Ok

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

Jul 17, 2007

Global mobile phone use to hit record 3.25 billion

Global mobile phone use to hit record 3.25 billion ( i.e. half world population )

 
LONDON (Reuters) - Global mobile phone use will top 3.25 billion -- equivalent to around half the world's population -- in 2007 as cell phone demand booms in China, India and Africa, a survey said on Wednesday. From African farmers to Chinese factory workers, mobile phone subscriptions will pass the 3 billion mark in July and exceed 3.25 billion by the end of the year, according to a report by UK-based telecoms analysis company The Mobile World.

Plumi — free software video sharing platform

 
EngageMedia are very excited to announce the release of Plumi, a free software video sharing platform. Plumi enables you to create a sophisticated video sharing and community site out-of-the-box. In a web landscape where almost all video sharing sites keep their distribution platform under lock and key Plumi is one contribution to creating a truly democratic media.

Antinormalizer

Via Smart Mobs

Brett Stalbaum and Derek Lomas from UC San Diego have developed Antinormalizer, a location media program that provides a creative approach of the relationship between people and their cell phones. 

From Smart Mobs

“What’s Antinormalizer?” you’ll ask. It’s basically a “hot spots” or location media program. A GPS system is aware of the mobile owner’s location and triggers an audio file to be played at that particular location. Derek scripted a number of activities delivered by these audios for people to perform with the goal of changing the “social lubrication” in a certain area, modify the normal social script in order to initiate interesting behaviors.

With Antinormalizer people play a game: instead of doing the normal stuff (like picking up the phone and simply talking to the other person), people are told to do something “outrageous,” so out of the ordinary, while their friends are taking pictures of that abnormal behavior. The best picture wins the game. The range of the abnormal behaviors can vary from reading your book while laid down on a parking spot, to playing some jungle rhythms as loud as you can, using paint bucket bottoms. If you don’t find that challenging enough, you can always clime a ten foot statue in the campus or talk to your friend across the street while you’re both sitting in a trashcan.

 

VIDEO

00:20 Posted in Locative media | Permalink | Comments (0) | Tags: locative media

Gesture-control for regular TV

Australian engineers Prashan Premaratne and Quang Nguye have designed a novel gesture-control for regular TV.

The controller's built-in camera can recognise seven simple hand gestures and work with up to eight different gadgets around the home. According to designers:

Crucially for anyone with small children, pets or gesticulating family members, the software can distinguish between real commands and unintentional gestures“. 

Premaratne and Nguye predict the system availability on the market within three year.

Delicate Boundaries

Re-blogged from We Make Money Not Art

0delicaboundarr.jpg

 

Delicate Boundaries, a work by Chris Sugrue, uses human touch to dissolve the barrier of the computer screen. Using the body as a means of exchange, the system explores the subtle boundaries that exist between foreign systems and what it might mean to cross them. Lifelike digital animations swarm out of their virtual confinement onto the skin of a hand or arm when it makes contact with a computer screen creating an imaginative world where our bodies are a landscape for digital life to explore.
Video.

Jul 14, 2007

RunBot

Via Medgadget

 

Researchers from Germany and the United Kingdom have developed a bipedal walking robot, capable of self-stabilizing via a highly-developed learning process.

From the study abstract:

In this study we present a planar biped robot, which uses the design principle of nested loops to combine the self-stabilizing properties of its biomechanical design with several levels of neuronal control. Specifically, we show how to adapt control by including online learning mechanisms based on simulated synaptic plasticity. This robot can walk with a high speed (>3.0 leg length/s), self-adapting to minor disturbances, and reacting in a robust way to abruptly induced gait changes. At the same time, it can learn walking on different terrains, requiring only few learning experiences. This study shows that the tight coupling of physical with neuronal control, guided by sensory feedback from the walking pattern itself, combined with synaptic learning may be a way forward to better understand and solve coordination problems in other complex motor tasks.
 

The paper: Adaptive, Fast Walking in a Biped Robot under Neuronal Control and Learning (Manoonpong P, Geng T, Kulvicius T, Porr B, Worgotter F (2007) Adaptive, Fast Walking in a Biped Robot under Neuronal Control and Learning. PLoS Comput Biol 3(7): e134)

The EyesWeb Project

Via Networked Performance

eywexprspace.jpg

 

From InfoMus Lab: Laboratorio di Informatica Musicale’s, Genova, Italy

The EyesWeb Project - The EyesWeb research project aims at exploring and developing models of interaction by extending music language toward gesture and visual languages, with a particular focus on the understanding of affect and expressive content in gesture. For example, in EyesWeb we aim at developing methods able to distinguish the different expressive content from two instances of the same movement pattern, e.g., two performances of the same dance fragment. Our research addresses the fields of KANSEI Information Processing and of analysis and synthesis of expressiveness in movement. More.

