7,684 research outputs found
Apperceptive patterning: Artefaction, extensional beliefs and cognitive scaffolding
In “Psychopower and Ordinary Madness” my ambition, as it relates to Bernard Stiegler’s recent literature, was twofold: 1) critiquing Stiegler’s work on exosomatization and artefactual posthumanism—or, more specifically, nonhumanism—to problematize approaches to media archaeology that rely upon technical exteriorization; 2) challenging how Stiegler engages with Giuseppe Longo and Francis Bailly’s conception of negative entropy. These efforts were directed by a prevalent techno-cultural qualifier: the rise of Synthetic Intelligence (including neural nets, deep learning, predictive processing and Bayesian models of cognition). This paper continues this project but first directs a critical analytic lens at the Derridean practice of the ontologization of grammatization from which Stiegler emerges while also distinguishing how metalanguages operate in relation to object-oriented environmental interaction by way of inferentialism. Stalking continental (Kapp, Simondon, Leroi-Gourhan, etc.) and analytic traditions (e.g., Carnap, Chalmers, Clark, Sutton, Novaes, etc.), we move from artefacts to AI and Predictive Processing so as to link theories related to technicity with philosophy of mind. Simultaneously drawing forth Robert Brandom’s conceptualization of the roles that commitments play in retrospectively reconstructing the social experiences that lead to our endorsement(s) of norms, we compliment this account with Reza Negarestani’s deprivatized account of intelligence while analyzing the equipollent role between language and media (both digital and analog)
Felt_space infrastructure: Hyper vigilant spatiality to valence the visceral dimension
Felt_space infrastructure: Hypervigilant spatiality to valence the visceral dimension.
This thesis evolves perception as a hypothesis to reframe architectural praxis negotiated through agent-situation interaction. The research questions the geometric principles of architectural ordination to originate the ‘felt_space infrastructure’, a relational system of measurement concerned with the role of perception in mediating sensory space and the cognised environment. The methodological model for this research fuses perception and environmental stimuli, into a consistent generative process that penetrates the inner essence of space, to reveal the visceral parameter.
These concepts are applied to develop a ‘coefficient of affordance’ typology, ‘hypervigilant’ tool set, and ‘cognitive_tope’ design methodology. Thus, by extending the architectural platform to consider perception as a design parameter, the thesis interprets the ‘inference schema’ as an instructional model to coordinate the acquisition of spatial reality through tensional and counter-tensional feedback dynamics.
Three site-responsive case studies are used to advance the thesis. The first case study is descriptive and develops a typology of situated cognition to extend the ‘granularity’ of perceptual sensitisation (i.e. a fine-grained means of perceiving space). The second project is relational and questions how mapping can coordinate perceptual, cognitive and associative attention, as a ‘multi-webbed vector field’ comprised of attractors and deformations within a viewer-centred gravitational space. The third case study is causal, and demonstrates how a transactional-biased schema can generate, amplify and attenuate perceptual misalignment, thus triggering a visceral niche.
The significance of the research is that it progresses generative perception as an additional variable for spatial practice, and promotes transactional methodologies to gain enhanced modes of spatial acuity to extend the repertoire of architectural practice
Eyewear Computing \u2013 Augmenting the Human with Head-Mounted Wearable Assistants
The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric
vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry
researchers from Europe, the US, and Asia with a diverse background, including wearable and
ubiquitous computing, computer vision, developmental psychology, optics, and human-computer
interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to
reduce the time of talks to one half-day and to leave the rest of the week for hands-on sessions,
group work, general discussions, and socialising. The key results of this seminar are 1) the
identification of key research challenges and summaries of breakout groups on multimodal eyewear
computing, egocentric vision, security and privacy issues, skill augmentation and task guidance,
eyewear computing for gaming, as well as prototyping of VR applications, 2) a list of datasets and
research tools for eyewear computing, 3) three small-scale datasets recorded during the seminar, 4)
an article in ACM Interactions entitled \u201cEyewear Computers for Human-Computer Interaction\u201d,
as well as 5) two follow-up workshops on \u201cEgocentric Perception, Interaction, and Computing\u201d
at the European Conference on Computer Vision (ECCV) as well as \u201cEyewear Computing\u201d at
the ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)
Gestures in human-robot interaction
