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thinkahol *

Studying child-mother interactions to design robots with social skills | KurzweilAI - 0 views

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    University of Miami (UM) developmental psychologists and computer scientists from the University of California in San Diego (UC San Diego) are studying infant-mother interactions and working to implement their findings in a baby robot capable of learning social skills. The objectives are to help unravel the mysteries of human cognitive development and reach new the frontiers in robotics.
Erin Fitzpatrick

PhET: Free online physics, chemistry, biology, earth science and math simulations - 0 views

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    Interactive Science Simulations Fun, interactive, research-based simulations of physical phenomena from the PhET project at the University of Colorado."
Erin Fitzpatrick

Johnny Chung Lee - Projects - Wii - 0 views

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    Low-Cost Multi-point Interactive Whiteboards Using the Wiimote Since the Wiimote can track sources of infrared (IR) light, you can track pens that have an IR led in the tip. By pointing a wiimote at a projection screen or LCD display, you can create very low-cost interactive whiteboards or tablet displays. Since the Wiimote can track upto 4 points, up to 4 pens can be used. It also works great with rear-projected displays.
Todd Suomela

Human Computer Interaction (HCI) by John M. Carroll - Interaction-Design.org: HCI, Usab... - 0 views

  • The challenge of personal computing became manifest at an opportune time. The broad project of cognitive science, which incorporated cognitive psychology, artificial intelligence, linguistics, cognitive anthropology, and the philosophy of mind, had formed at the end of the 1970s. Part of the programme of cognitive science was to articulate systematic and scientifically-informed applications to be known as "cognitive engineering". Thus, at just the point when personal computing presented the practical need for HCI, cognitive science presented people, concepts, skills, and a vision for addressing such needs. HCI was one of the first examples of cognitive engineering. Other historically fortuitous developments contributed to establishment of HCI. Software engineering, mired in unmanageable software complexity in the 1970s, was starting to focus on nonfunctional requirements, including usability and maintainability, and on non-linear software development processes that relied heavily on testing. Computer graphics and information retrieval had emerged in the 1970s, and rapidly came to recognize that interactive systems were the key to progressing beyond early achievements. All these threads of development in computer science pointed to the same conclusion: The way forward for computing entailed understanding and better empowering users.
  • One of the most significant achievements of HCI is its evolving model of the integration of science and practice. Initially this model was articulated as a reciprocal relation between cognitive science and cognitive engineering. Later, it ambitiously incorporated a diverse science foundation, notably Activity Theory, distributed cognition, and ethnomethodology, and a culturally embedded conception of human activity, including the activities of design and technology development. Currently, the model is incorporating design practices and research across a broad spectrum. In these developments, HCI provides a blueprint for a mutual relation between science and practice that is unprecedented.
  • In the latter 1980s and early 1990s, HCI assimilated ideas from Activity Theory, distributed cognition, and ethnomethodology. This comprised a fundamental epistemological realignment. For example, the representational theory of mind, a cornerstone of cognitive science, is no longer axiomatic for HCI science. Information processing psychology and laboratory user studies, once the kernel of HCI research, became important, but niche areas. The most canonical theory-base in HCI now is socio-cultural, Activity Theory. Field studies became typical, and eventually dominant as an empirical paradigm. Collaborative interactions, that is, groups of people working together through and around computer systems (in contrast to the early 1980s user-at-PC situation) have become the default unit of analysis. It is remarkable that such fundamental realignments were so easily assimilated by the HCI community.
thinkahol *

The highest-resolution immersive visualization facility ever built | KurzweilAI - 1 views

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    in response to comments the Editor comments: "Good points. Main benefit is a highly interactive shared exploration/discussion/planning space (and PR value), but that same functionality, including the 1.5 Gpix display (an interactive version), could be achieved in theory with an enhanced* Oculus RIFT (http://www.kurzweilai.net/why-immersive-virtual-reality-is-the-next-generation-of-gaming-part-2 and http://www.oculusvr.com/ ) with an MMORPG architecture and Kinect/Leap control in an Oblong-type shared environment (http://www.kurzweilai.net/minority-report-arrives-with-oblong-part-ii-mind-blowing-ui) at lower cost and not restricted to one room - in fact, feasible globally via machine translation (http://www.kurzweilai.net/speech-recognition-breakthrough-for-the-spoken-translated-word) and local clones of the imagery and darknet shared DB (access to Internet2 via 100 Gbps lines would also be nice). Extra points for automated POV display based on head, eye, hand, and body-motion tracking and automated EEG-based control and double points for automated mind reading (http://www.kurzweilai.net/neuroscience-the-mind-reader) tied to an NLP/semantic web DB. * "Imagine an HMD with a massive field of view and more pixels than 1080p per eye, wireless PC link, built-in absolute head and hand/weapon/wand positioning, and native integration with some (if not all) of the major game engines, all for less than $1,000 USD," Palmer says. "That can happen in 2013!" (http://www.kurzweilai.net/why-immersive-virtual-reality-is-the-next-generation-of-gaming-part-2)"
thinkahol *

