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Jan 27, 2007

Brain activity provides novel biometric key

Via New Scientist 

EU researchers have developed a system that uses the electrical activity in a person's brain to provide a hard-to-forge biometric for high-security applications. The system was developed by two companies - Starlab in Spain and Forenap in France - in cooperation with researchers at the Centre for Research and Technology Hellas, in Greece. 

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An Internet virtual world chat room for smoking cessation

Evaluation of an Internet virtual world chat room for adolescent smoking cessation.

Addict Behav. 2006 Dec 19;

Authors: Woodruff SI, Conway TL, Edwards CC, Elliott SP, Crittenden J

The goal of this longitudinal study was to test an innovative approach to smoking cessation that might be particularly attractive to adolescent smokers. The study was a participatory research effort between academic and school partners. The intervention used an Internet-based, virtual reality world combined with motivational interviewing conducted in real-time by a smoking cessation counselor. Participants were 136 adolescent smokers recruited from high schools randomized to the intervention or a measurement-only control condition. Those who participated in the program were significantly more likely than controls to report at the immediate post-intervention assessment that they had abstained from smoking during the past week (p</=.01), smoked fewer days in the past week (p</=.001), smoked fewer cigarettes in the past week (p</=.01), and considered themselves a former smoke (p</=.05). Only the number of times quit was statistically significant at a one-year follow-up assessment (p</=.05). The lack of longer-term results is discussed, as are methodological challenges in conducting a cluster-randomized smoking cessation study.

GPS Sneakers Send SMS to Parents if kids go off limites

From Textually.org

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GTX GPS Xplorer Smart Sneakers keep track of your kids and if they wander beyond a delimited area, a GPS signal activates a text message alert to the parents phone.

 

13:15 Posted in Wearable & mobile | Permalink | Comments (0) | Tags: mobile, wearable

Jan 25, 2007

Second Life gets virtual mobile operator

From Textually.org

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Vodafone is planning to launch itself as a mobile operator in the game Second Life alongside its Vodafone Island area within the popular virtual world, reports TechDigest

"Second Life users will be able to use branded handsets to call each other within the world, as well as send text messages."

Second Life Cell Phones can SMS real world Phones

 

Prospero - A "Visual Commons" Framework for Community-Aware Public Displays

Re-blogged from Networked Performance

 

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Information about the community as a commons and about commons in the community can be useful for promoting a sense of shared fate and shared identity. In addition, as mobility increases, information about how a community moves into, out of, and through its spaces (such as public commons) can be a useful source of community feedback. A new project at the University of Michigan investigates using public displays to understand and represent community dynamics and preferences:

Prospero is an infrastructure to enable public displays to reflect evolving public participation. The objectives of the Prospero project arise from two primary motivations: one descriptive, the other normative. First, technologies that foster cooperation enhance our relationship to our surroundings. Many of these technologies incorporate user feedback in real-time.

Second, our team members believe that a society in which collective decision-making is based on participatory democracy and public resources should be allocated not by top-down or centrally-controlled mechanisms, but on the basis of the expressed desires and needs of participants. As cooperation increases, we have seen a resurgence of "the commons," i.e. that public sphere in which community values are expressed.

In our project, we shall explore this theme through its instantiation in the specific domain area of public displays. In much of modern life, public spaces, public media and public art are designed to send us messages that we passively receive, process and absorb. However, we believe that in a democracy, citizens must actively shape the public sphere. This necessitates "talking back" to the elements that constitute the public sphere. Public displays, that is, displays located in public spaces and accessible to a public, constitute an increasingly important element of the public sphere. We will develop an infrastructure for community-aware public displays that are controlled by users' expressed needs and preferences; we see our endeavor as part of an ongoing, democratic reclaiming, by citizens, of control over an increasing number of aspects of the public sphere in general.

Thus, by making a public display that is attentive to its community of users, a Visual Commons, it becomes possible for the community to escape the present hegemony of one-way communication, or "broadcast," of generic information (such as the time, or stock prices) or the barrage of mass-media advertising (such as occurs in New York City's Times Square). In effect, dynamic processing of community feedback regarding the contents of the display enables it to become more than just a billboard.

Neurofeedback

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.

Jan 24, 2007

A second life for educators?

