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Dec 22, 2007

Neulio: Free Video Site for Educational Clips

Via Mashable

 

neulio-logo.png

 

Neulio is a video education site where anyone can create lessons for free. Lessons created can be in video or quiz format. Create a profile, and you’ll be able to access, share, and create lessons, though lessons are also available for non-members as well. Neulio will keep track of the recent lessons you’ve viewed, but there doesn’t appear to be an option for saving lessons in any way associated to your account (i.e. favorites folder, etc.). You can send lessons to friends, social bookmarking sites, rate them and leave comments.

 

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18:50 Posted in Social Media | Permalink | Comments (0) | Tags: social media

Towards an independent brain-computer interface using steady state visual evoked potentials

Towards an independent brain-computer interface using steady state visual evoked potentials.

Clin Neurophysiol. 2007 Dec 10;

Authors: Allison BZ, McFarland DJ, Schalk G, Zheng SD, Jackson MM, Wolpaw JR

OBJECTIVE: Brain-computer interface (BCI) systems using steady state visual evoked potentials (SSVEPs) have allowed healthy subjects to communicate. However, these systems may not work in severely disabled users because they may depend on gaze shifting. This study evaluates the hypothesis that overlapping stimuli can evoke changes in SSVEP activity sufficient to control a BCI. This would provide evidence that SSVEP BCIs could be used without shifting gaze. METHODS: Subjects viewed a display containing two images that each oscillated at a different frequency. Different conditions used overlapping or non-overlapping images to explore dependence on gaze function. Subjects were asked to direct attention to one or the other of these images during each of 12 one-minute runs. RESULTS: Half of the subjects produced differences in SSVEP activity elicited by overlapping stimuli that could support BCI control. In all remaining users, differences did exist at corresponding frequencies but were not strong enough to allow effective control. CONCLUSIONS: The data demonstrate that SSVEP differences sufficient for BCI control may be elicited by selective attention to one of two overlapping stimuli. Thus, some SSVEP-based BCI approaches may not depend on gaze control. The nature and extent of any BCI's dependence on muscle activity is a function of many factors, including the display, task, environment, and user. SIGNIFICANCE: SSVEP BCIs might function in severely disabled users unable to reliably control gaze. Further research with these users is necessary to explore the optimal parameters of such a system and validate online performance in a home environment.

The relation of meditation to power and well-being

The relation of meditation to power and well-being.

Nurs Sci Q. 2008 Jan;21(1):49-58

Authors: Tae Sook Kim , Jeong Sook Park , Myung Ae Kim

The purpose of this research is to examine the relation of meditation to power and well-being in Korean adults. Using a quasi-experimental design, meditation was provided through a chakra meditation music program over a 4 week period. The Power as Knowing Participation in Change Tool and the Well-Being Picture Scale were used, after being translated into Korean. Statistically significant interaction effects of power and group (p < .001), and well-being and group (p < .05) were found. Meditation has a potential to facilitate power and well-being in the human and environmental field patterning process.

18:28 Posted in Meditation & brain | Permalink | Comments (0) | Tags: meditation

IBM virtual world Metaverse help employees to collaborate online

IBM is developing Metaverse, a virtual world to help its employees collaborate, including a waterfall, amphitheater and underground cave.
 
The project, leaded by Michael Ackerbauer, was launched two years ago but it's not clear just how extensively it will be used throughout the company, which has 372,000 employees worldwide.
 
 

18:26 Posted in Virtual worlds | Permalink | Comments (0)

Dec 19, 2007

Newest Video Eyewear Helps Dental Patient to Relax

Via Medgadget

Dutch company relaxView B.V. is marketing a heads up display that purports to be effective at distracting the patient during dentistry intervention.

 

Press release: Newest Video Eyewear Helps Dental Patient to Relax

Avatar-controlled robots

Via KurzweilAI.net

Researchers at Korea Advanced Institute of Science and Technology have developed a system for controlling physical robots using software robots, displayed as virtual-reality avatars.

 


Article

 

Dec 16, 2007

Google launches Knowledge Project "Knol"

The BBC reports that Google has launched "knol", a project to create an authoritative store of information about any and every topic.  The search giant has already started inviting people to write about the subject on which they are known to be an expert.
 
