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Cognitive Expansion Technologies

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One theme of this survey is that very humble information technology applications could have a cumulative effect that is extremely dramatic

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roject ACCESS (Assisted Cognition in Community, Employment and Support Settings) at the University of Washington has developed an AI advisor that learns the personal routines of cognitively impaired people and guides them whenever they seem to get lost while traveling around the city of Seattle

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Steve Mann’s EyeTap group at the University of Toronto is developing a system that not only archives everything a person sees, but also provides information via augmented reality to the user in realtime (Mann 2004).

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mportantly, it would adapt to its owner’s personal learning style, strengths, weaknesses, and changing knowledge levels across many fields. It would know what the person needed to learn next, manage the best educational plan, and offer one-on-one tutoring for “just-in-time” skill acquisition.

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rather than focusing at will on any of the characters?

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Pervasive gaming is a potentially important new computer application that is being developed, especially in Europe. A pervasive game is played both online and in real world environments.

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We can easily imagine a time when pervasive gaming is a vast industry, connected to tourism, education, and politics.

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Every city will offer distinctive games, operating continuously, which relate somehow to the actual local environment.

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How the real government reacts to such augmented reality activities could become part of the game, for a few of the more adventurous players.

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pervasive gaming can help the players learn history, geography, and other subjects as part of the fun, if they are designed correctly. But they can also be designed to change the player’s personalities.

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The Self module offers a second example, which we can use to see how personality capture might become the basis for personality emulation. It consists of 1,600 adjectives, consisting of 800 pairs of opposites, that could describe a person. Respondents rate each adjective in terms of how good or bad it is for a person to have that quality, and in terms of how much they themselves feel the adjective describes them personally. This software offers a general analysis of the individual’s self image, which is a big part of personality, including measures of self-esteem in twenty areas of life. The software also generates lists of good qualities the person feels he or she lacks, and bad qualities he or she possesses, that could be used as guides for self-improvement.

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As it happens, the respondent has also written an unpublished book about his family’s history.  I created a fresh computer program that scanned six Burroughs novels plus the family history for the 1,600 adjectives. It turned out that 1,079 of the words appeared in at least one of the books, and the average book included 3,200 instances of the adjectives.

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the process of transferring human personality into information systems has begun, with software agents, assistive technologies, immersive and pervasive games, and natural language processing.

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