Re-blogged from 3Dpoint

The New Media Consortium has announced that it has established a new services unit, NMC Virtual Worlds, to cater to “educational institutions wishing to explore, build, or establish a presence in a range of virtual worlds.” NMC itself is a non-profit consortium of more than 225 research and educational institutions, so it will be interesting to see what kind of virtual world educational initiatives the organization can catalyze both within its own ranks and in the broader educational realm. While there’s only one project on their portfolio page at the moment, NMC is apparently working with Second Life creator Linden Lab to create a specialized new-user experience for educators, and is already working with a number of groups within SL.

23:07 Posted in Virtual worlds | Permalink | Comments (0) | Tags: virtual worlds

Robotics and virtual reality

Robotics and virtual reality: a perfect marriage for motor control research and rehabilitation.

Assist Technol. 2006;18(2):181-95

Authors: Patton J, Dawe G, Scharver C, Mussa-Ivaldi F, Kenyon R

This article's goal is to outline the motivations, progress, and future objectives for the development of a state-of-the-art device that allows humans to visualize and feel synthetic objects superimposed on the physical world. The programming flexibility of these devices allows for a variety of scientific questions to be answered in psychology, neurophysiology, rehabilitation, haptics, and automatic control. The benefits are most probable in rehabilitation of brain-injured patients, for whom the costs are high, therapist time is limited, and repetitive practice of movements has been shown to be beneficial. Moreover, beyond simple therapy that guides, strengthens, or stretches, the technology affords a variety of exciting potential techniques that can combine our knowledge of the nervous system with the tireless, precise, and swift capabilities of a robot. Because this is a prototype, the system will also guide new experimental methods by probing the levels of quality that are necessary for future design cycles and related technology. Very important to the project is the early and intimate involvement of therapists and other clinicians in the design of software and its user interface. Inevitably, it should also lead the way to new modes of practice and to the commercialization of haptic/graphic systems.

Enactive 2007

Via VRoot  
 
(from the conference website) Enactive / 07 is an international scientific and cultural event, promoted by the European Network of Excellence ENACTIVE and organized by the ACROE-ICA group, from INP-G. It will be held in Grenoble (France) on November 19-22, 2007.

Seizing the opportunity of its welcome to Grenoble, an historical place in France for innovation in Arts, the 4th International Conference on Enactive Interfaces will be exceptionally extended by an intellectual and artistic event: Enaction_in_Arts.
  • 4th International Conference on Enactive Interfaces
    In the continuation of previous editions (2004, Villard-de-Lans, France; 2005, Genoa, Italy; 2006, Montpellier, France), Enactive / 07 aims at promoting the concept of Enaction in the field of Information and Communication Technologies. Creative researchers, innovative engineers and producers are invited to confront their last theoretical, experimental, technological and applicated advances during various talk, demo and poster sessions.

  • Enaction_in_Arts
    Arts and Culture is one of the main fields that are intimately linked with contemporary concepts and technologies. Enaction_in_Arts sessions aim at promoting innovative artistic creations, theories and technologies for the Future of Arts. It will be a unique meeting at the crossing point of Art – Science – Technology and will offer to researchers, engineers and artists the opportunity to discover in the same place, at the same time, cutting-edge research, technologies and artworks centered around Enaction and Enactive Systems.
Special attention will be accorded to situations allowing rich interactions between participants through Ateliers, hands-on demonstrations and experimental open spaces. Moreover, Concerts and Exhibitions will be open to the general public.

Deadline for preliminary submission to Enaction_in_Arts extended to January 31, 2007.
Deadline for scientific papers and posters: July 20, 2007