According to analysts, the knol system is an attack on Wikipedia
 
Screengrab of Wikipedia homepage, Wiki Media Foundation

 

16:55 Posted in Social Media | Permalink | Comments (0) | Tags: wikipedia

Towards an independent brain-computer interface using steady state visual evoked potentials

Towards an independent brain-computer interface using steady state visual evoked potentials.

Clin Neurophysiol. 2007 Dec 10;

Authors: Allison BZ, McFarland DJ, Schalk G, Zheng SD, Jackson MM, Wolpaw JR

OBJECTIVE: Brain-computer interface (BCI) systems using steady state visual evoked potentials (SSVEPs) have allowed healthy subjects to communicate. However, these systems may not work in severely disabled users because they may depend on gaze shifting. This study evaluates the hypothesis that overlapping stimuli can evoke changes in SSVEP activity sufficient to control a BCI. This would provide evidence that SSVEP BCIs could be used without shifting gaze. METHODS: Subjects viewed a display containing two images that each oscillated at a different frequency. Different conditions used overlapping or non-overlapping images to explore dependence on gaze function. Subjects were asked to direct attention to one or the other of these images during each of 12 one-minute runs. RESULTS: Half of the subjects produced differences in SSVEP activity elicited by overlapping stimuli that could support BCI control. In all remaining users, differences did exist at corresponding frequencies but were not strong enough to allow effective control. CONCLUSIONS: The data demonstrate that SSVEP differences sufficient for BCI control may be elicited by selective attention to one of two overlapping stimuli. Thus, some SSVEP-based BCI approaches may not depend on gaze control. The nature and extent of any BCI's dependence on muscle activity is a function of many factors, including the display, task, environment, and user. SIGNIFICANCE: SSVEP BCIs might function in severely disabled users unable to reliably control gaze. Further research with these users is necessary to explore the optimal parameters of such a system and validate online performance in a home environment.

Mapping the Body: The Bodily Factor in Memory and Social Action

Via Networked Performance

 

 

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Call For Papers: Deadline for Abstracts - December 31, 2007: part of First ISA Forum of Sociology - Sociological Research and Public Debate: September 5-8, 2008: Barcelona, Spain.

The body is part and parcel of the sociological enterprise. The Homo sapiens’s cultural history demonstrates that the contribution the body makes to the brain is not limited to supporting vital operations, but includes regulating the space and time which organizes the contents of a normal mind. This fundamental property enables our ‘mental ship’ to produce the sequences of movements and events which organize the topographical mapping of bodily experience.

The somato-sensory mass of the brain (Damasio, 2004:314) builds up the connections which the body’s confines compound with the environment by means of neural activity maps coordinated in time. Lacking this mechanism, we would not be able to locate our interactions with the environment or even less, utilize, in the present, the store of knowledge acquired by our bodies by touching an object, looking at a view or moving in space along a path that our bodies describe by moving. We have ancient and genetically pre-arranged circuits which regulate the body’s functions, controlling the endocrine, immunity and internal organ systems and activating impulses and instincts. Taking root is the basis of our way of acquiring knowledge. This insistence on the mind being rooted in the body as a critical factor, brings to mind the need to pay attention to the real development of our brains in the connections in which it is ‘tied’ to the technological.

All the technical resources of human inventive capacity, from the chipped flints of the Neolithic Age to the Renaissance, emerge out! of the relations between bodies, technologies and emotional life. The invention and proliferation of microelectronic technologies and the rapid pace of their constant development and application – mostly in the developed world – introduced today a new phase not only in the role of technologies in human’s life but also brought about serious consequences for almost all aspects of the individual’s life and social relations. We refer to those technologies that are now fully integrated into, and an unremarkable part of, everyday life. It also deeply effects the human body. The physical world and electronic virtual world are not separate, as much current discussions might lead one to believe; in fact they are intricately intertwined.

The present call for papers faces up to the links between social constructions of the human body and the growth of completely, immersive realities (known as Virtual Reality or VR) constructed trough computer software. Human bodies form a basis for social relationships. Although a VE (virtual environment) minimizes ambulatory experience, users interacting with virtual technologies nonetheless constitute material phenomena engaged in practices. For example, users wearing Head Mounted Displays (HMDs) confirm a sense that technologies such as VR are able to obtain a grip on human bodies. We have now a new economy of presence within which we continually choose among the possibilities of synchronous and asynchronous communication, presence and virtual presence. Therefore we need to consider the roles of virtual places as well as physical ones, of electronic connections as well as asynchronous encounters and transactions in addition to synchronous ones.

