of the members. People who have similar needs or experiences meet in online communities in order to exchange valuable resources and/or to engage in social support. An increasing number of people spend time in online communities to make friends, develop relationships, and exchange emotional support. Social interaction online can especially be beneficial for people with special needs (and for older people) as it allows them to stay in contact with family and friends despite the disability or time-constraints.

The emphasis for TACCESS publications is placed on experimental results, although strong papers presenting new theoretical insights or positions are also given consideration. Additional information for prospective authors can be found at: http://www.is.umbc.edu/taccess/authors.html


THEMES
Contributions from both the academic community and industry are most welcomed. Potential topics include (but are not limited to) the following:

*Design approaches and techniques suitable for empathic online communities
* Usability and accessibility studies regarding online communities for people with disabilities
* Theoretical foundations for analysing empathic online communities
* Social and Cultural Issues of online communities for people with disabilities
* New methods and techniques (eg Social Network Analysis)
* Ethical issues to be considered when studying online communities for people with disabilities
* The potential of 3D Virtual Worlds for such communities

SUBMISSION PROCESS
Prospective authors should as soon as possible (but before 15th of May 2007) submit a tentative title and a short abstract (maximum 150 words) to Panayiotis Zaphiris (zaphiri@soi.city.ac.uk). Authors of abstracts that are judged to fit the themes of the special issue will be promptly invited to submit a full paper. Full paper should follow the journal�s suggested writing format viewable at http://www.is.umbc.edu/taccess/authors.html and should be submitted directly to the editors of this special issue (zaphiri@soi.city.ac.uk)



Important dates:


o Abstract submission: By 15th of May 2007
o Full paper submission: 15th July 2007
o Response to authors: 25th September 2007
o Final version of papers: 25th October 2007

14:45 Posted in Call for papers | Permalink | Comments (0) | Tags: accessibility

Mar 16, 2007

The Amygdaloids

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rom the Amygdaloids website

What do you get when you mix the son of a Louisiana butcher, a dome builder, a philosophy major, and an ex-Israeli solider? NYU scientists who play rock n' roll, of course. Joseph LeDoux, Daniela Schiller, and Nina Galbraith Curely are neuroscientists who study emotion and memory functions of the brain, and Tyler Volk is an environmental scientist who has also written about mind and brain. Their original songs are about mental life and mental disorders (Mind-Body Problem, An Emotional Brain, If You Want Your Brain to Last). They also cover other "heavy mental" tunes like Manic Depression, 8 Miles High, and 19th Nervous Breakdown. When all else fails, they slip into the blues for. Newsday, not surprisingly, describes The Amygdaloids as "Heavy Mental."

 

Egocentric depth judgments in optical, see-through augmented reality

Egocentric depth judgments in optical, see-through augmented reality.

IEEE Trans Vis Comput Graph. 2007 May-Jun;13(3):429-42

Authors: Swan Ii JE, Jones A, Kolstad E, Livingston MA, Smallman HS

Abstract-A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial relationships with real-world objects, and to know that users will perceive them in the same relationships. Furthermore, AR makes possible enhanced perceptual techniques that have no real-world equivalent, such as x-ray vision, where AR users are supposed to perceive graphics as being located behind opaque surfaces. This paper reviews and discusses protocols for measuring egocentric depth judgments in both virtual and augmented environments, and discusses the well-known problem of depth underestimation in virtual environments. It then describes two experiments that measured egocentric depth judgments in AR. Experiment I used a perceptual matching protocol to measure AR depth judgments at medium and far-field distances of 5 to 45 meters. The experiment studied the effects of upper versus lower visual field location, the x-ray vision condition, and practice on the task. The experimental findings include evidence for a switch in bias, from underestimating to overestimating the distance of AR-presented graphics, at sim23 meters, as well as a quantification of how much more difficult the x-ray vision condition makes the task. Experiment II used blind walking and verbal report protocols to measure AR depth judgments at distances of 3 to 7 meters. The experiment examined real-world objects, real-world objects seen through the AR display, virtual objects, and combined real and virtual objects. The results give evidence that the egocentric depth of AR objects is underestimated at these distances, but to a lesser degree than has previously been found for most virtual reality environments. The results are consistent with previous studies that have implicated a restricted field-of-view, combined with an inability for observers to scan the ground plane in a near-to-far direction, as explanations for the observed depth underestimation.

