Oct 13, 2006
Laurie Anderson feat. Antonio Damasio
Live Webcast of conversation with artist Laurie Anderson and neuroscientist Antonio Damasio, moderated by Professor Anne Balsamo, following a lecture by Anderson.
Saturday, October 21st, 8 p.m. (PDT) at USC's Norris Theater and simulcast FREE at HASTAC website.
Laurie Anderson: Recent Works: Saturday, October 21st: University of Southern California's Norris Theater: 7 p.m. (PDT): Free and open to the public!
Laurie Anderson will present a special audio-visual lecture exploring the intersections of art, science and creativity. One of the permier perfromance artists in the world, Ms. Anderson has consistently intrigued, entertained and challenged audiences with her multimedia persentations. Anderson's artistic career has cast her in roles as various as visual artist, composer, poet, photographer, filmmaker, ventriloquist, electronics whiz, vocalist and instrumentalist. Following her presentation, Ms. Anderson will be joined in conversation by neuroscientist Antonio Damasio, director of the USC Brain and Creativity Institute and a leading researcher of cognition, emotions, and neural
systems.
This special presentation is part of the HASTAC In|Formation Year, devoted to twelve months of public programming from a number of universities meant to promote the human and humane dimenstions of technology and to encourage conversation and exchange between humanists, artists, technologists, and scientists.
23:00 Posted in Positive Technology events | Permalink | Comments (0) | Tags: positive technology
Detection of Differential Viewing Patterns to Erotic and Non-Erotic Stimuli Using Eye-Tracking
Detection of Differential Viewing Patterns to Erotic and Non-Erotic Stimuli Using Eye-Tracking Methodology.
Arch Sex Behav. 2006 Oct 10;
Authors: Lykins AD, Meana M, Kambe G
As a first step in the investigation of the role of visual attention in the processing of erotic stimuli, eye-tracking methodology was employed to measure eye movements during erotic scene presentation. Because eye-tracking is a novel methodology in sexuality research, we attempted to determine whether the eye-tracker could detect differences (should they exist) in visual attention to erotic and non-erotic scenes. A total of 20 men and 20 women were presented with a series of erotic and non-erotic images and tracked their eye movements during image presentation. Comparisons between erotic and non-erotic image groups showed significant differences on two of three dependent measures of visual attention (number of fixations and total time) in both men and women. As hypothesized, there was a significant Stimulus x Scene Region interaction, indicating that participants visually attended to the body more in the erotic stimuli than in the non-erotic stimuli, as evidenced by a greater number of fixations and longer total time devoted to that region. These findings provide support for the application of eye-tracking methodology as a measure of visual attentional capture in sexuality research. Future applications of this methodology to expand our knowledge of the role of cognition in sexuality are suggested.
20:10 Posted in Research tools | Permalink | Comments (0) | Tags: eye-tracking
NEURObotics
Via Mind Hacks
NEURObotics is a newly-opened exhibition at London's Science Museum focusing on how emerging medical technology could expand human intelligence.
Topics include brain-scan lie detectors, enhancing brain function with TMS (magnetic pulses) and brain-computer interfaces.
The exhibition is free and runs until April 2007.
Link to Science Museum NEURObotics website.
Link to list of exhibits.
Link to BBC News story on the exhibition.
