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Jan 20, 2009

Spatial aspects of bodily self-consciousness

Spatial aspects of bodily self-consciousness.

Conscious Cogn. 2008 Dec 22;

Authors: Lenggenhager B, Mouthon M, Blanke O

Visual, somatosensory, and perspectival cues normally provide congruent information about where the self is experienced. Separating those cues by virtual reality techniques, recent studies found that self-location was systematically biased to where a visual-tactile event was seen. Here we developed a novel, repeatable and implicit measure of self-location to compare and extend previous protocols. We investigated illusory self-location and associated phenomenological aspects in a lying body position that facilitates clinically observed abnormal self-location (as on out-of-body experiences). The results confirm that the self is located to where touch is seen. This leads to either predictable lowering or elevation of self-localization, and the latter was accompanied by sensations of floating, as during out-of-body experiences. Using a novel measurement we show that the unitary and localized character of the self can be experimentally separated from both the origin of the visual perspective and the location of the seen body, which is compatible with clinical data.

Functional network reorganization during learning in a brain-computer interface paradigm

Functional network reorganization during learning in a brain-computer interface paradigm.

Proc Natl Acad Sci U S A. 2008 Dec 1;

Authors: Jarosiewicz B, Chase SM, Fraser GW, Velliste M, Kass RE, Schwartz AB

Efforts to study the neural correlates of learning are hampered by the size of the network in which learning occurs. To understand the importance of learning-related changes in a network of neurons, it is necessary to understand how the network acts as a whole to generate behavior. Here we introduce a paradigm in which the output of a cortical network can be perturbed directly and the neural basis of the compensatory changes studied in detail. Using a brain-computer interface, dozens of simultaneously recorded neurons in the motor cortex of awake, behaving monkeys are used to control the movement of a cursor in a three-dimensional virtual-reality environment. This device creates a precise, well-defined mapping between the firing of the recorded neurons and an expressed behavior (cursor movement). In a series of experiments, we force the animal to relearn the association between neural firing and cursor movement in a subset of neurons and assess how the network changes to compensate. We find that changes in neural activity reflect not only an alteration of behavioral strategy but also the relative contributions of individual neurons to the population error signal.

Jan 08, 2009

Science: special section on education and technology

The current issue of Science has a special section on the use of technology in education.

I found particularly interesting the article by Chris Dede about the potential offered by immersive interfaces for learning. According to Dede, the key benefit of immersive media is their ability to combine actional, symbolic, and perceptual factors, providing the participant with the impression that she or he is "inside" a digitally enhanced setting.

In another article included in this special issue, Merrilea Mayo reviews the most promising applications of videogames in science and technology education, and describes the challenges to be faced for the wider adoption of this approach.

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Dec 10, 2008

Our mental barriers

sometimes I feel like the dog in this video... it is when I realize that reality is much bigger than my dream of it

 

 

Dec 01, 2008

Brain-machine interface via real-time fMRI

Brain-machine interface via real-time fMRI: Preliminary study on thought-controlled robotic arm.

Neurosci Lett. 2008 Nov 18;

Authors: Lee JH, Ryu J, Jolesz FA, Cho ZH, Yoo SS

Real-time functional MRI (rtfMRI) has been used as a basis for brain-computer interface (BCI) due to its ability to characterize region-specific brain activity in real-time. As an extension of BCI, we present an rtfMRI-based brain-machine interface (BMI) whereby 2-dimensional movement of a robotic arm was controlled by the regulation (and concurrent detection) of regional cortical activations in the primary motor areas. To do so, the subjects were engaged in the right- and/or left-hand motor imagery tasks. The blood oxygenation level dependent (BOLD) signal originating from the corresponding hand motor areas was then translated into horizontal or vertical robotic arm movement. The movement was broadcasted visually back to the subject as a feedback. We demonstrated that real-time control of the robotic arm only through the subjects' thought processes was possible using the rtfMRI-based BMI trials.

