21 research outputs found

    Autonomic pain responses during sleep: a study of heart rate variability

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    The autonomic nervous system (ANS) reacts to nociceptive stimulation during sleep, but whether this reaction is contingent to cortical arousal, and whether one of the autonomic arms (sympathetic/parasympathetic) predominates over the other remains unknown. We assessed ANS reactivity to nociceptive stimulation during all sleep stages through heart rate variability, and correlated the results with the presence of cortical arousal measured in concomitant 32-channel EEG. Fourteen healthy volunteers underwent whole-night polysomnography during which nociceptive laser stimuli were applied over the hand. RR intervals (RR) and spectral analysis by wavelet transform were performed to assess parasympathetic (HF(WV)) and sympathetic (LF(WV) and LF(WV)/HF(WV) ratio) reactivity. During all sleep stages, RR significantly decreased in reaction to nociceptive stimulations, reaching a level similar to that of wakefulness, at the 3rd beat post-stimulus and returning to baseline after seven beats. This RR decrease was associated with an increase in sympathetic LF(WV) and LF(WV)/HF(WV) ratio without any parasympathetic HF(WV) change. Albeit RR decrease existed even in the absence of arousals, it was significantly higher when an arousal followed the noxious stimulus. These results suggest that the sympathetic-dependent cardiac activation induced by nociceptive stimuli is modulated by a sleep dependent phenomenon related to cortical activation and not by sleep itself, since it reaches a same intensity whatever the state of vigilance

    Data, Debt & Daemons: Systemic Asymmetries on Spaceship Earth

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    Day by day, the rate at which we create new data increases exponentially. Our capacity to learn cannot keep up. We are tiny members of a vast universal network, incapable of discerning cause and effect. Instead, we develop simplified narratives, leaving ourselves misguided yet complacent. The information management trade of both physical and intellectual property has become more vital to global economies than ever, replacing physical resources and manufacturing. Through our deepening reliance on specialization, we forfeit agency over our own homes while accruing unprecedented debt. Housing costs have risen dramatically compared to wages, despite reportedly successful economies. Citizens were supposed to have the ability to participate in financial markets using their property as collateral. This seduced many into the ideologies of unregulated capitalism. However, by the 21st century, these systems had become unrecognizable mutilations of their intended designs. The momentum we have gathered in the past century has thrust us on an unsustainable trajectory we have little hope of predicting. We laid the foundation for Western economic dominance with technology, monetary policy, and globalization, but we did so using incentive structures that exacerbated wealth inequality. These systems integrate digital technology into both our physical and virtual spaces, operating on invisible planes that bypass our senses. The radical novelty of computers has entangled us in niche engineered concepts that few understand. They create a lack of accountability in Big Tech that policy-makers are ill-prepared for. We cannot ensure an equitable distribution of the leverage or stakes when we entrust brokers, politicians, traders, and captains of industry to make complex decisions for us without bearing the risks of their consequences. Our long-term welfare, including our future habitation on this planet, is not visceral enough to force effective reform. Both our physical and our digital spaces are designed, built, evaluated, and monitored on asymmetric principles, causing disasters that future generations and the least fortunate always pay for. How did we normalize this moral hazard? How can digital systems born out of frustration with modern policy combat these issues, without disrupting the benefits of a techno-utopia? How can they promote efficiency, security, and transparency in the spaces we call home

    THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001

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    It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present

    Altruistically Inclined?: The Behavioral Sciences, Evolutionary Theory, and the Origins of Reciprocity

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    Altruistically Inclined? examines the implications of recent research in the natural sciences for two important social scientific approaches to individual behavior: the economic/rational choice approach and the sociological/anthropological. It considers jointly two controversial and related ideas: the operation of group selection within early human evolutionary processes and the likelihood of modularity—domain-specific adaptations in our cognitive mechanisms and behavioral predispositions. Experimental research shows that people will often cooperate in one-shot prisoner\u27s dilemma (PD) games and reject positive offers in ultimatum games, contradicting commonly accepted notions of rationality. Upon first appearance, predispositions to behave in this fashion could not have been favored by natural selection operating only at the level of the individual organism. Emphasizing universal and variable features of human culture, developing research on how the brain functions, and refinements of thinking about levels of selection in evolutionary processes, Alexander J. Field argues that humans are born with the rudiments of a PD solution module—and differentially prepared to learn norms supportive of it. His emphasis on failure to harm, as opposed to the provision of affirmative assistance, as the empirically dominant form of altruistic behavior is also novel. The point of departure and principal point of reference is economics. But Altruistically Inclined? will interest a broad range of scholars in the social and behavioral sciences, natural scientists concerned with the implications of research and debates within their fields for the conduct of work elsewhere, and educated lay readers curious about essential features of human nature.https://scholarcommons.scu.edu/faculty_books/1325/thumbnail.jp

    The Murray Ledger and Times, September 16, 1995

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    Who's got game (theory)?