Snout Performance & Public Forum

 

From Urban Tapestries 

__________________________________________________

Venue: Cargo, 83 Rivington St, Kingsland Viaduct, London, EC2A 3AY
The performance will start at Cargo and the route will include Hoxton
Square and Hoxton Market
Dates/Times: Tuesday 10 April, Performance 10am, Conference 1.30-5pm.
Tube: Old St, Liverpool St
Admission: Free
Access: Limited, please call in advance for details
Information: +44 (0)20 7729 9616, www.iniva.org, institute@iniva.org
Supported by Arts Council England & Esmée Fairbairn

Download the eFlyer
__________________________________________________

With increasing concerns about climate change, individuals and communities are looking for new ways to take action and make a real and lasting impact.

In the Snout 'carnival' performance and public forum, artists, producers, performers and computer programmers demonstrate how to create wearable technologies from scavenged media, in order to map the invisible gases that affect our everyday environment. The project by inIVA, Proboscis and researchers from Birkbeck College also explores how communities can use this visual evidence to participate in or initiate local action.

The performance will show in action two prototype Snout sensor 'wearables' based on traditional carnival costumes. Carnival is a time of suspension of the normal activities of everyday life - a time when the fool becomes king for a day, when social hierarchies are inverted, a time when everyone is equal. Snout proposes 'participatory sensing' as a lively addition to the popular artform of carnival costume design, engaging the community in an investigation of its own environment, something usually done by local authorities and state agencies.

A public forum on 'participatory sensing and media scavenging' will be held after the performance. This will demonstrate the Snout wearables, discuss evidence collecting for environmental action and how communities can reflect on the personal impact of pollution and the environment. The forum, led by Giles Lane (Proboscis) and Dr George Roussos (Birkbeck) will look at 'participatory sensing' as a form of social engagement. The forum will share tactics on how to 'scavenge' free online services and resources, as well as exploring the relationship between information, aesthetics and design and how to make these ideas and issues accessible to more people.

Snout is a new collaboration between inIVA, Proboscis and researchers from Birkbeck College exploring relationships between the body, community and the environment. It builds on a previous collaboration Feral Robots (with Natalie Jeremijenko) to investigate how data can be collected from environmental sensors as part of popular social and cultural activities.

22:22 Posted in Wearable & mobile | Permalink | Comments (0) | Tags: wearable

Methods of Understanding and Designing For Mobile Communities

have a look at this PhD thesis by Jeff Axup - lot of interesting stuff about mobile research methods...

Download the entire thesis here:

Methods of Understanding and Designing For Mobile Communities

Society is increasingly on the move, mobile devices are commonly being used to coordinate group actions, and group communication features are rapidly being added to existing technologies. Despite this, little is known about how mobile groups act, or how communications technologies should be designed to augment existing behaviour. This is partially due to minimal research being done on the topic, but also to the lack of research methods available to study the topic with. Mobile groups are challenging to study because of frequent and long-duration movement, frequent distribution, and the rapidly changing environments they operate within. To address these issues, this research focuses on methodological issues surrounding the development of mobile devices for mobile groups and communities. More specifically it addresses backpackers, who are a relevant example of this type of community. The research primarily explores the convergence of computer supported cooperative work (CSCW) and the field of mobile device development. This enables the combination of emphasis on designing technologies for groups, social implications, mobile device design, and mobile settings.

Major research outcomes presented in this thesis lie in three areas: 1) methods, 2) technology designs, and 3) backpacker culture. Five studies of backpacker behaviour and requirements form the core of the research. The methods used are in-situ and exploratory, and apply both novel and existing techniques to the domain of backpackers and mobile groups.

Methods demonstrated in this research include: field trips for exploring mobile group behaviour and device usage, a social pairing exercise to explore social networks, contextual postcards to gain distributed feedback, and blog analysis which provides post-hoc diary data. Theoretical contributions include: observations on method triangulation, a taxonomy of mobility research, method templates to assist method usage, and identification of key categories leading to mobile group requirements. Design related outcomes include: 57 mobile tourism product ideas, a format for conveying product concepts, and a design for a wearable device to assist mobile researchers.

