Cognitive Science and Philosophy of Embodied Cognition. Promotes Embodied Cognition concepts and technology in art, education, work and research. The HCI technology is focused on Computer Music and Programming.
For nearly a decade, Voevodsky has been advocating the virtues of computer proof assistants and developing univalent foundations in order to bring the languages of mathematics and computer programming closer together. As he sees it, the move to computer formalization is necessary because some branches of mathematics have become too abstract to be reliably checked by people.
“The world of mathematics is becoming very large, the complexity of mathematics is becoming very high, and there is a danger of an accumulation of mistakes,” Voevodsky said. Proofs rely on other proofs; if one contains a flaw, all others that rely on it will share the error.
This is something Voevodsky has learned through personal experience. In 1999 he discovered an error in a paper he had written seven years earlier. Voevodsky eventually found a way to salvage the result, but in an article last summer in the IAS newsletter, he wrote that the experience scared him. He began to worry that unless he formalized his work on the computer, he wouldn’t have complete confidence that it was correct.
But taking that step required him to rethink the very basics of mathematics. The accepted foundation of mathematics is set theory. Like any foundational system, set theory provides a collection of basic concepts and rules, which can be used to construct the rest of mathematics. Set theory has sufficed as a foundation for more than a century, but it can’t readily be translated into a form that computers can use to check proofs. So with his decision to start formalizing mathematics on the computer, Voevodsky set in motion a process of discovery that ultimately led to something far more ambitious: a recasting of the underpinnings of mathematics.
Colbert Sesanker's insight:
play around with code in a embodied way and leave it to our digital comrades to prove correctness. they're better at it anyway
"Google is living in the future right now. They're in the middle of developing a new interaction sensor using radar technology that can track movement with crazy accuracy. It's only the size of a small computer chip and can be inserted into everyday objects and things we use daily. See the two quick GIFs to get an idea and watch the video for a full-blown introduction to the amazingness. It's all very impressive."
Japan is one of the most high tech nations in the world, yet even so a million Japanese children a year learn to calculate using a mechanical, pocket-sized contraption that has been around for millennia.
The abacus, which the Japanese call soroban, is an ancient device made up of parallel rods, each containing five beads each.
Once mastered, it enables you to add, multiply, subtract and divide much faster than you can with a paper and pencil – and often almost as quickly as an electronic calculator, as the clip below shows.
(It's pretty impressive. The girl is adding five numbers, each between a billion and ten trillion, as fast as the numbers are read out.)
Alex Endert's dissertation "Semantic Interaction for Visual Analytics: Inferring Analytical Reasoning for Model Steering" described semantic interaction, a user interaction methodology for visual analytics (VA). It showed that user interaction embodies users' analytic process and can thus be mapped to model-steering functionality for "human-in-the-loop" system design. The dissertation contributed a framework (or pipeline) that describes such a process, a prototype VA system to test semantic interaction, and a user evaluation to demonstrate semantic interaction's impact on the analytic process. This research is influencing current VA research and has implications for future VA research.
A pioneer in research on play, Dr. Stuart Brown says humor, games, roughhousing, flirtation and fantasy are more than just fun. Plenty of play in childhood makes for happy, smart adults -- and keeping it up can make us smarter at any age.
"In the United States, medical devices are regulated primarily by the Food and Drug Administration. Federal law require that all devices be safe and effective for their intended use and that new devices have premarket clearance. The current classification system considers (a) the extent to which use of the device involves matters of life or death or serious injury and (b) whether the device is entirely new or is similar to a previously approved device. Simple devices, like bandages and tongue depressors do not require special approval, but the vast majority of devices used for diagnosis and treatment do require approval. Approved devices are listed in the FDA's 510(k) database, which can be searched online. It is sometimes useful to check because some marketers claim that their devices are FDA-approved when they are not.
The devices listed on this page are either inherently bogus or are approved for one use but improperly used for other purposes. A few have gained FDA approval based on "substantially similarity to previously approved devices," even though they are actually intended to be used for unapproved purposes. For example, some bogus devices have been approved as "biofeedback" instruments even though their actual intended use is to diagnose and/or treat disease."
Colbert Sesanker's insight:
Despite the potential of these non-invasive devices to have specific effects, there is rarely any theory on how they can achieve these specific effects. So typically the relationship between the applied electromagnetic or ultrasonic waves and the corresponding biological response is learned in a backward, inefficient, unreproducible and, in some cases, immoral way through clinical trials.
