Skip to main content

Home/ ThoughtVectors2014/ Group items tagged environment

Rss Feed Group items tagged

anonymous

Ambient intelligence - Wikipedia, the free encyclopedia - 0 views

  •  
    "In computing, ambient intelligence (AmI) refers to electronic environments that are sensitive and responsive to the presence of people. Ambient intelligence is a vision on the future of consumer electronics, telecommunications and computing that was originally developed in the late 1990s for the time frame 2010-2020. In an ambient intelligence world, devices work in concert to support people in carrying out their everyday life activities, tasks and rituals in an easy, natural way using information and intelligence that is hidden in the network connecting these devices (see Internet of Things). As these devices grow smaller, more connected and more integrated into our environment, the technology disappears into our surroundings until only the user interface remains perceivable by users."
anonymous

Supersizing the Mind - Hardcover - Andy Clark - Oxford University Press - 0 views

  • Drawing upon recent work in psychology, linguistics, neuroscience, artificial intelligence, robotics, human-computer systems, and beyond, Supersizing the Mind offers both a tour of the emerging cognitive landscape and a sustained argument in favor of a conception of mind that is extended rather than "brain-bound." The importance of this new perspective is profound. If our minds themselves can include aspects of our social and physical environments, then the kinds of social and physical environments we create can reconfigure our minds and our capacity for thought and reason.
anonymous

Building a Culture of Ubiquity - 0 views

  •  
    ...the proliferation of personal information devices, personal computers...is creating the environment for the establishment of a culture of the digital...
anonymous

Internet of Things - Wikipedia, the free encyclopedia - 0 views

  • Ambient intelligence and autonomous control are not part of the original concept of the Internet of Things. Ambient intelligence and autonomous control do not necessarily require Internet structures, either. However, there is a shift in research to integrate the concepts of the Internet of Things and autonomous control.[45] In the future the Internet of Things may be a non-deterministic and open network in which auto-organized or intelligent entities (Web services, SOA components), virtual objects (avatars) will be interoperable and able to act independently (pursuing their own objectives or shared ones) depending on the context, circumstances or environments. Embedded intelligence[46] presents an "AI-oriented" perspective of Internet of Things, which can be more clearly defined as: leveraging the capacity to collect and analyze the digital traces left by people when interacting with widely deployed smart things to discover the knowledge about human life, environment interaction, as well as social connection/behavior.
mcandersonaj

Dragon's Crown review: heavy metal - 0 views

  • The same can't be said for the female NPCs that fill Dragon's Crown's dungeons and other environments. Most of the women in the game are barely clothed, with heaving chests, backs twisted into suggestive positions, some with their legs spread almost as wide as the screen. They're presented as helpless objects, usually in need of rescue. It's obvious, one-sided and gross.
    • mcandersonaj
       
      The game has at least one of these scenes every level but they don't tell you that even some of the males in the game are sexualized as well. Granted not nearly as many are
  • Two player characters — the Amazon and the Sorceress — are explicitly sexualized, with breasts literally bigger than their heads with rear ends to match
    • mcandersonaj
       
      While the game does over-sexualize these two characters they at least do get powerful skills to match and the game tries to make up for their bodies by making them strong characters in game. 
  • Dragon's Crown was reviewed using code provided by Atlus. You can read more about Polygon's ethics policy here.
    • mcandersonaj
       
      Ultimately the game score was low but the fact that the website felt the need to post their ethics policy after the article really shocked me. 
  • ...2 more annotations...
  • But I found its over-exaggerated art style alienating and gross in its depiction of women
    • mcandersonaj
       
      The game's review was looked at through a pretty harsh lens in my opinion. While I don't agree with the character designs I feel like the author had a grudge out against the game for the reason above and makes me wonder if other games got reviewed in the same way. 
    • mcandersonaj
       
      this article shows how the over-sexualization of characters can hurt a game. 
  •  
    This is a gaming review for a game known as Dragon's Crown
  •  
    This is a gaming review for a game known as Dragon's Crown
morganaletarg

Access and affiliation: The literacy and composition practices of English-l...: EBSCOhost - 0 views