The Program of the WG03 The Body in the Social Sciences at the first Barcelona Forum of Sociology is aimed to analyzing the complex interaction between the material and immaterial aspects of electronic technologies shaping today the ‘digital mind’ by considering the body as the crucial factor making up the relations between humans, technologies and affective life. The sorts of questions that this call addresses here include: How do technologies and the body contribute to the social, while being themselves heterogeneous? What are the sorts of relations into which these social, technological and bodily entities enter? Can we draw boundaries and borders around or through a nexus of relations in order to identify particular heterogeneous bodies, and what might such an identification offer us analytically?

The sessions organized by the Working Group 03 The Body in the Social Sciences will provide opportunities to elaborate an innovative methodological framework tracing the ways in which the bodies and technologies interweave in the interfaces between off and on line. Particularly welcome are papers aimed to analyze the ‘state of the art’ in body-computer interaction and papers on the processing of memory by multiple-tasking performances.

The following areas of discussion have been identified, but further suggestions are welcome:

1. THE BIOLOGICAL BASIS FOR MIND-BODY INTERACTION
2. BODY MAPPING AS AN INTERACTIVE CREATION OF SPATIAL KNOWLEDGE;
3. THE BODY AS CRUCIAL FACTOR IN MEMORY PROCESSING;
4. ‘DOMESTICATING’ TECHNOLOGIES: IDENTITIES, EMBODIMENT AND DIGITAL MEMORIES;
5. DISTRIBUTED MAPPING ON CYBERSPACE;
6. ICTs INTERFACES AS BOUNDARY OF SOCIAL PRESENCE;
7. THE CYBORG CITIZEN;
8. ‘HOW MULTITASKING AFFECTS HUMAN LEARNING’;
9. USER IMPACT OF ‘AFFECTIVE’ COMPUTER’.

Digital cameras for dementia patients

Via Medgadget

 

Microsoft researchers are developing a wearable digital camera that can be used to record the day's activities of th user. SenseCam was originally developed as a memory aid for healthy people, but it is now in clinical testing for those with memory impairment, such as dementia.

 

SenseCam is worn around the neck and automatically takes a wide-angle, low-resolution photograph every 30 seconds. It contains an accelerometer to stabilize the image and reduce blurriness, and it can be configured to take pictures in response to changes in movement, temperature, or lighting. "Because it has a wide-angle lens, you don't have to point it at anything--it just happens to capture pretty much everything that the wearer can see," says Steve Hodges, the manager of the Sensor and Devices Group at Microsoft Research, U.K.

An entire day's events can be captured digitally on a memory card and downloaded onto a PC for subsequent viewing. Using specially designed software, the Microsoft researchers can convert the pictures into a short movie that displays the images at up to 10 frames per second, allowing a day's events to be viewed in a few minutes.

SenseCam was originally developed as a memory aid for healthy people, but it is now in clinical testing for those with memory impairment, such as dementia. Narinder Kapur, head of the Neuropsychology Department at Addenbrooke's Hospital, Cambridge, U.K., and leader of the eight-patient study, recently published an initial case report of one patient in the journal Neuropsychological Rehabilitation. Kapur and his colleagues found that Mrs. B could remember most nontrivial events after she had spent around one hour reviewing the SenseCam images with her husband every two days for a two-week period.

 

Link 

 

Mental rotation of congenitally absent hands

Mental rotation of congenitally absent hands.

J Int Neuropsychol Soc. 2008 Jan;14(1):81-9

Authors: Funk M, Brugger P

We compared motor imagery performance of normally limbed individuals with that of individuals with one or both hands missing since birth (i.e., hand amelia). To this aim, 14 unilaterally and 2 bilaterally amelic participants performed a task requiring the classification of hands depicted in different degrees of rotation as either a left or a right hand. On the same task, 24 normally limbed participants recapitulated previously reported effects; that is, that the hand motor dominance and, more generally, a lifelong use of hands are important determinants of left-right decisions. Unilaterally amelic participants responded slower to hands corresponding to their absent, compared with their existing, hand. Moreover, left and right hand amelic participants showed prolonged reaction times to hands (whether left or right) depicted in unnatural orientations compared with natural orientations. Among the bilateral amelics, the individual with phantom sensations, but not the one without, showed similar differentiation. These findings demonstrate that the visual recognition of a hand never physically developed is prolonged, but still modulated by different rotation angles. They are further compatible with the view that phantom limbs in hand amelia may constrain motor imagery as much as do amputation phantoms.