20:03 Posted in Positive Technology events | Permalink | Comments (0) | Tags: brain-computer interface
Ovulation watch
OV-Watch is an FDA-approved system that is used to predict ovulation. It works through a biochem sensor that detects changes of chloride ions in sweat. According to the producer, the system can predicts ovulation 5 days in advance: Researchers in the late 50s and early 60s noted that numerous salts (chloride, sodium, potassium) in a woman's sweat fluctuated in relation to the menstrual cycle. Chloride levels are low at the start of the menstrual cycle and peak three times during the cycle (see graph below). Using a patented biosensor, OV-Watch detects a baseline chloride ion level for each woman and then accurately predicts ovulation based on the timing of the first peak. The OV-Watch detects the chloride surge 3 days prior to the estrogen surge, 4 days prior to the LH surge and 5 days prior to ovulation, making it an earlier predictor of ovulation than any other chemical surge during the month. During the clinical trials for FDA approval with Dr. Arthur Haney at Duke University, approximately 3 out of 4 women received the full 5 day notice of ovulation while only 1 in 6 women were given more than 12 to 24 hours notice with urine tests or LH kits. For women trying to conceive, knowing the days before ovulation not only lowers the stress level for her and her partner , but it increases her chances of getting pregnant. |
19:49 Posted in Wearable & mobile | Permalink | Comments (0) | Tags: wereable sensors
Oct 11, 2006
New network theory
2007 ASCA International Conference
Location: Amsterdam Dates: 28-30 June 2007
Organized by the Amsterdam School for Cultural Analysis (ASCA), the Institute of Network Cultures (Amsterdam Polytechnic) and Media Studies at the University of Amsterdam, has issued its first call for papers. The conference, to be held on Thursday, 28 June to Saturday, 30 June, 2007, also includes a public program with renowned speakers.
Deadline for Submission of Paper Abstract (500 words) and Biography (100 words): 10 January 2007 :: Submit to: networktheory[at]networkcultures.org :: Acceptance Notification: 1 March 2007 :: Further inquiries to: Dr. Eloe Kingma, Managing Director, Amsterdam School of Cultural Analysis, Oude Turfmarkt 147, Oude Turfmarkt 147, 1012 GC, Amsterdam, tel: +31 20 525 3874, asca-fgw[at]uva.nl.
The object of study has shifted from the virtual community and the space of flows to the smart mob. When the object of study changes, so may the distinctions that dominate, particularly the schism between place-based space and place-less space, both organised and given life by networks. We would like to exploit the potential of writing contemporary network theory that suits and reflects the changes to the objects of study that come to define our understandings of network culture - a post-Castellsian network theory, if you will, that takes technical media seriously.
It is time to look for elements that can make up a network theory outside of post-modern cultural studies (which marvelled at the place-less place) and ethnographic social sciences (which reminded us of the ground). What network culture studies needs is a `language of new media,' perhaps even signage, to speak in terms of Lev Manovich; what it currently has is a science-centered `unified network theory,' to paraphrase the language of Albert-László Barabási.
Whilst it may come as no surprise to critical Internet scholars, the notion that networks are not random but have underlying structures remains the key insight for network scientists. Instead of posing new questions, the work that follows from that insight often seeks to confirm that structure and its accompanying patterns, across more and more network-like objects. The question remains which specific contribution critical Internet scholars and practitioners can make to opening up network thought. Such is the purpose of the network theory conference. How must we rethink network culture with a renewed emphasis on technical media and social software?
Suggested Topics:
Networking and Social Life
Social Software and Insider Networks
Network Policy
Network Governance / Organised Networks
Actor-Network Theory and the Assemblage
Network Knowledge Production
Networks and Disengagement
Media Networks
The Link
Locative Media and Networks
22:05 Posted in Social Media | Permalink | Comments (0) | Tags: complex networks
EEG-based brain-computer interface
Electro-encephalogram based brain-computer interface: improved performance by mental practice and concentration skills.
Med Biol Eng Comput. 2006 Oct 7;
Authors: Mahmoudi B, Erfanian A
Mental imagination is the essential part of the most EEG-based communication systems. Thus, the quality of mental rehearsal, the degree of imagined effort, and mind controllability should have a major effect on the performance of electro-encephalogram (EEG) based brain-computer interface (BCI). It is now well established that mental practice using motor imagery improves motor skills. The effects of mental practice on motor skill learning are the result of practice on central motor programming. According to this view, it seems logical that mental practice should modify the neuronal activity in the primary sensorimotor areas and consequently change the performance of EEG-based BCI. For developing a practical BCI system, recognizing the resting state with eyes opened and the imagined voluntary movement is important. For this purpose, the mind should be able to focus on a single goal for a period of time, without deviation to another context. In this work, we are going to examine the role of mental practice and concentration skills on the EEG control during imaginative hand movements. The results show that the mental practice and concentration can generally improve the classification accuracy of the EEG patterns. It is found that mental training has a significant effect on the classification accuracy over the primary motor cortex and frontal area.