Our understanding of backpacker culture has also improved as a consequence of the research. It has also generated user requirements to aid mobile development, methods of visualising mobile groups and communities, and a listing of relevant design tensions. Additionally, the research has added to our understanding of how new technologies such as blogs, SMS and iPods are being used by backpackers and how mobile groups naturally communicate.

22:15 Posted in Wearable & mobile | Permalink | Comments (0) | Tags: mobile, wearable

Neurofeedback for Children with ADHD

Neurofeedback for Children with ADHD: A Comparison of SCP and Theta/Beta Protocols.

Appl Psychophysiol Biofeedback. 2007 Mar 14;

Authors: Leins U, Goth G, Hinterberger T, Klinger C, Rumpf N, Strehl U

Behavioral and cognitive improvements in children with ADHD have been consistently reported after neurofeedback-treatment. However, neurofeedback has not been commonly accepted as a treatment for ADHD. This study addresses previous methodological shortcomings while comparing a neurofeedback-training of Theta-Beta frequencies and training of slow cortical potentials (SCPs). The study aimed at answering (a) whether patients were able to demonstrate learning of cortical self-regulation, (b) if treatment leads to an improvement in cognition and behavior and (c) if the two experimental groups differ in cognitive and behavioral outcome variables. SCP participants were trained to produce positive and negative SCP-shifts while the Theta/Beta participants were trained to suppress Theta (4-8 Hz) while increasing Beta (12-20 Hz). Participants were blind to group assignment. Assessment included potentially confounding variables. Each group was comprised of 19 children with ADHD (aged 8-13 years). The treatment procedure consisted of three phases of 10 sessions each. Both groups were able to intentionally regulate cortical activity and improved in attention and IQ. Parents and teachers reported significant behavioral and cognitive improvements. Clinical effects for both groups remained stable six months after treatment. Groups did not differ in behavioural or cognitive outcome.

Socially assistive robotics for post-stroke rehabilitation

Journal of NeuroEngineering and Rehabilitation

Maja J Matari

Background: Although there is a great deal of success in rehabilitative robotics applied to patient recovery post stroke, most of the research to date has dealt with providing physical assistance. However, new rehabilitation studies support the theory that not all therapy need be hands-on. We describe a new area, called socially assistive robotics, that focuses on non-contact patient/user assistance. We demonstrate the approach with an implemented and tested post-stroke recovery robot and discuss its potential for effectiveness. Results: We describe a pilot study involving an autonomous assistive mobile robot that aids stroke patient rehabilitation by providing monitoring, encouragement, and reminders. The robot navigates autonomously, monitors the patient's arm activity, and helps the patient remember to follow a rehabilitation program. We also show preliminary results from a follow-up study that focused on the role of robot physical embodiment in a rehabilitation context. Conclusion: We outline and discuss future experimental designs and factors toward the development of effective socially assistive post-stroke rehabilitation robots.

Robot/computer-assisted motivating systems for personalized, home-based, stroke rehabilitation

 
Michelle J Johnson, Xin Feng, Laura M Johnson and Jack M Winters
 
Background: There is a need to improve semi-autonomous stroke therapy in home environments often characterized by low supervision of clinical experts and low extrinsic motivation. Our distributed device approach to this problem consists of an integrated suite of low-cost robotic/computer-assistive technologies driven by a novel universal access software framework called UniTherapy. Our design strategy for personalizing the therapy, providing extrinsic motivation and outcome assessment is presented and evaluated. Methods: Three studies were conducted to evaluate the potential of the suite. A conventional force-reflecting joystick, a modified joystick therapy platform (TheraJoy), and a steering wheel platform (TheraDrive) were tested separately with the UniTherapy software. Stroke subjects with hemiparesis and able-bodied subjects completed tracking activities with the devices in different positions. We quantify motor performance across subject groups and across device platforms and muscle activation across devices at two positions in the arm workspace. Results: Trends in the assessment metrics were consistent across devices with able-bodied and high functioning strokes subjects being significantly more accurate and quicker in their motor performance than low functioning subjects. Muscle activation patterns were different for shoulder and elbow across different devices and locations. Conclusion: The Robot/CAMR suite has potential for stroke rehabilitation. By manipulating hardware and software variables, we can create personalized therapy environments that engage patients, address their therapy need, and track their progress. A larger longitudinal study is still needed to evaluate these systems in under-supervised environments such as the home.

