25 research outputs found

    Comment: The Case of Two Biological Intended Mothers: Illustrating the Need to Statutorily Define Maternity in Maryland

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    Sam was born a happy and healthy baby boy, much to the delight of his mothers, Sarah and Jen. Although Jen gave birth to Sam, Jen has no genetic connection to her son. Biologically, Sarah is Sam\u27s ova mother \u27 because Sam was conceived through assisted reproductive technology using Sarah\u27s ovum that was fertilized in vitro by an anonymous sperm donor and implanted in Jen. Both Sarah and Jen share a biological connection to Sam, Sarah through DNA and Jen through carrying him for nine months and giving birth. Consequently, Sam has two biological mothers. Yet, in Maryland, at the time of Sam\u27s birth only Jen is legally recognized as his mother

    Understanding Mental Models of AI through Player-AI Interaction

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    Designing human-centered AI-driven applications require deep understandings of how people develop mental models of AI. Currently, we have little knowledge of this process and limited tools to study it. This paper presents the position that AI-based games, particularly the player-AI interaction component, offer an ideal domain to study the process in which mental models evolve. We present a case study to illustrate the benefits of our approach for explainable AI

    An examination of major works for wind band and brass ensemble: “Legacy” by Mark Camphouse, “Concert Variations” by Claude T. Smith, and “Romance for Band” by John Zdechlik

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    Master of MusicDepartment of Music, Theatre, and DanceFrank C. TraczThe following report provides a comprehensive analysis of and teaching guide for one work for brass ensemble and two works for wind band: Legacy by Mark Camphouse, Concert Variations by Claude T. Smith, and Romance for Band by John Zdechlik. A chapter is included for each work, supplying essential information needed to properly prepare the conductor for teaching and rehearsing the work in question. Information is included regarding the composer, the composition, historical perspective, technical considerations, stylistic considerations, musical elements, form and structural analysis, listening suggestions, and a suggested seating arrangement. Outlines of rehearsal plans used by the author are included with self-evaluations of each rehearsal, in addition to a detailed score analysis grid as presented by Dr. Frank Tracz in Mark Walker's book, The Art of Interpretation of Band Music. Chapters are also devoted to the author’s philosophy of music education and philosophy of quality literature selection. All materials are included with the hope that this research can assist in preparation of these works by other conductors and ensembles, as well as to promote a more active programming of these quality, lesser-known works

    Player-AI Interaction: What Neural Network Games Reveal About AI as Play

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    The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research. This paper argues that games are an ideal domain for studying and experimenting with how humans interact with AI. Through a systematic survey of neural network games (n = 38), we identified the dominant interaction metaphors and AI interaction patterns in these games. In addition, we applied existing human-AI interaction guidelines to further shed light on player-AI interaction in the context of AI-infused systems. Our core finding is that AI as play can expand current notions of human-AI interaction, which are predominantly productivity-based. In particular, our work suggests that game and UX designers should consider flow to structure the learning curve of human-AI interaction, incorporate discovery-based learning to play around with the AI and observe the consequences, and offer users an invitation to play to explore new forms of human-AI interaction

    iNNk: A Multi-Player Game to Deceive a Neural Network

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    This paper presents iNNK, a multiplayer drawing game where human players team up against an NN. The players need to successfully communicate a secret code word to each other through drawings, without being deciphered by the NN. With this game, we aim to foster a playful environment where players can, in a small way, go from passive consumers of NN applications to creative thinkers and critical challengers

    Technology-dependency among patients discharged from a children's hospital: a retrospective cohort study

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    BACKGROUND: Advances in medical technology may be increasing the population of children who are technology-dependent (TD). We assessed the proportion of children discharged from a children's hospital who are judged to be TD, and determined the most common devices and number of prescription medications at the time of discharge. METHODS: Chart review of 100 randomly selected patients from all services discharged from a children's hospital during the year 2000. Data were reviewed independently by 4 investigators who classified the cases as TD if the failure or withdrawal of the technology would likely have adverse health consequences sufficient to require hospitalization. Only those cases where 3 or 4 raters agreed were classified as TD. RESULTS: Among the 100 randomly sampled patients, the median age was 7 years (range: 1 day to 24 years old), 52% were male, 86% primarily spoke English, and 54% were privately insured. The median length of stay was 3 days (range: 1 to 103 days). No diagnosis accounted for more than 5% of cases. 41% were deemed to be technology dependent, with 20% dependent upon devices, 32% dependent upon medications, and 11% dependent upon both devices and medications. Devices at the time of discharge included gastrostomy and jejeunostomy tubes (10%), central venous catheters (7%), and tracheotomies (1%). The median number of prescription medications was 2 (range: 0–13), with 12% of cases having 5 or more medications. Home care services were planned for 7% of cases. CONCLUSION: Technology-dependency is common among children discharged from a children's hospital
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