21:49 Posted in Brain-computer interface, Mental practice & mental simulation | Permalink | Comments (0) | Tags: brain-computer interface, mental practice, motor imagery
Special Computational Neuroscience Issue of Science
From Neurodudes
The October 6th issue of Science is a special issue devoted to computational neuroscience. From the introduction to the special issue:
Computational neuroscience is now a mature field of research. In areas ranging from molecules to the highest brain functions, scientists use mathematical models and computer simulations to study and predict the behavior of the nervous system. Simulations are essential because the present experimental systems are too complex to allow collection of all the data. Modeling has become so powerful these days that there is no longer a one-way flow of scientific information. There is considerable intellectual exchange between modelers and experimentalists. The results produced in the simulation lab often lead to testable predictions and thus challenge other researchers to design new experiments or reanalyze their data as they try to confirm or falsify the hypotheses put forward. For this issue of Science, we invited leading computational neuroscientists, each of whom works at a different organizational level, to review the latest attempts of mathematical and computational modeling and to give us an outlook on what the future might hold in store.
21:43 Posted in Neurotechnology & neuroinformatics | Permalink | Comments (0) | Tags: computational neuroscience
AADT: Videotherapy is growing
From AADT
In order to offer underserviced patients expanded access to medical and therapuetic options, an increasing number of doctors and institutions have begun to offer long-distance video therapy options. One might think that the very personal, revealing aspects of psychotherapy do not lend themselves to video or phone conferencing. In recent surveys, however, patients receiving long-distance therapy reported satisfaction levels nearly identical to those who met with therapists face-to-face.
Read the full article
21:40 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy
Robotic Whiskers Can Sense Three-Dimensional Environment
Re-blogged from Robots.net
© 2006 Northwestern University
Two Northwestern University engineers have developed an array of robotic whiskers that sense in two dimensions, mimicking the capabilities of mammalian whiskers. The bending moment, or torque, at the whisker base is then used to calculate the three-dimensional features of solid objects.
Read the full story here
21:34 Posted in AI & robotics | Permalink | Comments (0) | Tags: robotics
Does "collective intelligence" exist?
Via KurzweilAI.net
Can people and computers be connected so that - collectively - they act more intelligently than any individuals, groups, or computers have ever done before?
Researchers at MIT Center for Collective Intelligence will address this question in a research project that will involve a group of thousands of people collectively writing a business book "Wikipedia style".
MIT researchers also expect to have projects on prediction markets, global climate change, and several other topics.
From the press release
“CCI is trying to look over the horizon to see what will be common five, 10, or 20 years from now. Google, Wikipedia, Linux, and e-Bay are examples that show something interesting and important is already happening. Such examples are not the end of the story, but just the beginning. And I hope that our work can help people understand and take advantage of these exciting possibilities"
MIT Center for Collective Intelligence: http://cci.mit.edu
“We Are Smarter Than Me” book project: http://www.wearesmarter.org
21:28 Posted in Information visualization | Permalink | Comments (0) | Tags: collective intelligence
Oct 09, 2006
SWAN
Via ScienceDaily
Georgia Tech researchers are developing a wearable computing system called the System for Wearable Audio Navigation (SWAN) designed to help the visually impaired, firefighters, soldiers and others navigate their way in unknown territory, particularly when vision is obstructed or impaired. The SWAN system, consisting of a small laptop, a proprietary tracking chip, and bone-conduction headphones, provides audio cues to guide the person from place to place, with or without vision.
Read the full story on ScienceDaily
00:00 Posted in Brain training & cognitive enhancement | Permalink | Comments (0) | Tags: assisted cognition, bionics
Oct 08, 2006
Flow in collaborative virtual environments
Factors influencing flow of object focussed collaboration in collaborative virtual environments
Virtual Reality Journal, Springer London, Volume 10, Number 2 / October, 2006, Pages 119-133.
