Contents contributed and discussions participated by Benjamin Jörissen
Video: Brain Computer Interface Works as Virtual Hands on a Virtual Keyboard - 0 views
MachineDance Stepping IDO World Championship - 0 views
Gamers Rights Law » Death of an Avatar - 0 views
Super slow-motion camera can follow firing neurons - tech - 28 October 2009 - New Scien... - 0 views
Let the robots do the teaching - 0 views
Forum Mediologie » Editorial - 0 views
Real-Life Iron Man: A Robotic Suit That Magnifies Human Strength: Scientific American - 0 views
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CYBERDYNE was launched in June 2004 to commercialize the cybernetic work of a group of researchers headed by Yoshiyuki Sankai a professor of system and information engineering at Japan's University of Tsukuba. Its newest product: the Robot Suit Hybrid Assistive Limb (HAL) exoskeleton, which the company created to help train doctors and physical therapists, assist disabled people, allow laborers to carry heavier loads, and aid in emergency rescues. A prototype of the exoskeleton suit is designed for the small in stature, standing five feet, three inches (1.6 meters) tall. The suit weighs 50.7 pounds (23 kilograms) and is powered by a 100-volt AC battery (that lasts up to five hours, depending upon how much energy the suit exerts).
Telepolis mnews: Roboter, unsere Freunde und Begleiter - 0 views
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Ein von der EU mit 8 Millionen Euro gefördertes, vierjähriges Forschungsprojekt, an dem 10 europäische Universitäten, u.a. Psychologen von der Universität Bamberg, teilnehmen, soll die Beziehungen zwischen Menschen und Robotern untersuchen und neue Roboter mit emotionaler Intelligenz entwickeln, die als langfristige Begleitung von Menschen dienen können.
Japan's cyborg research enters the skull - 0 views
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Researchers at Osaka University are stepping up efforts to develop robotic body parts controlled by thought, by placing electrode sheets directly on the surface of the brain.
Virtual child passes mental milestone - 0 views
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A virtual child controlled by artificially intelligent software has passed a cognitive test regarded as a major milestone in human development. It could lead to smarter computer games able to predict human players' state of mind. Children typically master the "false belief test" at age 4 or 5. It tests their ability to realise that the beliefs of others can differ from their own, and from reality. The creators of the new character – which they called Eddie – say passing the test shows it can reason about the beliefs of others, using a rudimentary "theory of mind".
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John Laird, a researcher in computer games and Artificial Intelligence (AI) at the University of Michigan in Ann Arbor, is not overly impressed. "It's not that challenging to get an AI system to do theory of mind," he says.
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More impressive demonstration, says Laird, would be a character, initially unable to pass the test, that learned how to do so – just as humans do.
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Roboter wie Kinder erziehen - 0 views
Die Wissenschaft entdeckt die Wii - 0 views
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Dale und sein Team interessierte dabei, wie sich die Bewegungscharakteristika veränderten, wenn Menschen lernen. Dazu ließen sie die Teilnehmer ihnen anfangs nicht vertraute Symbole zu Paaren ordnen. Dabei fanden sie heraus, dass der Lernerfolg der Teilnehmer sich auch körperlich niederschlug: Je vertrauter die Probanden mit ihrer Aufgabe wurden, desto schneller, regelmäßiger und fester wurden ihre Bewegungen.