The EyesWeb open platform (free download) has been originally conceived for supporting research on multimodal expressive interfaces and multimedia interactive systems. EyesWeb has also been widely employed for designing and developing real-time dance, music, and multimedia applications. It supports the user in experimenting computational models of non-verbal expressive communication and in mapping gestures from different modalities (e.g., human full-body movement, music) onto multimedia output (e.g., sound, music, visual media). It allows fast development and experiment cycles of interactive performance set-ups by including a visual programming language allowing mapping, at different levels, of movement and audio into integrated music, visual, and mobile scenery.

EyesWeb has been designed with a special focus on the analysis and processing of expressive gesture in movement, midi, audio, and music signals. It was the basic platform of the EU-IST Project MEGA and it has been employed in many artistic performances and interactive installations. More.

16:15 Posted in Future interfaces | Permalink | Comments (0) | Tags: cybermusic

New NIH Neurotech Funding Opportunities

Via Brain Waves

sbir_logo.gif

NIH announced new Federal funding to advance understanding of the nervous system, behavior or the diagnosis and treatment of nervous system diseases and disorders, through support of research, development, and enhancement of a wide range of neurotechnologies.

(SBIR PA-07-389

(STTR PA-07-390)

Jul 13, 2007

A VR extended neuropsychological assessment for topographical disorientation

A virtual reality extended neuropsychological assessment for topographical disorientation: a feasibility study.

J Neuroengineering Rehabil. 2007 Jul 11;4(1):26

Authors: Morganti F, Gaggioli A, Strambi L, Rusconi ML, Riva G

ABSTRACT: BACKGROUND: Topographical disorientation represents one of the main consequences of brain injury. Up to now several methodological approaches have been used in the assessment of the brain injured patient's navigational abilities showing a moderate correlation with the impairments observed in everyday contexts. METHODS: We propose a combination of standardized neuropsychological tests and a more situated virtual reality-based assessment for the evaluation of spatial orientation in brain injured patients. RESULTS: When tested with this virtual reality integrated procedure patients showed performance and execution times congruent with their neuropsychological evaluation. When compared to a control group, patients revealed significantly slower times and greater errors in solving virtual reality based spatial tasks. CONCLUSIONS: The use of virtual reality, when combined with classical neuropsychological tests, can provide an effective tool for the study of topographical disorientation.

Direct instrumental conditioning of neural activity using fMRI feedback

Direct instrumental conditioning of neural activity using functional magnetic resonance imaging-derived reward feedback.

J Neurosci.
2007 Jul 11;27(28):7498-507

Authors: Bray S, Shimojo S, O'Doherty JP

Successful learning is often contingent on feedback. In instrumental conditioning, an animal or human learns to perform specific responses to obtain reward. Instrumental conditioning is often used by behavioral psychologists to train an animal (or human) to produce a desired behavior. Shaping involves reinforcing those behaviors, which in a stepwise manner are successively closer to the desired behavior until the desired behavior is reached. Here, we aimed to extend this traditional approach to directly shape neural activity instead of overt behavior. To achieve this, we scanned 22 human subjects with functional magnetic resonance imaging and performed image processing in parallel with acquisition. We delineated regions of interest (ROIs) in finger and toe motor/somatosensory regions and used an instrumental shaping procedure to induce a regionally specific increase in activity by providing an explicit monetary reward to reinforce neural activity in the target areas. After training, we found a significant and regionally specific increase in activity in the ROI being rewarded (finger or toe) and a decrease in activity in the nonrewarded region. This demonstrates that instrumental conditioning procedures can be used to directly shape neural activity, even without the production of an overt behavioral response. This procedure offers an important alternative to traditional biofeedback-based approaches and may be useful in the development of future therapies for stroke and other brain disorders.

Jul 11, 2007

Gadgets may help merge virtual reality with real life

reBlogged from networked performance

LindenLab, the company behind Second life, hopes to introduce hand-held and wearable systems that act as gateways between the real and virtual worlds. Linden Lab and other virtual worlds also are developing versions that run on existing mobile phones.