Authors: David Roberts, Ilona Helda, Oliver Otto and Robin Wolff
Creativity is believed to be helped by an uncluttered state of mind known as flow and as the trend grows towards less immersive displays to produce an uncluttered workplace, we ask the question “Does immersion matter to the flow of distributed group work?”. The aim of this work is to study the impact of level of immersion on workflow and presence during object focussed distributed group work, and to discuss the relevance of these and other factors to supporting flow and creativity.
23:54 Posted in Telepresence & virtual presence | Permalink | Comments (0) | Tags: virtual reality, presence
STRP Festival 2007
After a successful first edition, the STRP festival, which took place in Eindhoven, Netherlands at the end of March 2006, is launching a call for projects for its next edition, which will be taking in late April of 2007. The focus of the festival is the common ground created at the intersection between art, popular culture and technology. The first edition which welcomed over 10 000 visitors, and received very positive attention from the press, made use of performances, installations, lectures, films, etcetera in order to convey this crossroads.
STRP takes place on Strijp-S, the 'holy' ground of the forbidden city of Philips, where in the 20th century numerous technological innovations were made which changed the world. A place where Einstein once worked, the first complete electronic music album was created and the collaboration between le Courboisier and Varese resulted in one of the most interesting amalgamations between art and technology, Le Poeme Electronique for the World Expo in Brussels (1958). FOR THE 2007 EDITION STRP is looking for projects, installations, or proposals that concern themselves with interactive art, robotics and/or Live Cinema (in the live cinema category we are looking for projects that rely on both performance and technology in order to become an audio-visual whole). All of the above in a context in which the artistic side is furthered by technology. This year we will also be paying special attention to projects, which involve light in their concept, composition, and/or execution. |
19:05 Posted in Positive Technology events | Permalink | Comments (0) | Tags: cyberart
Oct 07, 2006
Spatial updating in virtual reality
Spatial updating in virtual reality: the sufficiency of visual information.
Psychol Res. 2006 Sep 23;
Authors: Riecke BE, Cunningham DW, Bülthoff HH
Robust and effortless spatial orientation critically relies on "automatic and obligatory spatial updating", a largely automatized and reflex-like process that transforms our mental egocentric representation of the immediate surroundings during ego-motions. A rapid pointing paradigm was used to assess automatic/obligatory spatial updating after visually displayed upright rotations with or without concomitant physical rotations using a motion platform. Visual stimuli displaying a natural, subject-known scene proved sufficient for enabling automatic and obligatory spatial updating, irrespective of concurrent physical motions. This challenges the prevailing notion that visual cues alone are insufficient for enabling such spatial updating of rotations, and that vestibular/proprioceptive cues are both required and sufficient. Displaying optic flow devoid of landmarks during the motion and pointing phase was insufficient for enabling automatic spatial updating, but could not be entirely ignored either. Interestingly, additional physical motion cues hardly improved performance, and were insufficient for affording automatic spatial updating. The results are discussed in the context of the mental transformation hypothesis and the sensorimotor interference hypothesis, which associates difficulties in imagined perspective switches to interference between the sensorimotor and cognitive (to-be-imagined) perspective.
17:44 Posted in Telepresence & virtual presence, Virtual worlds | Permalink | Comments (0) | Tags: virtual reality, presence
Gamescenes
GameScenes. Art in the Age of Videogames is the first volume entirely dedicated to Game Art. Edited by Matteo Bittanti and Domenico Quaranta, GameScenes provides a detailed overview of the emerging field of Game Art, examining the complex interaction and intersection of art and videogames.
Video and computer game technologies have opened up new possibilities for artistic creation, distribution, and appreciation. In addition to projects that might conventionally be described as Internet Art, Digital Art or New Media Art, there is now a wide spectrum of work by practitioners that crosses the boundaries between various disciplines and practices. The common denominator is that all these practitioners use digital games as their tools or source of inspiration to make art. They are called Game Artists.
GameScenes explores the rapidly expanding world of Game Art in the works of over 30 international artists. Included are several milestones in this field, as well as some lesser known works. In addition to the editors' critical texts, the book contains contributions from a variety of international scholars that illustrate, explain, and contextualize the various artifacts.