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2005.Includes bibliographical references (leaves 85-88).Many players enjoy the challenge of outwitting computer opponents in strategy games. Devising strategies to defeat a computer opponent may enhance certain cognitive skills (e.g., analysis, evaluation, planning). This thesis takes a constructionist approach to gaming, hypothesizing that players may learn more about strategic planning by building their own computer opponents and then playing them to understand how their strategic theories play out in real experiments. I have developed a graphic toolkit for designing strategy games and computer opponents. The goal is to help students learn the underlying mathematical and computer science theories used to win these games. The tools have been designed to eliminate the overhead of using conventional programming languages to build games and focus students on the pedagogical issues of designing and understanding game theory algorithms. I describe the tools as well as initial evaluations of their effectiveness with populations of teenage students. Teenagers in this study posed their own problems, in the form of games they designed, and then hypothesized about winning strategies. Of their own volition, most teenagers iterated on their strategic designs, reformulated problems and hypotheses, isolated variables, and informed next generation versions of this tool with astute suggestions.(cont.) The toolkit designed for this thesis has a low floor, making it easy for people to quickly start playing with mathematical concepts, and a high ceiling for sophisticated exploration.by Erik Jackson Blankinship.Ph.D

    "Arte Factus" : estudo e co-design socialmente consciente de artefatos digitais socioenativos

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    Orientador: Maria Cecília Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Atualmente, a tecnologia computacional tornou-se cada vez mais pervasiva por meio de computadores de diferentes tamanhos, formas e capacidades. Mas avanços tecnológicos, embora necessários, não são suficientes para tornar a interação com tecnologia computacional mais transparente, como preconizado pela computação ubíqua. Sistemas computacionais atuais ainda exigem um vocabulário técnico de entradas e saídas para serem utilizados. No campo da Interação Humano-Computador (IHC), a adoção da teoria da cognição enativa pode lançar luz sobre um novo paradigma de interação que preenche a lacuna entre ação e percepção. Sistemas computacionais enativos são um promissor tema de pesquisa, mas seu design e avaliação ainda são pouco explorados. Além disso, sistemas enativos, como já proposto na literatura, carecem de consideração do contexto social. O objetivo desta tese de doutorado é contribuir para o design de tecnologia computacional dentro de uma abordagem da cognição enativa, além de também sensível à aspectos sociais. Portanto, esta tese investiga os conceitos de sistemas enativos e socioenativos por meio do co-design de arte interativa e instalações. Para atingir esse objetivo, é proposto um arcabouço teórico-metodológico chamado "Arte Factus" para apoiar o estudo e o co-design socialmente consciente de artefatos digitais. O arcabouço "Arte Factus" foi utilizado em três estudos de design relatados nesta tese: InterArt, InstInt e InsTime. Esses estudos envolveram a participação de 105 estudantes de graduação e pós-graduação em Ciência da Computação e Engenharia de Computação no co-design de 19 instalações. O processo envolveu o uso de tecnologia pervasiva do tipo Faça-Você-Mesmo ("Do-It-Yourself, DIY"), e algumas dessas instalações foram estudadas em oficinas de prática situada que ocorreram em cenários educacionais (escola e museu exploratório de ciências). O arcabouço "Arte Factus", como a principal contribuição desta tese de doutorado, mostrou-se eficaz no apoio ao co-design socialmente consciente de instalações interativas que materializam o conceito de artefatos digitais socioenativos. Além disso, através do estudo dos artefatos criados no contexto desta investigação, esta tese também contribui para a construção teórica do conceito de sistemas socioenativosAbstract: Currently, computational technology has become more and more pervasive with computers of different sizes, shapes, and capacities. But technological advancements, although necessary, are not enough to make the interaction with computational technology more transparent, as preconized by the ubiquitous computing. Current computational systems still require a technical vocabulary of inputs and outputs to be interacted with. Within the field of Human-Computer Interaction (HCI), the adoption of the enactive cognition theory can shed light on a new interaction paradigm that bridges the gap between action and perception. Enactive computational systems are a promising subject of research, but their design and evaluation are still hardly explored. Furthermore, enactive systems as already proposed in the literature lack a social context consideration. The objective of this doctoral thesis is to contribute towards the design of computational technology within an enactive approach to cognition, while also being sensitive to social aspects. Therefore, this thesis investigates the concepts of enactive and socioenactive systems by enabling the co-design of interactive art installations. To achieve this objective, a theoretical-methodological framework named "Arte Factus" is proposed to support the study and socially aware co-design of digital artifacts. The "Arte Factus" framework was used in three design studies reported in this thesis: InterArt, InstInt, and InsTime. These studies involved the participation of 105 Computer Science and Computer Engineering undergraduate and graduate students in the co-design of 19 installations. The process involved the use of pervasive "Do-It-Yourself" (DIY) technology, and some of these installations were further studied in workshops of situated practice that took place in educational scenarios (school and exploratory science museum). The "Arte Factus" framework, as the main contribution of this doctoral thesis, has shown effective in supporting the socially aware co-design of interactive installations that materialize the concept of socioenactive digital artifacts. Moreover, through the study of the artifacts created in the context of this investigation, this thesis also contributes towards the theoretical construction of the concept of socioenactive systemsDoutoradoCiência da ComputaçãoDoutor em Ciência da Computação2017/06762-0FAPESPCAPE

    Robot Games for Elderly:A Case-Based Approach

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