Researchers at a recent virtual worlds conference at MIT said that special eyewear, display "badges," and speakers worn about the neck will allow us to live more fully through our avatars - those idealized versions of ourselves that typically boast better proportions than the saggy originals.

 

Read full article

 

Randomized controlled trial of virtual reality simulator training: transfer to live patients

Randomized controlled trial of virtual reality simulator training: transfer to live patients.

Am J Surg. 2007 Aug;194(2):205-11

Authors: Park J, MacRae H, Musselman LJ, Rossos P, Hamstra SJ, Wolman S, Reznick RK

BACKGROUND: New Residency Review Committee requirements in general surgery require 50 colonoscopies. Simulators have been widely suggested to help prepare residents for live clinical experience. We assessed a computer-based colonoscopy simulator for effective transfer of skills to live patients. METHODS: A randomized controlled trial included general surgery and internal medicine residents with limited endoscopic experience. Following a pretest, the treatment group (n = 12) practiced on the simulator, while controls (n = 12) received no additional training. Both groups then performed a colonoscopy on a live patient. Technical ability was evaluated by expert endoscopists using previously validated assessment instruments. RESULTS: In the live patient setting, the treatment group scored significantly higher global ratings than controls (t(22) = 1.84, P = .04). Only 2 of the 8 computer-based performance metrics correlated significantly with previously validated global ratings of performance. CONCLUSIONS: Residents trained on a colonoscopy simulator prior to their first patient-based colonoscopy performed significantly better in the clinical setting than controls, demonstrating skill transfer to live patients. The simulator's performance metrics showed limited concurrent validity, suggesting the need for further refinement.

MIT Media Lab: Responsive Environment Group

From Networked Performance

shadow_lab.jpg

 

 

"Dual reality" is the concept of maintaining two worlds, one virtual and one real, that reflect, influence, and merge into each other by means of deeply embedded sensor/actuator networks. Both the real and virtual components of a dual reality are complete unto themselves, but are enriched by their mutual interaction. The Dual Reality Media Lab is an example of such a dual reality, as enabled the Plug sensor / actuator network that links our actual lab space to a virtual lab space in the Second Life online virtual world. [MOV]

 

Myomo e100 NeuroRobotic System

Via Medgadget 

US company Myomo has announced that the e100 NeuroRobotic System, a technology designed to help in the rehabilitation process of patients by "engaging and reinforcing both neurological and motor pathways,"  has received FDA clearance to market.

How it Works

  • Patient's brain is the controller: When a patient attempts movement during therapy, their muscles contract and electrical muscle activity signals fire

  • Non-invasive sensing: An EMG sensor sits on the skin's surface to detect and continuously monitor a person's residual electrical muscle activity

  • Proprietary system software: Advanced signal processing software filters and processes the user's EMG signal, and then forwards the data to a robotic device

  • Proportional assistance: Portable, wearable robotics use the person's EMG signal to assist with desired movement; power assistance is customized to patient ability with Myomo's real-time adjustable control unit.

 

 


Product page: Myomo e100 NeuroRobotic System ...

 

Using a Robot to Teach Human Social Skills

Via KurzweilAI

A humanoid robot designed to teach autistic children social skills has begun testing in British schools. Known as KASPAR (Kinesics and Synchronisation in Personal Assistant Robotics), the $4.33 million bot smiles, simulates surprise and sadness

Read full article

 

Jul 09, 2007

Postdoctoral Position in Theoretical Neuroscience at CNCR, Amsterdam

Via Neurobot 
 
Applications are invited for a 3-year postdoctoral research position in the Neuroinformatics Group of the Center for Neurogenomics and Cognitive Research (CNCR), Vrije Universiteit Amsterdam. The position is funded by a grant from the Netherlands Organisation for Scientific Research (NWO), Exact Sciences (EW).

Jul 08, 2007

Field dependency and the sense of object-presence in haptic virtual environments

Field dependency and the sense of object-presence in haptic virtual environments.