Nov 22, 2008

Minority Report Interface - G-Speak

this gestural-controlled display by G-Speak is the closest to Minority Report I have seen so far. The system consists of a DLP projector and is equipped with special gloves that incorporate reflective markers

take a look at this impressive video

Electronically enhanced sewing machine

Via Info Aesthetics

sound_sewing_machine.jpg

An electronically enhanced sewing machine [soundsbutter.com], able to represent sound through the height of the stitches it creates. The resulting stitch pattern thus becomes visually similar to an equalizer timeline. Unfortunately, currently a non-working prototype only.

Motor Representations and Practice Affect Brain Systems Underlying Imagery: An fMRI Study

Motor Representations and Practice Affect Brain Systems Underlying Imagery: An fMRI Study of Internal Imagery in Novices and Active High Jumpers.

Open Neuroimag J. 2008;2:5-13

Authors: Olsson CJ, Jonsson B, Larsson A, Nyberg L

This study used functional magnetic resonance imaging (fMRI) to investigate differences in brain activity between one group of active high jumpers and one group of high jumping novices (controls) when performing motor imagery of a high jump. It was also investigated how internal imagery training affects neural activity. The results showed that active high jumpers primarily activated motor areas, e.g. pre-motor cortex and cerebellum. Novices activated visual areas, e.g. superior occipital cortex. Imagery training resulted in a reduction of activity in parietal cortex. These results indicate that in order to use an internal perspective during motor imagery of a complex skill, one must have well established motor representations of the skill which then translates into a motor/internal pattern of brain activity. If not, an external perspective will be used and the corresponding brain activation will be a visual/external pattern. Moreover, the findings imply that imagery training reduces the activity in parietal cortex suggesting that imagery is performed more automatic and results in a more efficient motor representation more easily accessed during motor performance.

Nov 12, 2008

Mindfulness meditation reveals distinct neural modes of self-reference

Attending to the present: mindfulness meditation reveals distinct neural modes of self-reference.

Soc Cogn Affect Neurosci.
2007 Dec;2(4):313-322

Authors: Farb NA, Segal ZV, Mayberg H, Bean J, McKeon D, Fatima Z, Anderson AK

It has long been theorised that there are two temporally distinct forms of self-reference: extended self-reference linking experiences across time, and momentary self-reference centred on the present. To characterise these two aspects of awareness, we used functional magnetic resonance imaging (fMRI) to examine monitoring of enduring traits ('narrative' focus, NF) or momentary experience ('experiential' focus, EF) in both novice participants and those having attended an 8 week course in mindfulness meditation, a program that trains individuals to develop focused attention on the present. In novices, EF yielded focal reductions in self-referential cortical midline regions (medial prefrontal cortex, mPFC) associated with NF. In trained participants, EF resulted in more marked and pervasive reductions in the mPFC, and increased engagement of a right lateralised network, comprising the lateral PFC and viscerosomatic areas such as the insula, secondary somatosensory cortex and inferior parietal lobule. Functional connectivity analyses further demonstrated a strong coupling between the right insula and the mPFC in novices that was uncoupled in the mindfulness group. These results suggest a fundamental neural dissociation between two distinct forms of self-awareness that are habitually integrated but can be dissociated through attentional training: the self across time and in the present moment.

20:56 Posted in Meditation & brain | Permalink | Comments (0) | Tags: meditation

Nov 05, 2008

HSI ’09: Special Session on Positive Technology

I have been invited to organize a special session on Positive Technology at the 2nd IEEE Conference on Human System Interactions (May 21-23, 2009 University of Catania, Italy).

This will be a great opportunity for interested researchers and developers to explore common ground, share current experiences and discuss future developments of this emerging research field.

Below is the session abstract (the full call for papers can be is available here):

Information and communication technologies are becoming more ubiquitous and pervasive, shaping the ways we communicate, collaborate and make new relationships. However, the massive proliferation of digital devices and services raises an important question: are computers making us happy? Are new technologies actually improving the quality of our life, by enhancing our opportunities for growth and self-expression, making us feel safer and more connected? Are they rather enhancing automation, constraints on personal initiative, and compulsive consumption of information?