    • morganaletarg
       
      all on legitimacy of writing & online environment for writing development
George Neff

Your Brain While Watching Orange Is the New Black - Shape Magazine - 0 views

  • Like a perfectly addictive drug, almost every aspect of the television viewing experience grabs and holds your brain’s attention, which explains why it’s so tough to stop watching after just one (or three) episodes of Orange is the New Black.
  • Characters run or shout or shoot accompanied by sound effects and music. No two moments are quite alike. To your brain, this kind of continuously morphing sensory stimulation is pretty much impossible to ignore, explains Robert F. Potter, Ph.D., director of the Institute for Communication Research at Indiana University.
  • “Our brains are hardwired to automatically pay attention to anything that’s new in our environment, at least for a brief period of time,” he explains. And it’s not just humans; all animals evolved this way in order to spot potential threats, food sources, or reproductive opportunities, Potter says.
  • ...5 more annotations...
  • “This also explains how you can sit in front of the TV and binge for hours and hours at a time and not feel a loss of entertainment,” he says. “You brain doesn’t have much time to grow bored.”
  • 
Studies show that, by this point, most of your brain activity has shifted from the left hemisphere to the right, or from the areas involved with logical thought to those involved with emotion. There has also been a release of natural, relaxing opiates called endorphins, research indicates.
  • You’re noodle isn’t really analyzing or picking apart the data it’s receiving. It’s basically just absorbing. Potter calls this “automatic attention.” He says, “The television is just washing over you and your brain is marinating in the changes of sensory stimuli.”
  • At the same time, the content of your television show is lighting up your brain’s approach and avoid systems, Potter says. Put simply, your brain is pre-programmed for both attraction and disgust, and both grab and hold your attention in similar ways. Characters you hate keep you engaged just as much (and sometimes more) than characters you love.
  • 
Like any addictive drug, cutting off your supply triggers a sudden drop in the release of those feel-good brain chemicals, which can leave you with a sense of sadness and a lack of energy, research shows. Experiments from the 1970s found that asking people to give up TV for a month actually triggered depression and the sense that the participants had “lost a friend.”
jurasovaib

MAKING WAVES: Kanzius Research Advances - Kanzius Cancer Research Foundation - 1 views

  • Beginning in February, large nonhuman subjects have received weekly injections of cancer cells into their livers, creating a consistent model in a "controlled environment." This month, the subjects will undergo MRIs to determine whether they now have liver cancer. If affirmative, the Kanzius noninvasive radio-wave cancer treatment will be administered, allowing data to be collected and analyzed. The success of these tests is mandatory to move forward in approaching the U.S. Food and Drug Administration and ultimately advancing to human trials.
lilymg

#myNYPD Twitter campaign backfires, promotes photos of police brutality inste... - 0 views

    • lilymg
       
      I used this article for one of my blog posts already, but I think it's a perfect article for my project.
    • lilymg
       
      Shows how social media connects people fighting for a common cause
    • lilymg
       
      starts trends in different parts of a country or world
  • ...3 more annotations...
  • It also sparked similar hashtag trends — including myLAPD — and garnered international attention.
  • “What the NYPD did is fail to see that if there are things that can be dredged up in your environment, the louder voices of discontent will tweet them,”
  • 70,000 people had posted comments on Twitter decrying police brutality
Kathleen Hancock

Impact of whaling on the ocean carbon cycle Journalist's Resource: Research for Reporti... - 0 views

  • When whales and other large animals flourish in the ocean, they carry a substantial amount of carbon to the sea floor upon dying. Whales and other large marine vertebrates could effectively function as carbon credits
  • About 160,000 tons of carbon per year could be removed from the atmosphere if whale populations were restored to pre-industrial levels. This amount is equivalent to adding 843 hectares of forest
  • Restoring the whale populations compares favorably with unproven schemes such as iron fertilization in removing carbon from the ocean surface
  •  
    Whales and carbon
Kathleen Hancock

Why Whaling? Why Save The Whale? | Saltwater Science | Learn Science at Scitable - 0 views

