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Apr 05, 2007

A buddhist game to help teach ethics

Via Lothusinthemud

 

<B>Gara d'intelligenza e bontà d'animo<br>Il videogame si converte al buddismo</B>

 

Bangkok, Thailand -- Concerned about a news report of a boy attacking his mother because she refused to give him money to play online games, a senior officer at the Religious Affairs Department decided to create a game himself.

Ethics Game", created by Pakorn Tancharoen, director of the Moral and Ethical Development Office works by using a principled game to overcome decadent games.

.... He spent his after-work time at online-game arcades to observe what kinds of games attract children.

"Most of them were about killing," he said.

He then devised a game plot that includes four main characters: Dharmmahapanyo, an old respected monk; Charn, an orphaned boy who is mischievous but clever; Nu Na, a girl who is clever and kind-hearted; and Paloe, a big half-Chinese boy who was born into a rich family and likes to tease others, especially animals.

Pakorn said he had initially asked children to participate in designing physical images of the four characters because he wanted them to win kids' hearts.

The three kids have to follow the monk on a pilgrimage. There are many barriers they have to face during the journey. Only intelligence, goodness and morals help get them past the barriers.

Killing might be the aim in most popular games, but in "Ethics Game", hurting even an animal means you lose points.

read more

20:08 Posted in Serious games | Permalink | Comments (0) | Tags: serious games

Apr 01, 2007

Brain-controlled devices and games

Via pasta & vinegar 

An article in The Economist about brain-controlled devices and games.

From the article:

At the moment, EEG's uses are mostly medical. Though the output of the electrodes is a set of crude brain waves, enough is now known about the healthy patterns of these waves for changes in them to be used to diagnose unhealthy abnormalities. Yet, because parts of a person's grey matter exhibit increased electric activity when they respond to stimuli or prepare for movements, there has always been the lingering hope that EEG might also manifest someone's thoughts in a machine-readable form that could be used for everyday purposes.

To realise that hope means solving two problems—one of hardware and one of software. The hardware problem is that existing EEG requires a helmet with as many as 120 electrodes in it, and that these electrodes have to be affixed to the scalp with a gel. The software problem is that many different types of brain waves have to be interpreted simultaneously and instantly. That is no mean computing task.

 

VR 2.0 & gesture recognition

Via Pasta & Vinegar

An Intel Chief Technology Officer predicts that within five years we “could use gesture recognition to get rid of the remote control” and “drive demand for its important new generation of semiconductors, the superprocessors known as teraflop chips, which Intel previewed in February”

virtual reality 1.0 was a bust. The hype was too loud, computers were too slow, networking was too complicated, and because of motion-sickness issues that were never quite resolved, the whole VR experience was, frankly, somewhat nauseating.
(…)
VR 2.0, enhanced by motion capture, is different in many critical ways. Most important, the first batch of applications, such as the Wii, while still primitive, are easy to use, inexpensive, and hard to crash. You don’t get anything close to a fully sense-surround experience, but neither do you feel sick after you put down the wand. The games are simple and intuitive
(…)
system enables a presenter to take audiences on a tour of a 3D architectural design or on a fly-through of a model city. And the presenter’s measured theatrics make a big impression. “Everyone’s looking for the new, sexy way to communicate with their employees and their clients. We’re selling their ability to sell,”

Electrocorticographically controlled brain-computer interfaces

Electrocorticographically controlled brain-computer interfaces using motor and sensory imagery in patients with temporary subdural electrode implants. Report of four cases.

J Neurosurg. 2007 Mar;106(3):495-500

Authors: Felton EA, Wilson JA, Williams JC, Garell PC

Brain-computer interface (BCI) technology can offer individuals with severe motor disabilities greater independence and a higher quality of life. The BCI systems take recorded brain signals and translate them into real-time actions, for improved communication, movement, or perception. Four patient participants with a clinical need for intracranial electrocorticography (ECoG) participated in this study. The participants were trained over multiple sessions to use motor and/or auditory imagery to modulate their brain signals in order to control the movement of a computer cursor. Participants with electrodes over motor and/or sensory areas were able to achieve cursor control over 2 to 7 days of training. These findings indicate that sensory and other brain areas not previously considered ideal for ECoG-based control can provide additional channels of control that may be useful for a motor BCI.

webpage wind maker

I could not resist to re-blog this stuff - so cooool!