The recent and growing interest towards these issues is paving the way for a new research area, called “Positive Technology”. The main objective of this approach is the identification of design principles for computer-based applications and services that promote positive growth at the individual, social and cultural levels.

Interdisciplinary in nature, Positive Technology lies at the intersection of three fields: Positive Psychology, Interaction Design and Cognitive Neuroscience.

- Positive Psychology is a discipline whose broad goals are to understand the human strengths and virtues, and to promote these strengths to allow individuals, communities, and societies to flourish. In its current conception, Positive Psychology has three levels of analysis: the subjective, the individual and the group. The subjective level is concerned with people positive subjective experiences (i.e. life satisfaction, positive emotions, optimism). The individual level focuses on positive personality traits, which include among others: courage, wisdom, perseverance, creativity, interpersonal skills, spirituality and high talent. Finally, the group level of analysis explores the civic virtues and institutions such as civility, responsibility, altruism, nurturance, tolerance and work ethics, which promote better citizenship.

- Interaction design focuses on the development of interfaces that are easy and enjoyable to use. The incorporation of positive psychology principles in the ID process should allow the development of novel interaction models, which are able to promote positive aspects of user’s behaviour, such as curiosity and creativity, as well as fostering positive emotions and deep engagement

- Cognitive neuroscience the contribution of this discipline to Positive Technology is three-fold: a) to identify the neural underpinnings of positive emotions, and discover the long-lasting effects of optimal experiences on brain processes; b) to examine the neuropsychological correlates of users’ satisfaction, the most used dependent variable in HCI research (as well as the hardest to measure); c) to identify strategies and mechanisms (i.e. neurogenesis and neuroplasticity) that promote an efficient use of brain resources.


Topics


- Computer-based interventions for well-being
- Role of positive affect and happiness in HCI
- Information technology effects on well-being
- Technology-based applications and services for stress management
- Models of optimal experience in HCI
- Designing for creativity and self-improvement
- Spirituality and computing
- Cognitive enhancement/assisted cognition
- Web 2.0 and positive social change


Chairs:
Andrea Gaggioli Faculty of Psychology, Catholic University of Milan
Giuseppe Riva Faculty of Psychology, Catholic University of Milan

Deadline for submission: January 09, 2009
Notification of papers acceptance: February 09, 2009
Final manuscripts due: April 06, 2009

Exit reality

ExitReality’s is a new 3D web service that will create virtual versions of every social network site profile.

The London startup has now officially launched its beta. The free Internet plug-in allowing the 3d experience can be downloaded here.

 

ExitReality turns standard 2D web pages into unique 3D spaces

23:38 Posted in Virtual worlds | Permalink | Comments (0) | Tags: virtual worlds

Nov 04, 2008

Brain Controlled Cell Phones

Via Textually.org

NeuroSky Inc, a venture company based in San Jose, Calif, prototyped a system that reads brain waves with a sensor and uses them for mobile phone applications.

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Software algorithms try to deduce from your brainwaves what you are thinking and pass on the appropriate commands to the cell phone.

 

Textual emotion recognition and visualization

From InfoAesthetics

synesketch.jpg

a textual emotion recognition & visualization engine based on the concept of synesthesia , or in other words: "code that feels the words visually". the synesketch application is able to dynamically transfer the text into animated visual patterns.

the emotional parameters are based on a WordNet-based lexicon of words with their general & specific emotional weights, for the emotion types happiness, sadness, fear, anger, disgust, surprise. the visualization is based on a generative painting system of imaginary colliding particles. colors & shapes of these patterns depend on the type and intensity of interpreted textual emotions.

Europe’s economic weather forecast

Cool infoviz services, in times of global financial crisis

Check it out:

Europe_map

Nov 03, 2008

Feeling present in arousing virtual reality worlds

Feeling present in arousing virtual reality worlds: prefrontal brain regions differentially orchestrate presence experience in adults and children.