Biofeedback for robotic gait rehabilitation

Biofeedback for robotic gait rehabilitation

Journal of NeuroEngineering and Rehabilitation

By Lars Lunenburger, Gery Colombo and Robert Riener

Background: Development and increasing acceptance of rehabilitation robots as well as advances in technology allow new forms of therapy for patients with neurological disorders. Robot-assisted gait therapy can increase the training duration and the intensity for the patients while reducing the physical strain for the therapist. Optimal training effects during gait therapy generally depend on appropriate feedback about performance. Compared to manual treadmill therapy, there is a loss of physical interaction between therapist and patient with robotic gait retraining. Thus, it is difficult for the therapist to assess the necessary feedback and instructions. The aim of this study was to define a biofeedback system for a gait training robot and test its usability in subjects without neurological disorders. Methods: To provide an overview of biofeedback and motivation methods applied in gait rehabilitation, previous publications and results from our own research are reviewed. A biofeedback method is presented showing how a rehabilitation robot can assess the patients' performance and deliver augmented feedback. For validation, three subjects without neurological disorders walked in a rehabilitation robot for treadmill training. Several training parameters, such as body weight support and treadmill speed, were varied to assess the robustness of the biofeedback calculation to confounding factors. Results: The biofeedback values correlated well with the different activity levels of the subjects. Changes in body weight support and treadmill velocity had a minor effect on the biofeedback values. The synchronization of the robot and the treadmill affected the biofeedback values describing the stance phase. Conclusions: Robot-aided assessment and feedback can extend and improve robot-aided training devices. The presented method estimates the patients' gait performance with the use of the robot's existing sensors, and displays the resulting biofeedback values to the patients and therapists. The therapists can adapt the therapy and give further instructions to the patients. The feedback might help the patients to adapt their movement patterns and to improve their motivation. While it is assumed that these novel methods also improve training efficacy, the proof will only be possible with future in-depth clinical studies.

Jan 22, 2007

Gemotion screen shows video in living 3D

Gemotion --

From Pink Tentacle

Gemotion is a soft, ‘living’ display that bulges and collapses in sync with the graphics on the screen, creating visuals that literally pop out at the viewer.

Yoichiro Kawaguchi, a well-known computer graphics artist and University of Tokyo professor, created Gemotion by arranging 72 air cylinders behind a flexible, 100 x 60 cm (39 x 24 inch) screen. As video is projected onto the screen, image data is relayed to the cylinders, which then push and pull on the screen accordingly.

“If used with games, TV or cinema, the screen could give images an element of power never seen before. It could lead to completely new forms of media,” says Kawaguchi.

The Gemotion screen will be on display from January 21 to February 4 as part of a media art exhibit (called Nihon no hyogen-ryoku) at National Art Center, Tokyo, which recently opened in Roppongi.

OurFloatingPoints 4: Participatory Media

From Networked Performance

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Emerson College and New Radio and Performing Arts, Inc. (NRPA) present OurFloatingPoints 4: Participatory MediaTurbulence.org. (2/28): (FP4) a speaker series that addresses the recent emergence of inexpensive, worldwide, and many-to-many publishing and communication media and focuses on how these media are transforming the relationship between cultural producers and consumers. FP4 is the fourth in an ongoing series of lectures and discussions planned with NRPA and its world-renowned website, Ulises Mejias + Trebor Scholz; (3/28): McKenzie Wark + David Weinberger; (4/25): a panel discussion with Wagner James Au (aka Hamlet Linden), John Lester (aka Pathfinder Linden), and John (Craig) Freeman (aka JC Freemont); moderated by Eric Gordon (aka Boston Borst).

Venue: (2/28 and 3/28) Bill Bordy Theater, Emerson College, 216 Tremont Street, Boston, MA 02116; (4/25) Cahners Theater, Museum of Science, Boston.

The mystery of consciousness

Steven Pinker, professor of psychology at Harvard University, has an article in Time magazine about the current state of understanding of consciousness.

From the article:

So neuroscientists are well on the way to identifying the neural correlates of consciousness, a part of the Easy Problem. But what about explaining how these events actually cause consciousness in the sense of inner experience--the Hard Problem?

TO APPRECIATE THE HARDNESS OF THE HARD PROBLEM, CONSIDER how you could ever know whether you see colors the same way that I do. Sure, you and I both call grass green, but perhaps you see grass as having the color that I would describe, if I were in your shoes, as purple. Or ponder whether there could be a true zombie--a being who acts just like you or me but in whom there is no self actually feeling anything. This was the crux of a Star Trek plot in which officials wanted to reverse-engineer Lieut. Commander Data, and a furious debate erupted as to whether this was merely dismantling a machine or snuffing out a sentient life.

No one knows what to do with the Hard Problem. Some people may see it as an opening to sneak the soul back in, but this just relabels the mystery of "consciousness" as the mystery of "the soul"--a word game that provides no insight.

Many philosophers, like Daniel Dennett, deny that the Hard Problem exists at all. Speculating about zombies and inverted colors is a waste of time, they say, because nothing could ever settle the issue one way or another. Anything you could do to understand consciousness--like finding out what wavelengths make people see green or how similar they say it is to blue, or what emotions they associate with it--boils down to information processing in the brain and thus gets sucked back into the Easy Problem, leaving nothing else to explain. Most people react to this argument with incredulity because it seems to deny the ultimate undeniable fact: our own experience.