  • Whales have an important role to play in nutrient cycling. Their poo, for example, makes organic carbon more accessible to smaller organisms. Even a dead whale carcass is important in carbon cycling, particularly the export of carbon to the deep sea. The falling carcass (whale fall) brings carbon acquired at the surface (usually in the form of plankton) to the sea floor as the whale's body (a large carbon reservoir) sinks. The larger the whale, the more carbon-filled tissues it has, meaning that larger whales export more carbon.
  • As it falls to the sea floor, a whale carcass can provide food for hundreds of organisms as they flock to a food source that can keep them going in an environment usually devoid of such bountiful food resources.
  •  
    Importance of whale carcass
ifrahansari88

Future Proof - Protecting our digital future » Why you need social media reco... - 1 views

  • Because key government business processes including policy development, community engagement, emergency management, business collaboration and project management are increasingly moving to social media channels. And social channels are complex spaces. They are third party owned and hosted, dynamic and collaborative. Maintaining important information in these environments can be very challenging. We therefore need to take heed of the fact that a lot of key business operations are moving to social media technologies, and we need to think about this transition from an information-based perspective. For example, as a result of the transition to social, increasingly there will not be formal publications, or reports, or white papers or meeting minutes or other fixed, formal, standard forms of accountability and history that we have traditionally relied upon. Instead there will be wikis and tweets and Facebook forums and blog posts and a host of fantastic, dynamic, collaboratively developed content but by itself this will not survive to be the stuff of history, it will not survive to be accessible under FOI or GIPA review, it may not even survive to be part of formal annual reporting a year from now.
  •  
    saving gov info to social medias
anonymous

Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologie... - 1 views

  • Presence is widely accepted as the key concept to be considered in any research involving human interaction with Virtual Reality (VR). Since its original description, the concept of presence has developed over the past decade to be considered by many researchers as the essence of any experience in a virtual environment. The VR generating systems comprise two main parts: a technological component and a psychological experience. The different relevance given to them produced two different but coexisting visions of presence: the rationalist and the psychological/ecological points of view. The rationalist point of view considers a VR system as a collection of specific machines with the necessity of the inclusion of the concept of presence. The researchers agreeing with this approach describe the sense of presence as a function of the experience of a given medium (Media Presence). The main result of this approach is the definition of presence as the perceptual illusion of non-mediation produced by means of the disappearance of the medium from the conscious attention of the subject. At the other extreme, there is the psychological or ecological perspective (Inner Presence). Specifically, this perspective considers presence as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the control of the human activity. Given its key role and the rate at which new approaches to understanding and examining presence are appearing, this chapter draws together current research on presence to provide an up to date overview of the most widely accepted approaches to its understanding and measurement.
anonymous

In the Programmable World, All Our Objects Will Act as One | Gadget Lab | WIRED - 0 views

  • what’s remarkable about this future isn’t the sensors, nor is it that all our sensors and objects and devices are linked together. It’s the fact that once we get enough of these objects onto our networks, they’re no longer one-off novelties or data sources but instead become a coherent system, a vast ensemble that can be choreographed, a body that can dance. Really, it’s the opposite of an “Internet,” a term that even today—in the era of the cloud and the app and the walled garden—connotes a peer-to-peer system in which each node is equally empowered. By contrast, these connected objects will act more like a swarm of drones, a distributed legion of bots, far-flung and sometimes even hidden from view but nevertheless coordinated as if they were a single giant machine.
  • For the Programmable World to reach its full potential, we need to pass through three stages. The first is simply the act of getting more devices onto the network—more sensors, more processors in everyday objects, more wireless hookups to extract data from the processors that already exist. The second is to make those devices rely on one another, coordinating their actions to carry out simple tasks without any human intervention. The third and final stage, once connected things become ubiquitous, is to understand them as a system to be programmed, a bona fide platform that can run software in much the same manner that a computer or smartphone can. Once we get there, that system will transform the world of everyday objects into a design­able environment, a playground for coders and engineers. It will change the whole way we think about the division between the virtual and the physical.
anonymous