Front Hum Neurosci. 2008;2:8

Authors: Baumgartner T, Speck D, Wettstein D, Masnari O, Beeli G, Jäncke L

Virtual reality (VR) is a powerful tool for simulating aspects of the real world. The success of VR is thought to depend on its ability to evoke a sense of "being there", that is, the feeling of "Presence". In view of the rapid progress in the development of increasingly more sophisticated virtual environments (VE), the importance of understanding the neural underpinnings of presence is growing. To date however, the neural correlates of this phenomenon have received very scant attention. An fMRI-based study with 52 adults and 25 children was therefore conducted using a highly immersive VE. The experience of presence in adult subjects was found to be modulated by two major strategies involving two homologous prefrontal brain structures. Whereas the right DLPFC controlled the sense of presence by down-regulating the activation in the egocentric dorsal visual processing stream, the left DLPFC up-regulated widespread areas of the medial prefrontal cortex known to be involved in self-reflective and stimulus-independent thoughts. In contrast, there was no evidence of these two strategies in children. In fact, anatomical analyses showed that these two prefrontal areas have not yet reached full maturity in children. Taken together, this study presents the first findings that show activation of a highly specific neural network orchestrating the experience of presence in adult subjects, and that the absence of activity in this neural network might contribute to the generally increased susceptibility of children for the experience of presence in VEs.

Circadian Modulation of Mentally Simulated Motor Actions

Circadian Modulation of Mentally Simulated Motor Actions: Implications for the Potential Use of Motor Imagery in Rehabilitation.

Neurorehabil Neural Repair. 2008 Oct 30;

Authors: Gueugneau N, Mauvieux B, Papaxanthis C

BACKGROUND: . Mental practice through motor imagery improves subsequent motor performance and thus mental training is considered to be a potential tool in neuromotor rehabilitation. OBJECTIVE: . The authors investigated whether a circadian fluctuation of the motor imagery process occurs, which could be relevant in scheduling mental training in rehabilitation programs. METHODS: . The executed and imagined durations of walking and writing movements were recorded every 3 hours from 8 am to 11 pm in healthy participants. The authors made a cosinor analysis on the temporal features of these movements to detect circadian rhythms. Temporal differences between executed and imagined movements as well as their variability during the day were also quantified. RESULTS: . Circadian rhythms were detected for both the executed and the imagined movements. Furthermore, these rhythms covaried between them and with body temperature. The participants' ability to internally simulate their movements also fluctuated significantly during the day. The isochrony between the executed and the imagined movements was exclusively observed between 2 pm and 8 pm. In the morning (8 am and 11 am) and the evening (11 pm), the durations of the imagined movements were significantly longer than the durations of executed movements. CONCLUSIONS: . Predictive internal models fluctuate in a circadian basis, as do many other physiological parameters. It could be important to take into consideration the time of day in the planning of rehabilitation programs using physical or mental training.

Open hearts build lives

Open hearts build lives: positive emotions, induced through loving-kindness meditation, build consequential personal resources.

J Pers Soc Psychol. 2008 Nov;95(5):1045-62

Authors: Fredrickson BL, Cohn MA, Coffey KA, Pek J, Finkel SM

B. L. Fredrickson's (1998, 2001) broaden-and-build theory of positive emotions asserts that people's daily experiences of positive emotions compound over time to build a variety of consequential personal resources. The authors tested this build hypothesis in a field experiment with working adults (n = 139), half of whom were randomly-assigned to begin a practice of loving-kindness meditation. Results showed that this meditation practice produced increases over time in daily experiences of positive emotions, which, in turn, produced increases in a wide range of personal resources (e.g., increased mindfulness, purpose in life, social support, decreased illness symptoms). In turn, these increments in personal resources predicted increased life satisfaction and reduced depressive symptoms. Discussion centers on how positive emotions are the mechanism of change for the type of mind-training practice studied here and how loving-kindness meditation is an intervention strategy that produces positive emotions in a way that outpaces the hedonic treadmill effect.

A pilot study of meditation for mental health workers following Hurricane Katrina

A pilot study of meditation for mental health workers following Hurricane Katrina.

