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Oct 29, 2009

Social Media counts

Oct 27, 2009

The Green Watch

From the project's website

The project Green Watch/Citypulse aims at multiplying by 1000 the number of environmental sensors in the city, while encouraging people’s implication in measuring environmental indices, thus associating them directly to building a sustainable city.

The green watch comprizes a watch and two environmental sensors (ozone, noise). Data are regularly broadcasted via a mobile phone to an open platform called Citypulse which receives, stores and makes measure data available and anonymous. Data can then be used freely in order to be shown on maps, used in models.


30 prototypes of the green watch was tested in May 2009 by residents of the 2nd arrondissement of Paris (Digital District) and also during Futur en Seine, by highschool students of Montreuil (Maison Populaire), by researchers in the Cité des Sciences et de l’Industrie and by visitors of the wikiplaza, place de la Bastille.


NHS endorses Nintendo Wii Fit video game

The Daily Telegraph reports that the Nintendo Wii Fit Plus, which goes on sale this Friday, got the permission to use the NHS’s Change4Life logo in its advertising on television and in shops. From next year, it is possible that the logo will be used on the product itself, an unprecedented partnership between a video game and the Government.

Change4Life is a public health programme in the UK which began in January 2009, organised by the Department of Health. The campaign aims to encourage people in Britain to lead healthier lives, using the slogan "eat well, move more, live longer"

A spokesman for the Department of Health told the Telegraph: "Active video games, where kids need to jump up and down or dance about as part of the game, are a great way to get kids moving."



Oct 24, 2009

Towards Positive Technology

In the last days, I have been brainstorming non stop about the concept of Positive Technology.

After almost four years of gathering ideas in this blog, I feel it’s time for a summary...

As first step, I have tried to collect my thoughts in this presentation, which I gave last week at the Stensen Foundation in Florence.

Audience feedback was pretty good - nobody was sleeping - so it looks a promising start.

Oct 23, 2009

Don't try this

11:06 | Permalink | Comments (0) | Tags: dune

Oct 20, 2009

Tweaking Your Neurons

This interesting article, recently appeared in hplusmagazine, reviews the emerging trends in "neuroenhancement"




The 'I' and the 'Me' in self-referential awareness: a neurocognitive hypothesis

The 'I' and the 'Me' in self-referential awareness: a neurocognitive hypothesis.

Cogn Process. 2009 Sep 11;

Authors: Tagini A, Raffone A

The nature of the 'self' and self-referential awareness has been one of the most debated issues in philosophy, psychology and cognitive neuroscience. Understanding the neurocognitive bases of self-related representation and processing is also crucial to research on the neural correlates of consciousness. The distinction between an 'I', corresponding to a subjective sense of the self as a thinker and causal agent, and a 'Me', as the objective sense of the self with the unique and identifiable features constituting one's self-image or self-concept, suggested by William James, has been re-elaborated by authors from different theoretical perspectives. In this article, empirical studies and theories about the 'I' and the 'Me' in cognition and self-related awareness are reviewed, including the relationships between self and perception, self and memory, the development of the self, self-referential stimulus processing, as well as related neuroimaging studies. Subsequently, the relations between self and different aspects of consciousness are considered. On the basis of the reviewed literature and with reference to Block's distinction between phenomenal and access consciousness, a neurocognitive hypothesis is formulated about 'I'-related and 'Me'-related self-referential awareness. This hypothesis is extended to metacognitive awareness and a form of non-transitive consciousness, characteristic of meditation experiences and studies, with particular reference to the notion of mindfulness and other Buddhist constructs.

Inducing a virtual hand ownership illusion through a brain-computer interface

Inducing a virtual hand ownership illusion through a brain-computer interface.

Neuroreport. 2009 Apr 22;20(6):589-594

Authors: Perez-Marcos D, Slater M, Sanchez-Vives MV

The apparently stable brain representation of our bodies is easily challenged. We have recently shown that the illusion of ownership of a three-dimensional virtual hand can be evoked through synchronous tactile stimulation of a person's hidden real hand and that of the virtual hand. This reproduces the well-known rubber-hand illusion, but in virtual reality. Here we show that some aspects of the illusion can also occur through motor imagery used to control movements of a virtual hand. When movements of the virtual hand followed motor imagery, the illusion of ownership of the virtual hand was evoked and muscle activity measured through electromyogram correlated with movements of the virtual arm. Using virtual bodies has a great potential in the fields of physical and neural rehabilitation, making the understanding of ownership of a virtual body highly relevant.

Oct 10, 2009

Nokia N900 hacks



Oct 02, 2009

Natural weelchair control

Have a look at this demo of an electric wheelchair under control of an Emotiv EEG/EMG headset. The control system developed by Cuitech, detects when the user winks or smiles, and translates these signals into commands to control the wheelchair.