New Media Literacies - Learning in a Participatory Culture - 0 views

  • Simulation: the ability to interpret and construct dynamic models of real-world processes. Being able to interpret, manipulate and create simulations can help you understand innumerable complex systems, like ecologies and computer networks – and make you better at playing video games!
  • Multitasking
  • Distributed Cognition: 
  • ...2 more annotations...
  • Judgment: the ability to evaluate the reliability and credibility of different information sources. If you’re worried about your students using Wikipedia at inappropriate times and taking everything they read on the internet as gospel truth, you’re worried that they aren’t exercising good judgment. But judgment also includes knowing when sources are appropriate for your use: for instance, sometimes Wikipedia might be the appropriate resource to use.
  • Visualization - the ability to translate information into visual models and understand the information visual models are communicating. VIsualization has become a key way we cope with large data sets and make sense of the complexity of our environment.
anonymous

Embodied Cognition (Stanford Encyclopedia of Philosophy) - 0 views

  • Consider four evocative examples of phenomena that have motivated embodied cognitive science. We typically gesture when we speak to one another, and gesturing facilitates not just communication but language processing itself (McNeill 1992). Vision is often action-guiding, and bodily movement and the feedback it generates are more tightly integrated into at least some visual processing than has been anticipated by traditional models of vision (O'Regan and Noë 2001). There are neurons, mirror neurons, that fire not only when we undertake an action, but do so when we observe others undertaking the same actions (Rizolatti and Craighero 2004). We are often able to perform cognitive tasks, such as remembering, more effectively by using our bodies and even parts of our surrounding environments to off-load storage and simplify the nature of the cognitive processing (Donald 1991).
  •  
    Thinking about embodied cognition in young children's dramatic play with robotic teachers and augmented reality.
anonymous

A psychological perspective on augmented reality in the mathematics classroom - 0 views

  • The paper presents a framework for understanding AR learning from three perspectives: physical, cognitive, and contextual. On the physical dimension, we argue that physical manipulation affords natural interactions, thus encouraging the creation of embodied representations for educational concepts. On the cognitive dimension, we discuss how spatiotemporal alignment of information through AR experiences can aid student's symbolic understanding by scaffolding the progression of learning, resulting in improved understanding of abstract concepts. Finally, on the contextual dimension, we argue that AR creates possibilities for collaborative learning around virtual content and in non-traditional environments, ultimately facilitating personally meaningful experiences.
mcandersonaj

clothes in FFXIV - 1 views

    • mcandersonaj
       
      This article is used as an example down to just an individual game. The clothes have no bearing on the story and do not take away from the game in any way. The game also added in a feature to wear any clothes you want regardless of its strength and always players the freedom and choice that the article talks about. 
  • In many titles show the most skimpy and revealing armor sets are be gender locked for ladies, or even worse, they’ll simply morph depending on the gender of the character wearing them.
    • mcandersonaj
       
      This fact holds true for many games in this genre where the look of your character changes as you change out your armor. The gender differences in these games can be stunning and does create this sense of sexualization of the female characters.
  • 99% of the gear sets featuring the same design when worn by both genders
    • mcandersonaj
       
      I don't see why developers don't do more of this where the armor looks the same for both genders. It would be easier for them to do and would not create problems for them if the clothes are found to be too revealing.
  • ...2 more annotations...
  • The positive example set by Final Fantasy XIV: A Realm Reborn doesn’t stop at gender equality in offering fanservice and eyecandy–it also extends to choice. You most definitely don’t need to show any skin if you don’t want to.
    • mcandersonaj
       
      This article helps to identify a possible solution to the problem by simply offering the players choice. By offering choices to the players you can satisfy both parties and create on overall better gaming environment.
  • They’re eyecandy gear sets, and they retain their eyecandy function regardless of the gender of the character wearing them.
    • mcandersonaj
       
      With more equal opportunities for both genders to wear the same armor and to have the same look regardless of gender, creates a more equal feeling in the game and helps to dissolve some of the stereotypes of gaming. 
  •  
    This article discusses the clothing used in the mmorpg Final Fantasy XIV
  •  
    This article discusses the clothing used in the mmorpg Final Fantasy XIV
1 - 18 of 18
Showing 20 items per page