New eye-tracking system analyzes the interest level of TV viewers

Via Pink Tentacle

Eye-tracking system recognizes viewer interest ---

NTT Learning Systems (NTTLS) and the Visual Interactive Sensitivity Research Institute (VIS),  have developed a eye-tracking system that analyzes the interest level of TV viewers and web surfers by monitoring their eye movement, pupil size and blinking. 

read more >> 

21:41 Posted in Research tools | Permalink | Comments (0) | Tags: eye-tracking

VR and museums: call for papers

Via Networked Performance

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Deadline: Friday April 27, 2007 :: Contributions are welcomed for a new book addressing the construction and interpretation of virtual artefacts within virtual world museums and within physical museum spaces. Particular emphasis is placed on theories of spatiality and strategies of interpretation.

The editors seek papers that intervene in critical discourses surrounding virtual reality and virtual artefacts, to explore the rapidly changing temporal, spatial and theoretical boundaries of contemporary museum display practice. We are especially interested in spatiality as it is employed in the construction of virtual artefacts, as well as the roles these spaces enact as signifiers of historical narrative and sites of social interaction.

We are also interested in the relationship between real-world museums and virtual world museums, with a view to interrogating the construction of meaning within, across and between both. We welcome original scholarly contributions on the topic of new cultural practices and communities related to virtual reality in the context of museum display practice. Papers might address, but are in no way limited to, the following:

* Authenticity and artificiality
* Exploration and discovery
* Physical vs virtual
* Representation/interpretation of virtual reality artefacts - as 3D spaces on screen or in a physical gallery
* Museum visiting in virtual space
* Representation of physical museum spaces in virtual worlds and their relationship to cultural definitions of museum spaces.

Please send a proposal of 500-750 words and a contributor's bio by Friday
April 27, 2007. Authors will be notified by Thursday May 31, 2007. Final drafts of papers are due by Monday October 1, 2007.

Please send your proposal to:

Tara Chittenden
Room 201
Strategic Research Unit
113 Chancery Lane
London WC2A 1PL

Or via email: tara.chittenden[at]lawsociety.org.uk

Mediamatic workshop

Via Networked Performance

 

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Mediamatic organizes a new workshop--Hybrid World Lab--in which the participants develop prototypes for hybrid world media applications. Where the virtual world and the physical world used to be quite separated realms of reality, they are quickly becoming two faces of the same hybrid coin. This workshop investigates the increasingly intimate fusion of digital and physical space from the perspective of a media maker.

The workshop is an intense process in which the participants explore the possibilities of the physical world as interface to online media: location based media, everyday objects as media interfaces, urban screens, and cultural application of RFID technology. Every morning lectures and lessons bring in new perspectives, project presentations and introductions to the hands-on workshop tools. Every afternoon the participants work on their own workshop projects. In 5 workshop days every participant will develop a prototype of a hybrid world media project, assisted by outstanding international trainers and lectures and technical assistants. The workshop closes with a public presentation in which the issues are discussed and the results are shown.

Topics: Some of the topics that will be investigated in this workshop are: Cultural application and impact of RFID technology, internet-of-things. Using RFID in combination with other kinds of sensors. Ubiquitous computing (ubicomp) and ambient intelligence: services and applications that use chips embedded in household appliances and in public space. Locative media tools, car navigation systems, GPS tools, location sensitive mobile phones. The web as interface to the physical world: geotagging and mashupswith Google Maps & Google Earth. Games in hybrid space.

Mar 15, 2007

A Massively Shared Virtual World: Solipsis

Via Networked Performance

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Solipsis is a pure peer-to-peer system for a massively shared virtual world. There are no central servers at all: it only relies on end-users' machines. Solipsis is a public virtual territory. The world is initially empty and only users will fill it by creating and running entities. No pre-existing cities, inhabitants nor scenario to respect...Solipsis is open-source, so everybody can enhance the protocols and the algorithms. Moreover, the system architecture clearly separates the different tasks, so that peer-to-peer hackers as well as multimedia geeks can find a good place to have fun here! Current versions of Solipsis give the opportunity to act as pionneers in a pre-cambrian world. You only have a 2D representation of the virtual world and some basic tools devoted to communications and interactions

NeuroZappingFolks

Via Networked Performance 

 

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LX 2.0: Contemporary Online Experiments: NeuroZappingFolks is a non-linear zapping through the Internet, a path leading to the inside of a web of relations, a web that can be explored from one tag to a site, to another tag, to another site... from word to image to word to image. NeuroZappingFolks is then the simulation of a brain lost in the web (lost between servers, but also lost in Internet's double identity: word and image).