The most popular attitude to the Hard Problem among neuroscientists is that it remains unsolved for now but will eventually succumb to research that chips away at the Easy Problem. Others are skeptical about this cheery optimism because none of the inroads into the Easy Problem brings a solution to the Hard Problem even a bit closer. Identifying awareness with brain physiology, they say, is a kind of "meat chauvinism" that would dogmatically deny consciousness to Lieut. Commander Data just because he doesn't have the soft tissue of a human brain. Identifying it with information processing would go too far in the other direction and grant a simple consciousness to thermostats and calculators--a leap that most people find hard to stomach. Some mavericks, like the mathematician Roger Penrose, suggest the answer might someday be found in quantum mechanics. But to my ear, this amounts to the feeling that quantum mechanics sure is weird, and consciousness sure is weird, so maybe quantum mechanics can explain consciousness.

And then there is the theory put forward by philosopher Colin McGinn that our vertigo when pondering the Hard Problem is itself a quirk of our brains. The brain is a product of evolution, and just as animal brains have their limitations, we have ours. Our brains can't hold a hundred numbers in memory, can't visualize seven-dimensional space and perhaps can't intuitively grasp why neural information processing observed from the outside should give rise to subjective experience on the inside. This is where I place my bet, though I admit that the theory could be demolished when an unborn genius--a Darwin or Einstein of consciousness--comes up with a flabbergasting new idea that suddenly makes it all clear to us.

21:55 Posted in Research tools | Permalink | Comments (0) | Tags: research tools

Motor imagery for pathologic pain

Graded motor imagery for pathologic pain: a randomized controlled trial.

Neurology. 2006 Dec 26;67(12):2129-34

Authors: Moseley GL

BACKGROUND: Phantom limb and complex regional pain syndrome type 1 (CRPS1) are characterized by changes in cortical processing and organization, perceptual disturbances, and poor response to conventional treatments. Graded motor imagery is effective for a small subset of patients with CRPS1. OBJECTIVE: To investigate whether graded motor imagery would reduce pain and disability for a more general CRPS1 population and for people with phantom limb pain. METHODS: Fifty-one patients with phantom limb pain or CRPS1 were randomly allocated to motor imagery, consisting of 2 weeks each of limb laterality recognition, imagined movements, and mirror movements, or to physical therapy and ongoing medical care. RESULTS: There was a main statistical effect of treatment group, but not diagnostic group, on pain and function. The mean (95% CI) decrease in pain between pre- and post-treatment (100 mm visual analogue scale) was 23.4 mm (16.2 to 30.4 mm) for the motor imagery group and 10.5 mm (1.9 to 19.2 mm) for the control group. Improvement in function was similar and gains were maintained at 6-month follow-up. CONCLUSION: Motor imagery reduced pain and disability in these patients with complex regional pain syndrome type I or phantom limb pain, but the mechanism, or mechanisms, of the effect are not clear.

Volitional control of neural activity: implications for BCIs

Volitional control of neural activity: implications for brain-computer interfaces.

J Physiol. 2007 Jan 18;

Authors: Fetz EE

Successful operation of brain-computer interfaces [BCI] and brain-machine interfaces [BMI] depends significantly on the degree to which neural activity can be volitionally controlled. This paper reviews evidence for such volitional control in a variety of neural signals, with particular emphasis on the activity of cortical neurons. Some evidence comes from conventional experiments that reveal volitional modulation in neural activity related to behaviors, including real and imagined movements, cognitive imagery and shifts of attention. More direct evidence comes from studies on operant conditioning of neural activity using biofeedback, and from BCI/BMI studies in which neural activity controls cursors or peripheral devices. Limits in the degree of accuracy of control in the latter studies can be attributed to several possible factors. Some of these factors, particularly limited practice time, can be addressed with long-term implanted BCIs. Preliminary observations with implanted circuits implementing recurrent BCIs are summarized.

Location-tracker in Second Life

Via 3DPoint

 

SLStats comes in the form of a wristwatch, available in Hill Valley Square [in SL] in the Huin sim. Once you register with the service in-world, the watch “watches” where you go, tracking your location as you move around the world, as well as which other avatars you come into contact with. The information is used on the SLStats site to rank most popular regions (among SLStats users, of course), and to track how much time you’ve spent in-world, which you can view at a link like this one, which tracks Glitchy: http://slstats.com/users/view/Glitchy+Gumshoe.
 