M. Bittanti, D. Quaranta (editors), GameScenes. Art in the Age of Videogames, Milan, Johan & Levi 2006. Hardcover, 454 pages, 25 x 25 cm, 200+ hi-res illustrations, available from October 2006.
17:26 Posted in Cyberart | Permalink | Comments (0) | Tags: cyberart
Song and speech
Song and speech: brain regions involved with perception and covert production.
Neuroimage. 2006 Jul 1;31(3):1327-42
Authors: Callan DE, Tsytsarev V, Hanakawa T, Callan AM, Katsuhara M, Fukuyama H, Turner R
This 3-T fMRI study investigates brain regions similarly and differentially involved with listening and covert production of singing relative to speech. Given the greater use of auditory-motor self-monitoring and imagery with respect to consonance in singing, brain regions involved with these processes are predicted to be differentially active for singing more than for speech. The stimuli consisted of six Japanese songs. A block design was employed in which the tasks for the subject were to listen passively to singing of the song lyrics, passively listen to speaking of the song lyrics, covertly sing the song lyrics visually presented, covertly speak the song lyrics visually presented, and to rest. The conjunction of passive listening and covert production tasks used in this study allow for general neural processes underlying both perception and production to be discerned that are not exclusively a result of stimulus induced auditory processing nor to low level articulatory motor control. Brain regions involved with both perception and production for singing as well as speech were found to include the left planum temporale/superior temporal parietal region, as well as left and right premotor cortex, lateral aspect of the VI lobule of posterior cerebellum, anterior superior temporal gyrus, and planum polare. Greater activity for the singing over the speech condition for both the listening and covert production tasks was found in the right planum temporale. Greater activity in brain regions involved with consonance, orbitofrontal cortex (listening task), subcallosal cingulate (covert production task) were also present for singing over speech. The results are consistent with the PT mediating representational transformation across auditory and motor domains in response to consonance for singing over that of speech. Hemispheric laterality was assessed by paired t tests between active voxels in the contrast of interest relative to the left-right flipped contrast of interest calculated from images normalized to the left-right reflected template. Consistent with some hypotheses regarding hemispheric specialization, a pattern of differential laterality for speech over singing (both covert production and listening tasks) occurs in the left temporal lobe, whereas, singing over speech (listening task only) occurs in right temporal lobe.
17:18 Posted in Mental practice & mental simulation | Permalink | Comments (0) | Tags: mental practice
Oct 06, 2006
DietMate Weight Loss Computer
Via Mindware Forum
DietMate is a hand-held computer that provides a program of weight loss, cholesterol reduction, and hypertension control. DietMate is made by Personal Improvement Computer Systems (PICS), which also makes two other tiny computerized mindgadgets: SleepKey Insomnia Treatment Hand-held Computer and the QuitKey Smoking Cessation Hand-Held Computer.
From the PICS website:
DietMate provides a sophisticated, yet easy to use, nutrition and exercise program that is tailored to each user's nutritional requirements, food preferences, and habits. By providing hundreds of nutritionally balanced menus which can be customized as desired, DietMate picks up where calorie counters leave off.
DietMate also tracks calories, fat, saturated fat, cholesterol and sodium. It provides daily nutritional targets, charts progress and even creates a shopping list. DietMate has been proven effective in both weight and cholesterol reduction, in clinical studies funded by the National Heart Lung and Blood Institute.