 


windmaker.jpg

from infoaesthetics 

 

an ambient weather widget that applies the current wind conditions to any user-chosen website. it uses a United States ZIP Code to grab local conditions from the Yahoo Weather RSS feed, & animates individual pieces of the website, such as text blocks & images, according to the strength of the wind.

see also informative google themes & unseen weather video & voloce weather visualization & weather datacloud.

Democratic polling interface

 

Re-blogged from InfoAesthetics


undiscovered_country.jpg

a web-based application prototype that allows participants to provide direct responses to current issues facing their governments on a selection of social scales (e.g. housing, health, immigration, social rights). the "Waterfall" interfaces visualizes the issues, votes & opinions of participants, with size depending on importance. "Where in the World" aligns contributing authors with their geographical location. "In Context" displays issues in a quantative by a matrix of horizontal stacked bar graphs.

 

links:

undiscovered-country.net 

restlesseye.com

Brain potentials associated with outcome expectation and outcome evaluation

Brain potentials associated with outcome expectation and outcome evaluation.

Neuroreport. 2006 Oct 23;17(15):1649-53

Authors: Yu R, Zhou X

Feedback-related negativity is a negative deflection in brain potentials associated with feedback indicating monetary losses or response errors. Feedback-related negativity is studied primarily in paradigms in which participants experience negative outcomes that appear to be contingent upon their previous choices. This study investigated whether feedback-related negativity can be elicited by a randomly assigned cue indicating potential monetary loss. The expected loss or win can be materialized or averted depending on participants' performance in a subsequent game. Compared with the win cue, the loss cue elicited a weak but significant feedback-related negativity-like effect. It is suggested that the anterior cingulate cortex, which generates feedback-related negativity, may function as a pre-warning system that alerts the brain to get ready for future events.

Neurofeedback - train your brain to train behaviour

Annotation: neurofeedback - train your brain to train behaviour.

J Child Psychol Psychiatry. 2007 Jan;48(1):3-16

Authors: Heinrich H, Gevensleben H, Strehl U

BACKGROUND: Neurofeedback (NF) is a form of behavioural training aimed at developing skills for self-regulation of brain activity. Within the past decade, several NF studies have been published that tend to overcome the methodological shortcomings of earlier studies. This annotation describes the methodical basis of NF and reviews the evidence base for its clinical efficacy and effectiveness in neuropsychiatric disorders. METHODS: In NF training, self-regulation of specific aspects of electrical brain activity is acquired by means of immediate feedback and positive reinforcement. In frequency training, activity in different EEG frequency bands has to be decreased or increased. Training of slow cortical potentials (SCPs) addresses the regulation of cortical excitability. RESULTS: NF studies revealed paradigm-specific effects on, e.g., attention and memory processes and performance improvements in real-life conditions, in healthy subjects as well as in patients. In several studies it was shown that children with attention-deficit hyperactivity disorder (ADHD) improved behavioural and cognitive variables after frequency (e.g., theta/beta) training or SCP training. Neurophysiological effects could also be measured. However, specific and unspecific training effects could not be disentangled in these studies. For drug-resistant patients with epilepsy, significant and long-lasting decreases of seizure frequency and intensity through SCP training were documented in a series of studies. For other child psychiatric disorders (e.g., tic disorders, anxiety, and autism) only preliminary investigations are available. CONCLUSIONS: There is growing evidence for NF as a valuable treatment module in neuropsychiatric disorders. Further, controlled studies are necessary to establish clinical efficacy and effectiveness and to learn more about the mechanisms underlying successful training.

Learning and memory in virtual reality

Is learning and memory different in a virtual environment?

Clin Neuropsychol. 2007 Jan;21(1):146-61

Authors: Matheis RJ, Schultheis MT, Tiersky LA, Deluca J, Millis SR, Rizzo A

It has been suggested that virtual reality may provide a medium for producing neuropsychological measures with greater ecological validity. The present study examined the usefulness of virtual reality (VR) to assess learning and memory in individuals with traumatic brain injury (TBI). A total of 20 TBI participants were compared with 20 healthy controls on their ability to learn and recall 16 target items presented within a VR-based generic office environment. The results indicated that VR memory testing accurately distinguished the TBI group from controls. Additionally, non-memory-impaired TBI participants acquired targets at the same rate as HC participants. Finally, there was a significant relationship between the VR Office and a standard neuropsychological measure of memory, suggesting the construct validity of the task. These findings suggest that the VR Office provides a viable medium for measuring learning and memory. The present results provide preliminary support for the ecological validity of the VR Office, which ultimately can improve assessment of real-world functioning following TBI.

19:58 Posted in Research tools | Permalink | Comments (0) | Tags: virtual worlds