Gesten sind ein Kommunikationsweg, der einem Betrachter Informationen oder Absichten übermittelt. Daher können sie effektiv in der Mensch-Roboter-Interaktion, oder in der Mensch-Maschine-Interaktion allgemein, verwendet werden. Sie stellen eine Möglichkeit für einen Roboter oder eine Maschine dar, um eine Bedeutung abzuleiten. Um Gesten intuitiv benutzen zukönnen und Gesten, die von Robotern ausgeführt werden, zu verstehen, ist es notwendig, Zuordnungen zwischen Gesten und den damit verbundenen Bedeutungen zu definieren -- ein Gestenvokabular. Ein Menschgestenvokabular definiert welche Gesten ein Personenkreis intuitiv verwendet, um Informationen zu übermitteln. Ein Robotergestenvokabular zeigt welche Robotergesten zu welcher Bedeutung passen. Ihre effektive und intuitive Benutzung hängt von Gestenerkennung ab, das heißt von der Klassifizierung der Körperbewegung in diskrete Gestenklassen durch die Verwendung von Mustererkennung und maschinellem Lernen. Die vorliegende Dissertation befasst sich mit beiden Forschungsbereichen. Als eine Voraussetzung für die intuitive Mensch-Roboter-Interaktion wird zunächst ein Aufmerksamkeitsmodell für humanoide Roboter entwickelt. Danach wird ein Verfahren für die Festlegung von Gestenvokabulare vorgelegt, das auf Beobachtungen von Benutzern und Umfragen beruht. Anschliessend werden experimentelle Ergebnisse vorgestellt. Eine Methode zur Verfeinerung der Robotergesten wird entwickelt, die auf interaktiven genetischen Algorithmen basiert. Ein robuster und performanter Gestenerkennungsalgorithmus wird entwickelt, der auf Dynamic Time Warping basiert, und sich durch die Verwendung von One-Shot-Learning auszeichnet, das heißt durch die Verwendung einer geringen Anzahl von Trainingsgesten. Der Algorithmus kann in realen Szenarien verwendet werden, womit er den Einfluss von Umweltbedingungen und Gesteneigenschaften, senkt. Schließlich wird eine Methode für das Lernen der Beziehungen zwischen Selbstbewegung und Zeigegesten vorgestellt.Gestures consist of movements of body parts and are a mean of communication that conveys information or intentions to an observer. Therefore, they can be effectively used in human-robot interaction, or in general in human-machine interaction, as a way for a robot or a machine to infer a meaning. In order for people to intuitively use gestures and understand robot gestures, it is necessary to define mappings between gestures and their associated meanings -- a gesture vocabulary. Human gesture vocabulary defines which gestures a group of people would intuitively use to convey information, while robot gesture vocabulary displays which robot gestures are deemed as fitting for a particular meaning. Effective use of vocabularies depends on techniques for gesture recognition, which considers classification of body motion into discrete gesture classes, relying on pattern recognition and machine learning. This thesis addresses both research areas, presenting development of gesture vocabularies as well as gesture recognition techniques, focusing on hand and arm gestures. Attentional models for humanoid robots were developed as a prerequisite for human-robot interaction and a precursor to gesture recognition. A method for defining gesture vocabularies for humans and robots, based on user observations and surveys, is explained and experimental results are presented. As a result of the robot gesture vocabulary experiment, an evolutionary-based approach for refinement of robot gestures is introduced, based on interactive genetic algorithms. A robust and well-performing gesture recognition algorithm based on dynamic time warping has been developed. Most importantly, it employs one-shot learning, meaning that it can be trained using a low number of training samples and employed in real-life scenarios, lowering the effect of environmental constraints and gesture features. Finally, an approach for learning a relation between self-motion and pointing gestures is presented
Interactive Technologies for the Public Sphere Toward a Theory of Critical Creative Technology
Digital media cultural practices continue to address the social, cultural and aesthetic
contexts of the global information economy, perhaps better called ecology, by inventing
new methods and genres that encourage interactive engagement, collaboration, exploration
and learning. The theoretical framework for creative critical technology evolved from the
confluence of the arts, human computer interaction, and critical theories of technology.
Molding this nascent theoretical framework from these seemingly disparate disciplines was
a reflexive process where the influence of each component on each other spiraled into the
theory and practice as illustrated through the Constructed Narratives project. Research
that evolves from an arts perspective encourages experimental processes of making as a
method for defining research principles. The traditional reductionist approach to research
requires that all confounding variables are eliminated or silenced using methods of
statistics. However, that noise in the data, those confounding variables provide the rich
context, media, and processes by which creative practices thrive. As research in the arts
gains recognition for its contributions of new knowledge, the traditional reductive practice
in search of general principles will be respectfully joined by methodologies for defining
living principles that celebrate and build from the confounding variables, the data noise.
The movement to develop research methodologies from the noisy edges of human
interaction have been explored in the research and practices of ludic design and ambiguity
(Gaver, 2003); affective gap (Sengers et al., 2005b; 2006); embodied interaction (Dourish,
2001); the felt life (McCarthy & Wright, 2004); and reflective HCI (Dourish, et al., 2004).