"We describe the first direct brain-to-brain interface in humans and present results from experiments involving six different subjects. Our non-invasive interface, demonstrated originally in August 2013, combines electroencephalography (EEG) for recording brain signals with transcranial magnetic stimulation (TMS) for delivering information to the brain. We illustrate our method using a visuomotor task in which two humans must cooperate through direct brain-to-brain communication to achieve a desired goal in a computer game. The brain-to-brain interface detects motor imagery in EEG signals recorded from one subject (the “sender”) and transmits this information over the internet to the motor cortex region of a second subject (the “receiver”). This allows the sender to cause a desired motor response in the receiver (a press on a touchpad) via TMS. We quantify the performance of the brain-to-brain interface in terms of the amount of information transmitted as well as the accuracies attained in (1) decoding the sender’s signals, (2) generating a motor response from the receiver upon stimulation, and (3) achieving the overall goal in the cooperative visuomotor task. Our results provide evidence for a rudimentary form of direct information transmission from one human brain to another using non-invasive means."
"Adriano goes on to explore the relationship between body, sensors and sound by showing us how a piezo contact microphone can be used to transform any piece of backyard junk into a percussive and melodic instrument. Some people call it physical modeling synthesis but we just call it pretty much amazing.
Adriano's objective is clear: to create a new kinesthetic approach to sound design that totally flips our notion that music is made from a traditional instrument or from interfacing with your mouse, keyboard and screen. This kind of research in tactile, computer music embodiment is not only important for reimagining our conventional vision of an instrument, but also for cutting in half the frustration from wanting to perform in front of millions but having no idea how to play a single note."
"When historian Charles Weiner found pages of Nobel Prize-winning physicist Richard Feynman's notes, he saw it as a "record" of Feynman's work. Feynman himself, however, insisted that the notes were not a record but the work itself. In Supersizing the Mind, Andy Clark argues that our thinking doesn't happen only in our heads but that "certain forms of human cognizing include inextricable tangles of feedback, feed-forward and feed-around loops: loops that promiscuously criss-cross the boundaries of brain, body and world." The pen and paper of Feynman's thought are just such feedback loops, physical machinery that shape the flow of thought and enlarge the boundaries of mind. Drawing upon recent work in psychology, linguistics, neuroscience, artificial intelligence, robotics, human-computer systems, and beyond, Supersizing the Mind offers both a tour of the emerging cognitive landscape and a sustained argument in favor of a conception of mind that is extended rather than "brain-bound." The importance of this new perspective is profound. If our minds themselves can include aspects of our social and physical environments, then the kinds of social and physical environments we create can reconfigure our minds and our capacity for thought and reason."
Sensory neuroprostheses show great potential for alleviating major sensory deficits. It is not known, however, whether such devices can augment the subject’s normal perceptual range. Here we show that adult rats can learn to perceive otherwise invisible infrared light through a neuroprosthesis that couples the output of a head-mounted infrared sensor to their somatosensory cortex (S1) via intracortical microstimulation. Rats readily learn to use this new information source, and generate active exploratory strategies to discriminate among infrared signals in their environment. S1 neurons in these infrared-perceiving rats respond to both whisker deflection and intracortical microstimulation, suggesting that the infrared representation does not displace the original tactile representation. Hence, sensory cortical prostheses, in addition to restoring normal neurological functions, may serve to expand natural perceptual capabilities in mammals.
Perceiving invisible light through a somatosensory cortical prosthesis • Eric E. Thomson, Rafael Carra & Miguel A.L. Nicolelis
During the last decades, several formal models have been proposed to formalize musical applications, to solve musical and improvisation problems, and to prove properties in music. In this paper, we briefly describe some of those formal models (computational calculi). We provide a description of some applications of these formalisms, and discuss some considerations about each calculus mentioned here remarking strengths and weaknesses.
"Psychologist Michael Frank enters the world of high-speed mental math and finds that "Mental Abacus" users can calculate without using verbal working memory."
"Michael Frank, assistant professor of psychology, is now studying whether children who learn 'Mental Abacus' at a young age experience any benefits to their mathematical or cognitive abilities. The Mental Calculation World Cup is a brutal contest, and one that threatens to fry the neurons of the unprepared. Over the course of a competition, contestants might be asked to add a string of 10 different 10-digit numbers, multiply 18,467,941 by 73,465,135, find the square root of 530,179 and determine which day of the week corresponds to Aug. 12, 1721 – all without writing anything down.
The speed with which the winners complete these tasks is remarkable. The World Cup record for finding the square roots of 10 six-digit numbers, for instance, is six minutes and 51 seconds. Even more remarkably, the holder of that record is 11 years old.
Priyanshi Somani, the tween-age reigning Mental Calculation World Champion in question, uses a method called "Mental Abacus." It's an increasingly popular teaching tool, particularly in India. And, according to a paper published online last week in the Journal of Experimental Psychology: General, it may represent one of the first known examples of non-language-based mental calculation. Michael Frank, an assistant professor of psychology at Stanford, is co-author of the paper, with David Barner, assistant professor of psychology at the University of California-San Diego."
