4,732 research outputs found

    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real

    Connecting the Brain to Itself through an Emulation.

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    Pilot clinical trials of human patients implanted with devices that can chronically record and stimulate ensembles of hundreds to thousands of individual neurons offer the possibility of expanding the substrate of cognition. Parallel trains of firing rate activity can be delivered in real-time to an array of intermediate external modules that in turn can trigger parallel trains of stimulation back into the brain. These modules may be built in software, VLSI firmware, or biological tissue as in vitro culture preparations or in vivo ectopic construct organoids. Arrays of modules can be constructed as early stage whole brain emulators, following canonical intra- and inter-regional circuits. By using machine learning algorithms and classic tasks known to activate quasi-orthogonal functional connectivity patterns, bedside testing can rapidly identify ensemble tuning properties and in turn cycle through a sequence of external module architectures to explore which can causatively alter perception and behavior. Whole brain emulation both (1) serves to augment human neural function, compensating for disease and injury as an auxiliary parallel system, and (2) has its independent operation bootstrapped by a human-in-the-loop to identify optimal micro- and macro-architectures, update synaptic weights, and entrain behaviors. In this manner, closed-loop brain-computer interface pilot clinical trials can advance strong artificial intelligence development and forge new therapies to restore independence in children and adults with neurological conditions

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    Autonomous Exchanges: Human-Machine Autonomy in the Automated Media Economy

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    Contemporary discourses and representations of automation stress the impending “autonomy” of automated technologies. From pop culture depictions to corporate white papers, the notion of autonomous technologies tends to enliven dystopic fears about the threat to human autonomy or utopian potentials to help humans experience unrealized forms of autonomy. This project offers a more nuanced perspective, rejecting contemporary notions of automation as inevitably vanquishing or enhancing human autonomy. Through a discursive analysis of industrial “deep texts” that offer considerable insights into the material development of automated media technologies, I argue for contemporary automation to be understood as a field for the exchange of autonomy, a human-machine autonomy in which autonomy is exchanged as cultural and economic value. Human-machine autonomy is a shared condition among humans and intelligent machines shaped by economic, legal, and political paradigms with a stake in the cultural uses of automated media technologies. By understanding human-machine autonomy, this project illuminates complications of autonomy emerging from interactions with automated media technologies across a range of cultural contexts

    An Affordance-Based Methodology for Package Design

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    The term affordance describes an object\u27s utilitarian function or actionable possibilities. Product designers have taken great interest in the concept of affordances because of the bridge they provide relating to design, the interpretation of design and, ultimately, functionality in the hands of consumers. These concepts have been widely studied and applied in the field of psychology but have had limited formal application to packaging design and evaluation. We believe that the concepts related to affordances will reveal novel opportunities for packaging innovation. To catalyse this, presented work had the following objectives: (a) to propose a method by which packaging designers can purposefully consider affordances during the design process; (b) to explain this method in the context of a packaging-related case study; and (c) to measure the effect on package usability when an affordance-based design approach is employed

    Supporting Reengineering Scenarios with FETCH: an Experience Report

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    The exploration and analysis of large software systems is a labor-intensive activity in need of tool support. In recent years, a number of tools have been developed that provide key functionality for standard reverse engineering scenarios, such as (i) metric analysis; (ii) anti-pattern detection; (iii) dependency analysis; and (iv) visualization. However, either these tools support merely a subset of this list of scenarios, they are not made available to the research community for comparison or extension, or they impose strict restrictions on the source code. Accordingly, we observe a need for an extensible and robust open source alternative, which we present in this paper. Our main contributions are (i) a clarification of useful reverse engineering scenarios; (ii) a comparison among existing solutions; and (iii) an experience report on four recent cases illustrating the usefulness of tool support for these scenarios in an industrial setting
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