10:05 Posted in Cybertherapy, Persuasive technology | Permalink | Comments (0) | Tags: persuasive technology, cybertherapy, hand-held computer
fMRI-compatible rehabilitation hand device
Background: Functional magnetic resonance imaging (fMRI) has been widely used in studying human brain functions and neurorehabilitation. In order to develop complex and well-controlled fMRI paradigms, interfaces that can precisely control and measure output force and kinematics of the movements in human subjects are needed. Optimized state-of-the-art fMRI methods, combined with magnetic resonance (MR) compatible robotic devices for rehabilitation, can assist therapists to quantify, monitor, and improve physical rehabilitation. To achieve this goal, robotic or mechatronic devices with actuators and sensors need to be introduced into an MR environment. The common standard mechanical parts can not be used in MR environment and MR compatibility has been a tough hurdle for device developers. Methods: This paper presents the design, fabrication and preliminary testing of a novel, one degree of freedom, MR compatible, computer controlled, variable resistance hand device that may be used in brain MR imaging during hand grip rehabilitation. We named the device MR_CHIROD (Magnetic Resonance Compatible Smart Hand Interfaced Rehabilitation Device). A novel feature of the device is the use of Electro-Rheological Fluids (ERFs) to achieve tunable and controllable resistive force generation. ERFs are fluids that experience dramatic changes in rheological properties, such as viscosity or yield stress, in the presence of an electric field. The device consists of four major subsystems: a) an ERF based resistive element; b) a gearbox; c) two handles and d) two sensors, one optical encoder and one force sensor, to measure the patient induced motion and force. The smart hand device is designed to resist up to 50% of the maximum level of gripping force of a human hand and be controlled in real time. Results: Laboratory tests of the device indicate that it was able to meet its design objective to resist up to approximately 50% of the maximum handgrip force. The detailed compatibility tests demonstrated that there is neither an effect from the MR environment on the ERF properties and performance of the sensors, nor significant degradation on MR images by the introduction of the MR_CHIROD in the MR scanner. Conclusions: The MR compatible hand device was built to aid in the study of brain function during generation of controllable and tunable force during handgrip exercising. The device was shown to be MR compatible. To the best of our knowledge, this is the first system that utilizes ERF in MR environment. |
09:50 Posted in AI & robotics, Research tools | Permalink | Comments (0) | Tags: robotics, cybertherapy
Oct 05, 2006
First Teleportation Between Light and Matter
From SCIAM
Scientific American online reports about a physics experiment conducted by Eugene Polzik and his colleagues at the Niels Bohr Institute in Copenhagen, which looks like the "Beam-me-up, Scotty" technology of Star Trek:
At long last researchers have teleported the information stored in a beam of light into a cloud of atoms, which is about as close to getting beamed up by Scotty as we're likely to come in the foreseeable future. More practically, the demonstration is key to eventually harnessing quantum effects for hyperpowerful computing or ultrasecure encryption systems. Quantum computers or cryptography networks would take advantage of entanglement, in which two distant particles share a complementary quantum state. In some conceptions of these devices, quantum states that act as units of information would have to be transferred from one group of atoms to another in the form of light. Because measuring any quantum state destroys it, that information cannot simply be measured and copied. Researchers have long known that this obstacle can be finessed by a process called teleportation, but they had only demonstrated this method between light beams or between atoms...
Read the full story
23:31 Posted in Telepresence & virtual presence | Permalink | Comments (0) | Tags: telepresence
VR for teaching airway management in trauma
New equipment and techniques for airway management in trauma.
Curr Opin Anaesthesiol. 2001 Apr;14(2):197-209
Authors: Smith CE, Dejoy SJ
A patent, unobstructed airway is fundamental in the care of the trauma patient, and is most often obtained by placing a cuffed tube in the trachea. The presence of shock, respiratory distress, a full stomach, maxillofacial trauma, neck hematoma, laryngeal disruption, cervical spine instability, and head injury all combine to increase tracheal intubation difficulty in the trauma patient. Complications resulting from intubation difficulties include brain injury, aspiration, trauma to the airway, and death. The use of devices such as the gum-elastic bougie, McCoy laryngoscope, flexible and rigid fiberscopes, intubating laryngeal mask, light wand, and techniques such as rapid-sequence intubation, manual in-line axial stabilization, retrograde intubation, and cricothyroidotomy, enhance the ability to obtain a definitive airway safely. The management of the failed airway includes calling for assistance, optimal two-person bag-mask ventilation, and the use of the laryngeal mask airway, Combitube, or surgical airway. The simulation of airway management using realistic simulator tools (e.g. full-scale simulators, virtual reality airway simulators) is a promising modality for teaching physicians and advanced life support personnel emergency airway management skills.
23:09 Posted in Virtual worlds | Permalink | Comments (0) | Tags: virtual reality, virtual training