Cyberpsychol Behav. 2007 Apr;10(2):243-51

Authors: Hecht D, Reiner M

Virtual environment (VE) users often report having a sense of being present in the virtual place or a sense that the virtual object is present in their environment. This sense of presence depends on both the technological fidelity (e.g., in graphics, haptics) and the users' cognitive/ personality characteristics. This study examined the correlation between user's cognitive style on the field-dependency dimension and the level of object-presence they reported in a haptic VE. Results indicated that field-independent individuals reported higher presence ratings compared to field-dependent participants. We hypothesize that field-independents' advantage in reorganizing the perceptual field and constructing it according to their previously acquired internal knowledge enables them to cognitively reconstruct the VE experience more efficiently by selectively attending only to the relevant cues and by filling in the gap of missing information with their previous knowledge and creative imagination. This active and creative cognitive process may be behind the enhanced sense of presence. In addition, we raise a possible linkage between field dependency, the sense of presence, and simulator sickness phenomenon.

Virtual reality in stroke rehabilitation: Still more virtual than real

Virtual reality in stroke rehabilitation: Still more virtual than real.

Disabil Rehabil. 2007 Jul 30;29(14):1139-46

Authors: Crosbie JH, Lennon S, Basford JR, McDonough SM

Purpose. To assess the utility of virtual reality (VR) in stroke rehabilitation. Method. The Medline, Proquest, AMED, CINAHL, EMBASE and PsychInfo databases were electronically searched from inception/1980 to February 2005, using the Keywords: Virtual reality, rehabilitation, stroke, physiotherapy/physical therapy and hemiplegia. Articles that met the study's inclusion criteria were required to: (i) be published in an English language peer reviewed journal, (ii) involve the use of VR in a stroke rehabilitation setting; and (iii) report impairment and/or activity oriented outcome measures. Two assessors independently assessed each study's quality using the American Academy for Cerebral Palsy and Developmental Medicine (AACPDM) grading system. Results. Eleven papers met the inclusion criteria: Five addressed upper limb rehabilitation, three gait and balance, two cognitive interventions, and one both upper and lower limb rehabilitation. Three were judged to be AACPDM Level I/Weak, two Level III/Weak, three Level IV/Weak and three Level V quality of evidence. All articles involved before and after interventions; three randomized controlled trials obtained statistical significance, the remaining eight studies found VR-based therapy to be beneficial. None of the studies reported any significant adverse effects. Conclusion. VR is a potentially exciting and safe tool for stroke rehabilitation but its evidence base is too limited by design and power issues to permit a definitive assessment of its value. Thus, while the findings of this review are generally positive, the level of evidence is still weak to moderate, in terms of research quality. Further study in the form of rigorous controlled studies is warranted.

Influence of mirror therapy on human motor cortex

Influence of mirror therapy on human motor cortex.

Int J Neurosci. 2007 Jul;117(7):1039-48

Authors: Fukumura K, Sugawara K, Tanabe S, Ushiba J, Tomita Y

This article investigates whether or not mirror therapy alters the neural mechanisms in human motor cortex. Six healthy volunteers participated. The study investigated the effects of three main factors of mirror therapy (observation of hand movements in a mirror, motor imagery of an assumed affected hand, and assistance in exercising the assumed affected hand) on excitability changes in the human motor cortex to clarify the contribution of each factor. The increase in motor-evoked potential (MEP) amplitudes during motor imagery tended to be larger with a mirror than without one. Moreover, MEP amplitudes increased greatly when movements were assisted. Watching the movement of one hand in a mirror makes it easier to move the other hand in the same way. Moreover, the increase in MEP amplitudes is related to the synergic effects of afferent information and motor imagery.

Jul 07, 2007

Training cognitive skills in virtual reality: measuring performance

Training cognitive skills in virtual reality: measuring performance.

Cyberpsychol Behav. 2007 Apr;10(2):286-9

Authors: Tichon J

Across a variety of operational environments, virtual reality (VR) is being increasingly used as a means of simulating hazardous work conditions in order to allow trainees to practice advanced cognitive skills such as problem-solving and decision-making. Replicating dangerous conditions particularly involving heavy machinery in the real world can be dangerous and costly. The use of VR is therefore appealing across many industries such as aviation, mining, and rail. However, while the number of training prototypes increase less focus is being given to appropriate evaluation of the training provided via this technology. Increasing skills acquisition and performance does not depend solely on the appropriate design of simulation training. Of equal importance are strong performance measures which can ultimately feedback on the success or otherwise of training and highlight any deficits to guide ongoing improvements. To ensure cognitive skills acquired in a virtual training environment (VTE) are transferable to the real world, training objectives need to be tied directly to realistic scenario events which in turn are directly linked to measures of specific required behaviors.