12,696 research outputs found
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
Handwritten Character Recognition of South Indian Scripts: A Review
Handwritten character recognition is always a frontier area of research in
the field of pattern recognition and image processing and there is a large
demand for OCR on hand written documents. Even though, sufficient studies have
performed in foreign scripts like Chinese, Japanese and Arabic characters, only
a very few work can be traced for handwritten character recognition of Indian
scripts especially for the South Indian scripts. This paper provides an
overview of offline handwritten character recognition in South Indian Scripts,
namely Malayalam, Tamil, Kannada and Telungu.Comment: Paper presented on the "National Conference on Indian Language
Computing", Kochi, February 19-20, 2011. 6 pages, 5 figure
A Computer-Based Method to Improve the Spelling of Children with Dyslexia
In this paper we present a method which aims to improve the spelling of
children with dyslexia through playful and targeted exercises. In contrast to
previous approaches, our method does not use correct words or positive examples
to follow, but presents the child a misspelled word as an exercise to solve. We
created these training exercises on the basis of the linguistic knowledge
extracted from the errors found in texts written by children with dyslexia. To
test the effectiveness of this method in Spanish, we integrated the exercises
in a game for iPad, DysEggxia (Piruletras in Spanish), and carried out a
within-subject experiment. During eight weeks, 48 children played either
DysEggxia or Word Search, which is another word game. We conducted tests and
questionnaires at the beginning of the study, after four weeks when the games
were switched, and at the end of the study. The children who played DysEggxia
for four weeks in a row had significantly less writing errors in the tests that
after playing Word Search for the same time. This provides evidence that
error-based exercises presented in a tablet help children with dyslexia improve
their spelling skills.Comment: 8 pages, ASSETS'14, October 20-22, 2014, Rochester, NY, US
Graphonomics and your Brain on Art, Creativity and Innovation : Proceedings of the 19th International Graphonomics Conference (IGS 2019 – Your Brain on Art)
[Italiano]: “Grafonomia e cervello su arte, creatività e innovazione”.
Un forum internazionale per discutere sui recenti progressi nell'interazione tra arti creative, neuroscienze, ingegneria, comunicazione, tecnologia, industria, istruzione, design, applicazioni forensi e mediche. I contributi hanno esaminato lo stato dell'arte, identificando sfide e opportunità , e hanno delineato le possibili linee di sviluppo di questo settore di ricerca. I temi affrontati includono: strategie integrate per la comprensione dei sistemi neurali, affettivi e cognitivi in ambienti realistici e complessi; individualità e differenziazione dal punto di vista neurale e comportamentale; neuroaesthetics (uso delle neuroscienze per spiegare e comprendere le esperienze estetiche a livello neurologico); creatività e innovazione; neuro-ingegneria e arte ispirata dal cervello, creatività e uso di dispositivi di mobile brain-body imaging (MoBI) indossabili; terapia basata su arte creativa; apprendimento informale; formazione; applicazioni forensi. / [English]: “Graphonomics and your brain on art, creativity and innovation”.
A single track, international forum for discussion on recent advances at the intersection of the creative arts, neuroscience, engineering, media, technology, industry, education, design, forensics, and medicine.
The contributions reviewed the state of the art, identified challenges and opportunities and created a roadmap for the field of graphonomics and your brain on art.
The topics addressed include: integrative strategies for understanding neural, affective and cognitive systems in realistic, complex environments; neural and behavioral individuality and variation; neuroaesthetics (the use of neuroscience to explain and understand the aesthetic experiences at the neurological level); creativity and innovation; neuroengineering and brain-inspired art, creative concepts and wearable mobile brain-body imaging (MoBI) designs; creative art therapy; informal learning; education; forensics
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Learning by volunteer computing, thinking and gaming: What and how are volunteers learning by participating in Virtual Citizen Science?
Citizen Science (CS) refers to a form of research collaboration that engages volunteers without formal scientific training in contributing to empirical scientific projects. Virtual Citizen Science (VCS) projects engage participants in online tasks. VCS has demonstrated its usefulness for research, however little is known about its learning potential for volunteers. This paper reports on research exploring the learning outcomes and processes in VCS. In order to identify different kinds of learning, 32 exploratory interviews of volunteers were conducted in three different VCS projects. We found six main learning outcomes related to different participants' activities in the project. Volunteers learn on four dimensions that are directly related to the scope of the VCS project: they learn at the task/game level, acquire pattern recognition skills, on-topic content knowledge, and improve their scientific literacy. Thanks to indirect opportunities of VCS projects, volunteers learn on two additional dimensions: off topic knowledge and skills, and personal development. Activities through which volunteers learn can be categorized in two levels: at a micro (task/game) level that is direct participation to the task, and at a macro level, i.e. use of project documentation, personal research on the Internet, and practicing specific roles in project communities. Both types are influenced by interactions with others in chat or forums. Most learning happens to be informal, unstructured and social. Volunteers do not only learn from others by interacting with scientists and their peers, but also by working for others: they gain knowledge, new status and skills by acting as active participants, moderators, editors, translators, community managers, etc. in a project community. This research highlights these informal and social aspects in adult learning and science education and also stresses the importance for learning through the indirect opportunities provided by the project: the main one being the opportunity to participate and progress in a project community, according to one's tastes and skills
A Non-Parametric Learning Approach to Identify Online Human Trafficking
Human trafficking is among the most challenging law enforcement problems
which demands persistent fight against from all over the globe. In this study,
we leverage readily available data from the website "Backpage"-- used for
classified advertisement-- to discern potential patterns of human trafficking
activities which manifest online and identify most likely trafficking related
advertisements. Due to the lack of ground truth, we rely on two human analysts
--one human trafficking victim survivor and one from law enforcement, for
hand-labeling the small portion of the crawled data. We then present a
semi-supervised learning approach that is trained on the available labeled and
unlabeled data and evaluated on unseen data with further verification of
experts.Comment: Accepted in IEEE Intelligence and Security Informatics 2016
Conference (ISI 2016
A Preliminary Review of Behavioural Biometrics for Health Monitoring in the Elderly
This article explores the potential of ICT-based biometrics for monitoring the health status of the elderly people. It departs from specific ageing and biometric traits to then focus on behavioural biometric traits like handwriting, speech and gait to finally explore their practical application in health monitoring of elderly
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