30,577 research outputs found
Autism, the Integrations of 'Difference' and the Origins of Modern Human Behaviour
It is proposed here that the archaeological evidence for the emergence of 'modern behaviour' (160,000-40,000 bp) can best be explained as the rise of cognitive variation within populations through social mechanisms for integrating 'different minds', rather than by the development of a single 'modern human mind'. Autism and the autistic spectrum within human populations are used as an example of 'different minds' which when integrated within society can confer various selective benefits. It is proposed that social mechanisms for incorporating autistic difference are visible in the archaeological record and that these develop sporadically from 160,000 years bp in association with evidence for their consequences in terms of technological innovations, improved efficiency in technological and natural spheres and innovative thinking. Whilst other explanations for the emergence Of modern human behaviour may also contribute to observed changes, it is argued that the incorporation of cognitive differences played a significant role in the technological, social and symbolic expression of 'modern' behaviour
CAD and creativity: does the computer really help?
We are frequently told by its exponents that computeraided design (CAD) liberates designers and gives them new ways of envisioning their work, but is this really true? CAD in architecture is examined to see to what extent it has enhanced creativity in design. This is partly
done by applying a test of creativity advanced by contemporary architect Herman Hertzberger. In this analysis, CAD is found somewhat wanting,
and some suggestions are made as to why this might be so
Using visual analytics to develop situation awareness in astrophysics
We present a novel collaborative visual analytics application for cognitively overloaded users in the astrophysics domain. The system was developed for scientists who need to analyze heterogeneous, complex data under time pressure, and make predictions and time-critical decisions rapidly and correctly under a constant influx of changing data. The Sunfall Data Taking system utilizes several novel visualization and analysis techniques to enable a team of geographically distributed domain specialists to effectively and remotely maneuver a custom-built instrument under challenging operational conditions. Sunfall Data Taking has been in production use for 2 years by a major international astrophysics collaboration (the largest data volume supernova search currently in operation), and has substantially improved the operational efficiency of its users. We describe the system design process by an interdisciplinary team, the system architecture and the results of an informal usability evaluation of the production system by domain experts in the context of Endsley's three levels of situation awareness
Learning from experience, for experienced staff
Business needs in multinational corporations call for courses that involve problem solving and creating and sharing new knowledge based on workplace situations. The courses also need to be engaging for the participants. Blended learning at Shell International Exploration and Production involves these kinds of outcomes in courses designed around a workplace-learning model. Employees use a Web-based system to make contributions based on their own work experiences in preparation for a face-to-face session. These contributions then feed into classroom sessions that involve collaborative learning where the workplace problems and experiences of the participants are the focus. In this presentation one course is highlighted that demonstrates a number of game-type activities based on the participants' own workplace experiences. Implications for other courses outside of the Shell context are discussed
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An evaluation of constructivism for learners with ADHD: Development of a constructivist pedagogy for special needs
We examine whether constructivist eLearning tools can be used to help learners cope with special educational needs, such as difficulties with attention and concentration. Preliminary work is reported here, in which we seek to determine the reasons why a constructivist approach is difficult for learners with ADHD. This work is intended to lead to recommendations of how learners with ADHD could benefit from constructivist eLearning systems, e.g. through the managed use of multimedia technology. A preliminary model has been developed that illustrates the areas in which constructivist pedagogies need to address the limitations of ADHD learners. Further work will expand this model and eventually test it in a real environment (e.g. in a school with ADHD learners). The outcome will encourage a reconsideration of existing multimedia theories as they relate to learners with special needs, and provide new directions in order to support learners with ADHD
miMic: The microphone as a pencil
miMic, a sonic analogue of paper and pencil is proposed: An augmented microphone for vocal and gestural sonic sketching. Vocalizations are classified and interpreted as instances of sound models, which the user can play with by vocal and gestural control. The physical device is based on a modified microphone, with embedded inertial sensors and buttons. Sound models can be selected by vocal imitations that are automatically classified, and each model is mapped to vocal and gestural features for real-time control. With miMic, the sound designer can explore a vast sonic space and quickly produce expressive sonic sketches, which may be turned into sound prototypes by further adjustment of model parameters
Harnessing Technology: new modes of technology-enhanced learning: a case study series
This report presents the outcomes and conclusions from a series of 18 case studies exploring the innovative use of technology for learning and teaching using new modes of technology
Creativity Skills Applied to Earth Science Education: Examples from K-12 Teachers in a Graduate Creativity Class
NOTE: This is a large file, 10.7 mb in size! This article briefly explores different aspects of creativity, and then examines K-12 teachers' reactions to exercises applied to earth science concepts in a graduate creativity class. Different types of puzzle activities centering on geoscience content include a quiz game based on Odyssey of the Mind spontaneous problems, and other exercises related to embedded words, transformed cliches, remotely associated word sets, and wordsmithing. Teachers used visualization for an imaginary interview with a geoscientist, along with personal analogy of an earth science feature. As a culminating activity, teachers fashioned a geoscience curriculum material with a given set of items. Ideas for applying the activities to geoscience classes at various grade levels are included. Educational levels: Graduate or professional, Graduate or professional
Materiality and human cognition
In this paper, we examine the role of materiality in human cognition. We address issues such as the ways in which brain functions may change in response to interactions with material forms, the attributes of material forms that may cause change in brain functions, and the spans of time required for brain functions to reorganize when interacting with material forms. We then contrast thinking through materiality with thinking about it. We discuss these in terms of their evolutionary significance and history as attested by stone tools and writing, material forms whose interaction endowed our lineage with conceptual thought and meta-awareness of conceptual domains
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