Immediate effect of two yoga-based relaxation techniques on performance in a letter-cancellation task

Immediate effect of two yoga-based relaxation techniques on performance in a letter-cancellation task.

Percept Mot Skills. 2007 Oct;105(2):379-85

Authors: Sarang SP, Telles S

The performance in a six-letter cancellation task was assessed with 69 male volunteers, ages 18 to 48 years, immediately before and after two yoga-based relaxation techniques and a control session of equal duration. The techniques were Cyclic Meditation and Supine Rest. Cyclic Meditation consists of alternating cycles of yoga postures and supine rest. After both practices, the net scores were significantly higher, although the magnitude of change was more after Cyclic Meditation than after Supine Rest (24.9% versus 13.6%). There was reduction in scores for wrong cancellations after Cyclic Meditation and not after Supine Rest. The control group showed no change. The results suggest that Cyclic Meditation brings about a greater improvement in performance in this task, which requires selective attention, concentration, visual scanning abilities, and a repetitive motor response.

Dec 08, 2007

Positive Technology Journal goes mobile

if you want to access this blog from your mobile phone now you can:

http://positivetechnology.mofuse.mobi/

(powered by mofuse.com)

Virtual reality exposure therapy for the treatment of posttraumatic stress disorder following September 11, 2001

Virtual reality exposure therapy for the treatment of posttraumatic stress disorder following September 11, 2001.

J Clin Psychiatry. 2007 Nov;68(11):1639-47

Authors: Difede J, Cukor J, Jayasinghe N, Patt I, Jedel S, Spielman L, Giosan C, Hoffman HG

OBJECTIVE: This preliminary study endeavored to evaluate the use of virtual reality (VR) enhanced exposure therapy for the treatment of posttraumatic stress disorder (PTSD) consequent to the World Trade Center attacks of September 11, 2001. METHOD: Participants were assigned to a VR treatment (N = 13) or a waitlist control (N = 8) group and were mostly middle-aged, male disaster workers. All participants were diagnosed with PTSD according to DSM-IV-TR criteria using the Clinician-Administered PTSD Scale (CAPS). The study was conducted between February 2002 and August 2005 in offices located in outpatient buildings of a hospital campus. RESULTS: Analysis of variance showed a significant interaction of time by group (p < .01) on CAPS scores, with a between-groups posttreatment effect size of 1.54. The VR group showed a significant decline in CAPS scores compared with the waitlist group (p < .01). CONCLUSIONS: Our preliminary data suggest that VR is an effective treatment tool for enhancing exposure therapy for both civilians and disaster workers with PTSD and may be especially useful for those patients who cannot engage in imaginal exposure therapy.

Self-initiation of EEG-based brain-computer communication using the heart rate response

Self-initiation of EEG-based brain-computer communication using the heart rate response.

J Neural Eng. 2007 Dec;4(4):L23-9

Authors: Scherer R, Müller-Putz GR, Pfurtscheller G

Self-initiation, that is the ability of a brain-computer interface (BCI) user to autonomously switch on and off the system, is a very important issue. In this work we analyze whether the respiratory heart rate response, induced by brisk inspiration, can be used as an additional communication channel. After only 20 min of feedback training, ten healthy subjects were able to self-initiate and operate a 4-class steady-state visual evoked potential-based (SSVEP) BCI by using one bipolar ECG and one bipolar EEG channel only. Threshold detection was used to measure a beat-to-beat heart rate increase. Despite this simple method, during a 30 min evaluation period on average only 2.9 non-intentional switches (heart rate changes) were detected.

InsideOut

Via Engadget

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Vodafone InsideOut service allows interaction between characters in the vast virtual world Second Life and real, actual phones (you know, like in the real world) operated by Voda. Both voice calls and text messages can be ferried in and out of the game, with SMSes running a cool L$300 (which we think is somewhere around $1) and voice calls running L$300 per minute. Calls and messages placed to Second Life, though, are billed at the same rate as they would be to a traditional German phone (it seems Voda’s pool of InsideOut numbers are based in of Deutschland at the moment). Through the end of November, InsideOut’s still operating in a beta mode so it’s all free to try out, but keep in mind that Voda’s customer support won’t be able to bail you out — cue Matrix reference — if you’re having trouble getting to a hardline.