"Why, now, soroban? The soroban master who has taught to schoolchildren for almost 40 years, talks about the significance of consciously training with the old-style calculation tool in the age of the ubiquitous computer"
"From a leading expert, a groundbreaking book on the science of play, and its essential role in fueling our happiness and intelligence throughout our lives
We've all seen the happiness on the face of a child while playing in the school yard. Or the blissful abandon of a golden retriever racing across a lawn. This is the joy of play. By definition, play is purposeless, all-consuming, and fun. But as Dr. Stuart Brown illustrates, play is anything but trivial. It is a biological drive as integral to our health as sleep or nutrition. We are designed by nature to flourish through play.
Dr. Brown has spent his career studying animal behavior and conducting more than six-thousand "play histories" of humans from all walks of life-from serial murderers to Nobel Prize winners. Backed by the latest research, Play(20,000 copies in print) explains why play is essential to our social skills, adaptability, intelligence, creativity, ability to problem solve and more. Particularly in tough times, we need to play more than ever, as it's the very means by which we prepare for the unexpected, search out new solutions, and remain optimistic. A fascinating blend of cutting-edge neuroscience, biology, psychology, social science, and inspiring human stories of the transformative power of play, this book proves why play just might be the most important work we can ever do."
Colbert Sesanker's insight:
The sections describing the physiology of play have a lot of overlap with Vandervert's theories. Special attention given to the cerebellum's role of coordinating and integrating activity across the entire brain.
"We work on graphic design, video editing or CAD on a daily basis. Keyboard and mouse are great but they are far from giving you the same sensitivity and abilities as your hand. The same applies for music, browsing or presentations. We need a tool that gives us flexible shortcuts and perfect control, a tool that makes the things we love fast, precise, intuitive and fun.
That's why we created Flow, a freely programmable wireless controller."
You may remember neuroscientist Miguel Nicolelis — he built the brain-controlled exoskeleton that allowed a paralyzed man to kick the first ball of the 2014 World Cup. What’s he working on now? Building ways for two minds (rats and monkeys, for now) to send messages brain to brain. Watch to the end for an experiment that, as he says, will go to "the limit of your imagination."
The term "programming language" is often used to describe the medium we use to build software. However, to what extent can we also consider programming languages as interfaces in their own right? Are they sufficiently expressive, interactive and dynamic to, say, control a musical instrument? What if the programming language was the musical instrument? How might that challenge our perception of programming language and tools in general. For example, what happens when we consider the act of programming as a performance? What might a music programming environment which has sufficient liveness, rapid feedback and tolerance of failure look like? What benefits would such a style of programming offer business? Could live coding be beneficial for rapid prototyping, exploring big data sets, and even communicating formal business ideas? Weaving Immutable Data Structures into Ephemeral Sounds - Conference Party
Armed with laptops, monomes and number of simple MIDI Kontrollers, we harness the full power of the SuperCollider synthesis engine through the incredible Overtone platform. We don't just use our laptops to tweak GUI sliders and pots, we write raw Clojure code into Emacs live in our performances. We also generate real-time visualisations perfectly synchronised to the sound with Quil and Shadertone. All the code for our sets is open source and available for you to play with: Meta-eX Ignite.
Live Hacking allows us to generate music on-the-fly enabling us to change the direction of the sound and respond to our environment at a whim. Our sounds aren't pre-recorded and tweaked on-stage, they're coded and generated live in real time. We produce a real raw noise rather than manufactured industry-polished pseudo-perfection. Our sound isn't hardcore, breakcore or speedcore - it's multi-core and fully hyper-threaded.
Colbert Sesanker's insight:
programming as expression! give someone a programming language, not a User interface!
Look at 16:45 and consider the implications of "Advanced Chess"'s superiority to the best human and the best computer
"Human sensory and motor systems provide the natural means for the exchange of information between individuals, and, hence, the basis for human civilization. The recent development of brain-computer interfaces (BCI) has provided an important element for the creation of brain-to-brain communication systems, and precise brain stimulation techniques are now available for the realization of non-invasive computer-brain interfaces (CBI). These technologies, BCI and CBI, can be combined to realize the vision of non-invasive, computer-mediated brain-to-brain (B2B) communication between subjects (hyperinteraction). Here we demonstrate the conscious transmission of information between human brains through the intact scalp and without intervention of motor or peripheral sensory systems. Pseudo-random binary streams encoding words were transmitted between the minds of emitter and receiver subjects separated by great distances, representing the realization of the first human brain-to-brain interface. In a series of experiments, we established internet-mediated B2B communication by combining a BCI based on voluntary motor imagery-controlled electroencephalographic (EEG) changes with a CBI inducing the conscious perception of phosphenes (light flashes) through neuronavigated, robotized transcranial magnetic stimulation (TMS), with special care taken to block sensory (tactile, visual or auditory) cues. Our results provide a critical proof-of-principle demonstration for the development of conscious B2B communication technologies. More fully developed, related implementations will open new research venues in cognitive, social and clinical neuroscience and the scientific study of consciousness. We envision that hyperinteraction technologies will eventually have a profound impact on the social structure of our civilization and raise important ethical issues."
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