Robots created that develop emotions in interaction with humans - 0 views

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    The first prototype robots capable of developing emotions as they interact with their human caregivers and expressing a whole range of emotions have been finalized by researchers.
Esther Jarrell

Visual Computing Market by Component (Hardware & Software) - 2020 | MarketsandMarkets - 0 views

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    Visual computing interacts with the disciplines of computer science such as image processing, computer graphics, visualization, video processing, and augmented and virtual reality. Over the period, the computer graphics has evolved into a mainstream area in the computer science domain. Currently, with the ever-increasing graphics hardware and software capabilities, this market is growing at a high pace.
thinkahol *

Princeton Engineering Anomalies Research - 0 views

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    The Princeton Engineering Anomalies Research (PEAR) program, which flourished for nearly three decades under the aegis of Princeton University's School of Engineering and Applied Science, has completed its experimental agenda of studying the interaction of human consciousness with sensitive physical devices, systems, and processes, and developing complementary theoretical models to enable better understanding of the role of consciousness in the establishment of physical reality.
thinkahol *

How to draw pictures in midair | KurzweilAI - 0 views

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    A unique optical multitouch sensing technology using infrared sensors has been developed by researchers at the Interface Ecology Lab at Texas A&M University. ZeroTouch allows users to literally draw pictures in midair. It provides zero-force, zero-thickness, high-frame-rate, high-resolution, transparent multitouch sensing. ZeroTouch's new forms of free-air interaction are more precise than the Microsoft Kinect, the researchers said. ZeroTouch was demonstrated at the recent ACM Conference on Human Factors in Computing Systems in Vancouver, B.C. Ref: Moeller, J. and Kerne, A., ZeroTouch: A Zero-Thickness Optical Multi-Touch Force Field, CHI 2011 Ref: Moeller, J., Lupfer, N., Hamilton, B., Lin, H., Kerne, A., intangibleCanvas: Free-Air Finger Painting on a Projected Canvas, CHI 
gowitetechie

Application of big data analytics in agriculture - 0 views

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    Big data in Agriculture collected from interactions regarding crops, weather, terrain, geographic conditions, water and more is stored and processed
Todd Suomela

Guest Post: Tom Levenson on Isaac Newton as the First Cosmologist | Cosmic Variance - 0 views

  • Newton knew what he had done. He was no accidental writer. A parabola, of course, is a curve that keeps on going – and that meant that at the end of a very long and very dense book, he lifted off again from the hard ground of daily reality and said, in effect, look: All this math and all these physical ideas govern everything we can see, out to and past the point where we can’t see anymore. Most important, he did so with implacable rigor, a demonstration that, he argued, should leave no room for dissent. He wrote “The theory that corresponds exactly to so nonuniform a motion through the greatest part of the heavens, and that observes the same laws as the theory of the planets and that agrees exactly with exact astronomical observations cannot fail to be true.” (Italics added).
  • To make his ambitions absolutely clear Newton used the same phrase for the title of book three. There his readers would discover “The System of the World.” This is where the literary structure of the work really comes into play, in my view. Through book three, Newton takes his audience through a carefully constructed tour of all the places within the grasp of his new physics. It begins with an analysis of the moons of Jupiter, demonstrating that inverse square relationships govern those motions. He went on, to show how the interaction between Jupiter and Saturn would pull each out of a perfect elliptical orbit; the real world, he says here, is messier than a geometer’s dream.
Todd Suomela

:: Faculty & Staff - Matthew C. Nisbet ::AU School of Communication - 0 views

  • Professor Nisbet is a social scientist who studies strategic communication in policy debates and public affairs. His current work focuses on scientific and environmental controversies, examining the interactions between experts, journalists, and various publics. In this research, Nisbet examines how news coverage reflects and shapes policy, how strategists try to mold public opinion, and how citizens make sense of controversies.
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