J Trauma Stress. 2008 Oct 27;21(5):497-500

Authors: Waelde LC, Uddo M, Marquett R, Ropelato M, Freightman S, Pardo A, Salazar J

This pilot study examined the effects of a manualized meditation intervention (called Inner Resources) for posttraumatic stress disorder (PTSD), depression, and anxiety symptoms among 20 African American and Caucasian mental health workers in New Orleans beginning 10 weeks after Hurricane Katrina. They participated in a 4-hour workshop followed by an 8-week home study program. Complete follow-up data were available for 15 participants. Results of intention-to-treat analyses indicated that participants' PTSD and anxiety symptoms significantly decreased over the 8 weeks of the intervention; these improvements were significantly correlated with the total number of minutes of daily meditation practice. The majority of participants reported good treatment adherence and improvements in well-being. These findings suggest that meditation may be a feasible, acceptable, and effective postdisaster intervention.

Oct 23, 2008

DXARTS - Professorship in Hybrid Arts Practice

DXARTS | PROFESSORSHIP in HYBRID ARTS PRACTICE
www.dxarts.washington.edu

Pending budgetary approval, The Center for Digital Arts and Experimental Media (DXARTS) at the University of Washington is seeking to fill a tenured or tenure track faculty position in HYBRID ARTS PRACTICE. Rank is open, and we will consider hires from Assistant to Full Professor with tenure.

Established in 2001, DXARTS is a pioneering experimental arts unit with exciting undergraduate and doctoral degree programs. DXARTS brings together faculty from Art, Music, Dance, Computer Science, Electrical Engineering, Physics, Biology, History of Ideas, and Design in a hybrid research environment dedicated to the invention and exploration of new forms of digital and experimental art.

The successful candidate for this position should be an artist hybrid engaged in advanced generative digital and experimental arts practice, as well as integrating research on the epistemological and ontological questions raised by the broader art, science and technology discipline.

Applicants for this position should at minimum hold a Masters Degree or equivalent experience and present a well documented career of significant creative accomplishments. The ideal candidate will have a strong and deeply integrated background blended across numerous creative, interpretive and technical fields such as art, music, film, design, dance, theater, computer science, cognitive science, engineering, history, psychology, and philosophy.

Applicants should be prepared to pursue innovative art and technology research, as well as teach introductory and advanced courses in comprehensive studio practice, and the history and analysis of digital and experimental arts.

Applications must include: CV, artist statement, statement on pedagogy, and a cohesive portfolio of professional creative work. Support materials must include three references with phone numbers, mail and e-mail addresses, samples of previous course design and recent student work. Portfolio work should be formatted for viewing on any platform. Please include a SASE for return of materials. Also inform us if you will be attending the CAA conference in Los Angeles, CA.

Application materials should be addressed to: Chair, HYBRID ARTS PRACTICE Search Committee, DXARTS, 207 Raitt Hall, Box 353414, University of Washington, Seattle, Washington 98195-3414. Priority will be given to applications received before January 15, 2009. The University of Washington is building a culturally diverse faculty, and strongly encourages applications from female and minority candidates. The University is an Equal Opportunity, Affirmative Action employer.

A competitive recruitment and selection process is being conducted and if a U.S. worker is not selected pursuant to this process, an application for Alien Employment Certification may be filed on behalf of an alien to fill this job opportunity. Any person may provide documentary evidence bearing on the application (such as information on available workers, wages, working terms and conditions, or other pertinent information) to either:

Employment Security Department
AEC Unit
P.O. Box 9046
Olympia, WA 98507-9046

OR

Employment & Training Administration
Region VI, U.S. Department of Labor
Certifying Officer
P.O.Box 193767
San Francisco, CA 94119-3767

14th Annual CyberTherapy Conference

 

The 14th Annual International CyberTherapy and CyberPsychology Conference (CT14) brings together researchers, clinicians, policy makers and funding agencies to share and discuss advancements in the growing discipline of CyberPsychology, CyberTherapy & Rehabilitation.

The focus of this conference is on the increasing use of interactive media in training, education, prevention, rehabilitation, and therapeutic interventions.Technologies featured at the conference include virtual reality simulations, videogames, wearables,  telehealth, the Internet, videoconferencing,  robotics, brain-computer interfaces, and non-invasive physiological monitoring devices.

 

 

Visit the conference website