YASMIN: Locative Media Art

Via Networked Performance 

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Locative Media Art: Towards New Types of “Hybrid” Places for Communicating Meaning - A moderated discussion on YASMIN beginning on December 3, 2007: with Dimitris Charitos , Martin Rieser and Yanna Vogiazou.

The convergence of new mobile telecommunication networks along with geographical positioning systems and interactive graphical interfaces on mobile devices, are beginning to extend the potential of media technologies for supporting communication among mobile individuals. The aforementioned technologies allow groups of people to interact with each other, while being aware of each other’s location at all times. By introducing context awareness and by supporting multi-user communication, these ICT systems alter the patterns of information flow as well as the situation within which communication takes place, thus bringing to light new spatial structures where social interaction will occur and novel forms of cultural practices will emerge.

Researching the Future: Aspects of Art and Technoetics 2007

 
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Researching the Future: Aspects of Art and Technoetics 2007: December 7-9, 2007: Centro per l’Arte Contemporanea Luigi Pecci, Viale della Repubblica, 277 - 59100 Prato – Italia.

With: Roy Ascott, Mike Philips, Derrick de Kerckhove, Michael Punt, Laura Beloff, Elif Ayter, Isabelle Choiniere, Nicolas Reeves, Natasha Vita-More, Wolfgang Fiel, Semi Ryu, Francesco Monico, Pierluigi Capucci, Tommaso Tozzi, Massimo Cittadini, Stefano Sansavini, Domenico Quaranta, and Franco “Bifo” Berardi.

Topics-Themes: Media Art, Syncreticism, Technoetic, Moist Media, Phenomenology, Media Studies, Psychotechnologies, Transmodalities, Interactive Media Design, Virtual Reality, Enhanced Reality, Freud and Dream Science, Radical Thought, Semilife, Cultural Studies, Cognitive Architectures and Consciousness, Enteogenesis …

Now more than ever artists work through cultural interfaces, the ways and means, turning to evocations of both science and mythology, technology and tradition. The legacy of postmodernism has transformed itself in this “technoetic” variation. Today man is molded by hyperlinks, processors and networks and by bio and wet methodologies. Our senses are redefined, or rather, re-oriented from a collision with emerging realities, generated by new models of our world and of our subjectivity.

New art is linked to means that introduce it to a new praxis of production that is instantly pragmatic and philosophical. It (What? Art or the praxis?) generates interactivity and the transformation of common sense, both socially and aesthetically, while reflecting on the changing nature of perception, of connectivity and of conscience.

The man is not more into the center of the realm.

Works produced, both concretely and mentally, are made of a stratum of conscious associations, of unconscious sensitivity, of historic scientific data, of multiform unity and gripping discourse, fully interwoven in new telematic environments. These environments can be digital or natural and biological, furnishing us with new experiences and original creative visions.

18:40 Posted in Cyberart | Permalink | Comments (0) | Tags: cyberart

Exodus to the Virtual World: How Online Fun Is Changing Reality

Via Networked Performance

 

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Exodus to the Virtual World: How Online Fun Is Changing Reality by Edward Castronova -Virtual worlds have exploded out of online game culture and now capture the attention of millions of ordinary people: husbands, wives, fathers, mothers, workers, retirees. Devoting dozens of hours each week to massively multiplayer virtual reality environments (like World of Warcraft and Second Life), these millions are the start of an exodus into the refuge of fantasy, where they experience life under a new social, political, and economic order built around fun. Given the choice between a fantasy world and the real world, how many of us would choose reality? Exodus to the Virtual World explains the growing migration into virtual reality, and how it will change the way we live–both in fantasy worlds and in the real one.

 

The Glucoboy for Diakids

Re-blogged from Medgadget


 

Parents with diabetic kids know how difficult it often is to convince the young ones to take regular glucose readings. Now a Minnesota company called Guidance Interactive Healthcare managed to fuse a portable glucometer with a Nintendo Game Boy Advance videogame cartridge. The idea is that the hybrid cartridge is preloaded with a number of games, and kids have to submit themselves to regular readings in order to unlock games and get points that can then be used in the games to get to higher levels.

Currently only available in Australia, the device should prove a hit with the parents, while the kids might be wondering why they got a locked down game cartridge that feeds on human blood for Christmas.

 

Glucoboy product page...

 

18:16 Posted in Serious games | Permalink | Comments (0) | Tags: serious gaming

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