Information Aesthetics: subway-style trend maps of 2007

Re-blogged from Information Aesthetics

 

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a collection of trends maps documenting 2007, based on the visual style of subway maps. one map illustrates the recent web trends, while another shows the more general social trends (pdf) in Western society, including the rise of social networks & the democratization of the web. (via Information Aesthetics)

Critical illness VR rehabilitation device

Critical illness VR rehabilitation device (X-VR-D): Evaluation of the potential use for early clinical rehabilitation.

J Electromyogr Kinesiol. 2007 Jan 11;

Authors: Van de Meent H, Baken BC, Van Opstal S, Hogendoorn P

We present a new critical illness VR rehabilitation device (X-VR-D) that enables diversified self-training and is applicable early in the rehabilitation of severely injured or ill patients. The X-VR-D consists of a VR program delivering a virtual scene on a flat screen and simultaneously processing commands to a moving chair mounted on a motion system. Sitting in the moving chair and exposed to a virtual reality environment the device evokes anticipatory and reactive muscle contractions in trunk and extremities for postural control. In this study we tested the device in 10 healthy subjects to evaluate whether the enforced perturbations indeed evoke sufficient and reproducible EMG muscle activations. We found that particular fast roll and pitch movements evoke adequate trunk and leg muscle activity. Higher angular velocities and higher angles of inclination elicited broader EMG bursts and larger amplitudes. The muscle activation pattern was highly consistent between different subjects and although we found some habituation of EMG responses in consecutive training sessions, the general pattern was maintained and was predictable for specific movements. The habituation was characterized by more efficient muscle contractions and better muscle relaxation during the rest positions of the device. Furthermore we found that the addition of a virtual environment to the training session evoked more preparatory and anticipatory muscle activation than sessions without a virtual environment. We conclude that the X-VR-D is safe and effective to elicit consistent and reproducible muscle activity in trunk and leg muscles in healthy subjects and thus can be used as a training method.

BCI: Communication and Restoration of Movement in Paralysis

Brain-Computer-Interfaces(BCI): Communication and Restoration of Movement in Paralysis.

J Physiol. 2007 Jan 18;

Authors: Birbaumer N, Cohen LG

The review describes the status of brain-computer- or brain-machine-interface research. We focus on non-invasive brain-computer-interfaces (BCIs) and their clinical utility for direct brain communication in paralysis and motor restoration in stroke. A large gap between the promises of invasive animal and invasive human BCI-preparations and the clinical reality characterises the literature: while intact monkeys learn to execute more or less complex upper limb movements with spike patterns from motor brain regions alone without concomitant peripheral motor activity usually after extensive training, clinical applications in human diseases such as Amyotrophic Lateral Sclerosis and Paralysis from stroke or spinal cord lesions shows only limited success with the exception of verbal communication in paralysed and locked-in patients: BCIs based on electroencephalographic potentials or oscillations are ready to undergo large clinical studies and commercial production as an adjunct or a major assisted communication device for paralysed and locked-in patients. However, attempts to train completely locked-in patients with BCI-communication after entering the complete locked-in state with no remaining eye-movement failed. We propose that a lack of contingencies between goal directed thoughts and intentions may be at the heart of this problem. Experiments with chronically curarised rats support our hypothesis, operant conditioning and voluntary control of autonomic physiological functions turned out to be impossible in this preparation. In addition to assisted communication BCIs consisting of operant learning of EEG slow cortical potentials and sensorimotor rhythm was demonstrated to be successful in drug resistant focal epilepsy and attention deficit disorder. First studies of non-invasive BCIs using sensorimotor rhythm of the EEG and MEG in restoration of paralysed hand movements in chronic stroke and single cases of high spinal cord lesions show some promise but need extensive evaluation in well-controlled experiments. Invasive BMIs based on neuronal spike patterns, local field potentials or electrocorticogram may constitute the strategy of choice in severe cases of stroke and spinal cord paralysis. Future directions of BCI research should include the regulation of brain metabolism and blood flow and electrical and magnetic stimulation of the human brain (invasive and non-invasive). A series of studies using BOLD-response regulation with functional magnetic resonance imaging (fMRI) and near infrared spectroscopy demonstrated a tight correlation between voluntary changes in brain metabolism and behaviour.

Jan 21, 2007

Cognitive robotics

Via Mind Hacks

 

Memoirs of a Postgrad has an interesting analysis of cognitive robotics - the science of developing 'cognitive agents'

 

Link