The theory of critical creative technology examines the relationships between critical
theories of technology, society and aesthetics, information technologies and contemporary
practices in interaction design and creative digital media. The theory of critical creative
technology is aligned with theories and practices in social navigation (Dourish, 1999) and
community-based interactive systems (Stathis, 1999) in the development of smart
appliances and network systems that support people in engaging in social activities,
promoting communication and enhancing the potential for learning in a community-based
environment. The theory of critical creative technology amends these community-based
and collaborative design theories by emphasizing methods to facilitate face-to-face
dialogical interaction when the exchange of ideas, observations, dreams, concerns, and
celebrations may be silenced by societal norms about how to engage others in public
spaces.
The Constructed Narratives project is an experiment in the design of a critical creative
technology that emphasizes the collaborative construction of new knowledge about one's
lived world through computer-supported collaborative play (CSCP). To construct is to
creatively invent one's world by engaging in creative decision-making, problem solving
and acts of negotiation. The metaphor of construction is used to demonstrate how a simple
artefact - a building block - can provide an interactive platform to support discourse
between collaborating participants. The technical goal for this project was the development
of a software and hardware platform for the design of critical creative technology
applications that can process a dynamic flow of logistical and profile data from multiple
users to be used in applications that facilitate dialogue between people in a real-time
playful interactive experience
EUSN 2021 Book of Abstracts, Fifth European Conference on Social Networks
Book of abstract of the fifth European conference on Social Networks EUSN 202
Spatial Aspects of Metaphors for Information: Implications for Polycentric System Design
This dissertation presents three innovations that suggest an alternative approach to structuring information systems: a multidimensional heuristic workspace, a resonance metaphor for information, and a question-centered approach to structuring information relations. Motivated by the need for space to establish a question-centered learning environment, a heuristic workspace has been designed. Both the question-centered approach to information system design and the workspace have been conceived with the resonance metaphor in mind. This research stemmed from a set of questions aimed at learning how spatial concepts and related factors including geography may play a role in information sharing and public information access. In early stages of this work these concepts and relationships were explored through qualitative analysis of interviews centered on local small group and community users of geospatial data. Evaluation of the interviews led to the conclusion that spatial concepts are pervasive in our language, and they apply equally to phenomena that would be considered physical and geographic as they do to cognitive and social domains. Rather than deriving metaphorically from the physical world to the human, spatial concepts are native to all dimensions of human life. This revised view of the metaphors of space was accompanied by a critical evaluation of the prevailing metaphors for information processes, the conduit and pathway metaphors, which led to the emergence of an alternative, resonance metaphor. Whereas the dominant metaphors emphasized information as object and the movement of objects and people through networks and other limitless information spaces, the resonance metaphor suggests the existence of multiple centers in dynamic proximity relationships. This pointed toward the creation of a space for autonomous problem solving that might be related to other spaces through proximity relationships. It is suggested that a spatial approach involving discrete, discontinuous structures may serve as an alternative to approaches involving movement and transportation. The federation of multiple autonomous problem-solving spaces, toward goals such as establishing communities of questioners, has become an objective of this work. Future work will aim at accomplishing this federation, most likely by means of the IS0 Topic Maps standard or similar semantic networking strategies
“From the Café We Went to War”: Political Manoeuvring and Protest in Pristina's Public Spaces
I discuss how agents utilise rhetoric to alter their ties with other agents within social spaces from field research conducted in Pristina, the capital of Kosovo, from June 2014 to July 2015. First, I flesh out the theoretical and methodological framework for the rest of the dissertation. The theoretical framework is based on a view of hegemony influenced by Green and Laclau, where hegemony is a process through which agents draw on rhetoric to alter their relationships. I appropriate a methodology combining ethnography with systematic Social Network Analysis (SNA) and cultural domain analysis in order to provide a complementary account of networks, agents and spaces in Pristina. Second, I review the anthropological work on rhetoric, considering rhetoric as a tool used by agents to alter their social relations which draws on discourses. Third, I explore how agents in Pristina conceptualise space through interpreting perspectives from ethnographic interviews and data from a pile sort exercise, showing that spaces shape how agents act through being discursive settings. Fourth, I delve into the concepts of nder (“honour”) and turp (“shame”) through interviews and the analysis of a free list, showing how the concepts play out in Pristina and their links with each other, including related concepts. Fifth, I explore, through a SNA, how agents organise networks of relationships and illustrate how agents make use of rhetoric drawing on cultural concepts such as nder and besa in the course of their activities. Sixth, I explore how people in Pristina conceptualise their identities and show that Albanian national identity has been constructed as a discursive formation linking agents together. I conclude that agents utilise rhetoric to alter their ties with other agents in social spaces by drawing on discourses, thereby shaping discourses, changing the agents' networks and resulting in the emergence of new circumstances
Recognition of Traffic Situations based on Conceptual Graphs
This work investigates the suitability of conceptual graphs for situation recognition. The scene graph is created in the form of a conceptual graph according to the concept type hierarchy, relation type hierarchy, rules and constraints using the previously obtained information about objects and lanes. The graphs are then matched using projection with the query conceptual graph, which represents the situation. The functionality of the model is shown on the real traffic situations
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