00:54 Posted in Cyberart, Research tools | Permalink | Comments (0) | Tags: cyberart

French philosopher Jean Baudrillard dies

Via Networked Performance

 

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(Associated Press)

March 6, 2007, PARIS

Jean Baudrillard, a French philosopher and social theorist known for his provocative commentaries on consumerism, excess and what he said was the disappearance of reality, died Tuesday, his publishing house said. He was 77.

Baudrillard died at his home in Paris after a long illness, said Michel Delorme, of the Galilee publishing house. The two men had worked together since 1977, when "Oublier Foucault" (Forget Foucault) was published, one of about 30 books by Baudrillard, Delorme said by telephone.

Among his last published books was "Cool Memories V," in 2005. Baudrillard, a sociologist by training, is perhaps best known for his concepts of "hyperreality" and "simulation."

 

Impaired Short-term Motor Learning in Multiple Sclerosis: Evidence From Virtual Reality

Impaired Short-term Motor Learning in Multiple Sclerosis: Evidence From Virtual Reality.

Neurorehabil Neural Repair. 2007 Mar 9;

Authors: Leocani L, Comi E, Annovazzi P, Rovaris M, Rossi P, Cursi M, Comola M, Martinelli V, Comi G

OBJECTIVE: . Virtual reality (VR) has been proposed as a potentially useful tool for motor assessment and rehabilitation. The objective of this study was to investigate the usefulness of VR in the assessment of short-term motor learning in multiple sclerosis (MS). METHODS: . Twelve right-handed MS patients and 12 control individuals performed a motor-tracking task with their right upper limb, following the trajectory of an object projected on a screen along with online visual feedback on hand position from a sensor on the index finger. A pretraining test (3 trials), a training phase (12 trials), and a posttraining test (3 trials) were administered. Distances between performed and required trajectory were computed. RESULTS: . Both groups performed worse in depth planes compared to the frontal (x,z) plane (P <.006). MS patients performed worse than control individuals in the frontal plane at both evaluations (P <.015), whereas they had lower percent posttraining improvement in the depth planes only (P =.03). CONCLUSIONS: . The authors' VR system detected impaired motor learning in MS patients, especially for task features requiring a complex integration of sensory information (movement in the depth planes). These findings stress the need for careful customization of rehabilitation strategies, which must take into account the patients' motor, sensory, and cognitive limitations.

Augmented reality on cell phones

From Technology Review

Nokia wants to superimpose digital information on the real world using a smart cell phone.

A prototype uses a GPS sensor, a compass, and accelerometers. Using data from these sensors, the phone can calculate the location of just about any object its camera is aimed at:

 

Last October, a team led by Markus Kähäri unveiled a proto­type of the system at the International Symposium on Mixed and Augmented Reality. The team added a GPS sensor, a compass, and accelerometers to a Nokia smart phone. Using data from these sensors, the phone can calculate the location of just about any object its camera is aimed at. Each time the phone changes location, it retrieves the names and geographical coördinates of nearby landmarks from an external database. The user can then download additional information about a chosen location from the Web--say, the names of businesses in the Empire State Building, the cost of visiting the building's observatories, or hours and menus for its five eateries.



Read Original Article

Mar 13, 2007

EU - India - China, Triangular Summer School on Computational Neuroscience

Via NeuroBot 

EU - India - China, Triangular Summer School on Computational Neuroscience

In the framework of a collaboration initiative in the field of the Science of Complex Systems that the Institute for Scientific Interchange (Torino, Italy) is trying to foster, ISI is organizing and hosting a EU-INDIA-CHINA Triangular Summer School on "Aspects of Complexity in Neuroscience"
 
Scheduled dates: June 25 - July 1 2007

Location: ISI Foundation, Torino, Italy
Duration: 7 effective school days