Ok

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

Mar 26, 2008

Towards Partecipative Ecology: the OpenSpime project

OpenSpime is a project of a pervasive technology infrastructure that allows individuals and corporations to better understand their environment, through the use of a series of GPS-enabled sensors.

A brainchild of Leandro Agrò, Roberto Ostinelli and David Orban, OpenSpime was inspired by Bruce Sterling's vision of "Internet of Things". Sterling describes a new type of technological device called "spime", a physical object that is part of the internet as it becomes trackable in space and time, through pervasive RFID communications and GPS navigation.

In this sense, OpenSpime platform represents one of the first concrete attempt to turn Internet of Things into reality.  

The first spime they've designed is a sensor that can measure the CO2 level in parts-per-million in the surrounding air, and through a wireless connection can send that information back to the OpenSpime servers. There they can be mashed up and aggregated on Google Maps.

check it out the concept video:

openspimepost.jpg

 

Cognitive processing and motor skill learning in motor-handicapped teenagers

Cognitive processing and motor skill learning in motor-handicapped teenagers: effects of learning method.

Somatosens Mot Res. 2007 Dec;24(4):163-9

Authors: Deviterne D, Gauchard GC, Lavisse D, Perrin PP

This study aimed to assess the efficiency of a motor skill learning method intended to promote learning course personalization through an increase in cognitive processing deployment in motor-handicapped persons. Thirty-three secondary school students volunteered to participate in an archery motor skill learning session, 11 motor-handicapped (MH(1)) and 11 able-bodied (AB) teenagers following a standard learning method, and 11 motor-handicapped teenagers following a cognitive enriched learning method (MH(2)) based on the use of an individually written and illustrated document. The results showed that MH(1) displayed lower performances than AB, both in terms of the mental representations of the movements expected and performed and of efficiency of the movement. On the other hand, MH(2) performances were higher than MH(1) for all these parameters, and similar to those of AB at the end of the learning session. Personalization of the learning course allowed optimization of the learning potential in motor-handicapped teenagers to resolve the difficulties inherent to their handicap.

Assessing human reorientation ability inside virtual reality environments

Assessing human reorientation ability inside virtual reality environments: the effects of retention interval and landmark characteristics.

Cogn Process. 2008 Mar 20;

Authors: Bosco A, Picucci L, Caffò AO, Lancioni GE, Gyselinck V

The purpose of the present study was to assess the navigational behaviour of adult humans following a disorientation procedure that perturbed their egocentric frame of reference. The assessment was carried out in a virtual reality (VR) environment by manipulating the disorientation procedure, the retention interval, the relative positions of target and landmark. The results of experiment I demonstrated that adding a physical rotation to a virtual disorientation procedure did not yield an additional decrease in searching performance. The results of experiment II showed that shortening the delay between study and test phase decreased the errors more markedly for geometric than landmark ones. An orientation specificity effect due to the manipulation of the relative position between target and landmark was discussed across the experiments. In conclusion, VR seemed to be a valuable method for studying human reorientation. Moreover, the virtual experimental setting involved here promoted knowledge of the relationship between working memory and spatial reorientation paradigm.