The document outlines the academic and professional background of Dr. Aleksander Väljamäe, including his education in telecommunications, PhD research in multisensory virtual reality, and postdoctoral research focusing on physiology-based human-computer interaction, virtual reality, and brain-computer interfaces. It also provides an overview of his research projects studying presence, neurofeedback, affective computing, and embodied cognition using virtual reality and mixed reality technologies.
The National Science Foundation (NSF) Directorate for Engineering oversees several programs aimed at industrial innovation and partnerships, including the Industrial Innovation and Partnerships Division. The division director is Grace Wang, and the division supports programs like the Partnerships for Innovation, the I-Corps, and the Industry/University Cooperative Research Centers. The NSF aims to enhance economic competitiveness by catalyzing the transformation of discovery into benefits through industry, university, and other partnerships.
Using Neuroscience theories and tools to inform information system researchPierre-Majorique Léger
This document provides information about Pierre-Majorique Léger and the Tech3Lab research laboratory. It summarizes Léger's background and roles as Co-director of Tech3Lab and Full Professor at HEC Montréal. The document outlines three sections of research at Tech3Lab: 1) Emotion and Attention in HCI, 2) Mobility and tactile interfaces in HCI, and 3) Learning and adaption in HCI. Various studies and tools used in this research are briefly described, such as eye tracking, electroencephalography, and measuring psychophysiological data to analyze user experience, attention, learning, and flow.
This document discusses learning analytics for both practice and policy-oriented educational research. For practice, it describes several systems and approaches for competence-based learning at the individual and organizational level, including profiling competencies and creating learning paths. It also discusses teacher learning and knowledge-building practices within socio-technical systems. For policy research, it outlines issues with implementing learning analytics at large scale and the need to consider pedagogical processes alongside outcomes. Dashboards are discussed as a tool for visualizing learning analytics results.
2015-11-19 Venia Legendi: Vladimir Tombergifi8106tlu
Dr. Vladimir Tomberg gave a lecture on his experience with universal design. He discussed his educational and professional background, including receiving a bachelor's and master's in informatics and a PhD focusing on blog-based learning. Currently, he teaches courses on universal design and accessibility. He is involved in projects applying universal design principles to develop tools for informal learning. His future plans include further teaching and research on universal design, as well as applying universal design to wearable technologies and supporting well-being.
Dr. Aleksander Väljamäe presents on new applications based on implicit, physiology based interaction. He discusses neurocinematics research measuring brain activity during film viewing, and interactive and enactive cinema that can adapt based on physiological sensing. He also presents the B-Reactable project, a multimodal tabletop system allowing collaborative physiology monitoring and training between research groups in Sweden, Russia, and Spain. The goal is to use these implicit interaction techniques for applications in health, art, and scientific research.
This document provides a vita for Nicos Maglaveras, including his personal information, education history, professional appointments, teaching experience, research experience, EU projects involvement, publications, and awards. It details that he is a Professor of Computing & Medical Informatics at Aristotle University of Thessaloniki in Greece. Over the past 25+ years, he has led over 40 EU-funded projects totaling over 12 million euros, published over 95 journal papers cited over 3,000 times, and received several awards for excellence in research.
Cognitive Computing by Professor Gordon Pipadiannepatricia
Professor Dr. Gordon Pipa, University of Osnabrueck, Germany is making this presentation for the Cognitive Systems Institute Speaker Series on May 26, 2016.
The National Science Foundation (NSF) Directorate for Engineering oversees several programs aimed at industrial innovation and partnerships, including the Industrial Innovation and Partnerships Division. The division director is Grace Wang, and the division supports programs like the Partnerships for Innovation, the I-Corps, and the Industry/University Cooperative Research Centers. The NSF aims to enhance economic competitiveness by catalyzing the transformation of discovery into benefits through industry, university, and other partnerships.
Using Neuroscience theories and tools to inform information system researchPierre-Majorique Léger
This document provides information about Pierre-Majorique Léger and the Tech3Lab research laboratory. It summarizes Léger's background and roles as Co-director of Tech3Lab and Full Professor at HEC Montréal. The document outlines three sections of research at Tech3Lab: 1) Emotion and Attention in HCI, 2) Mobility and tactile interfaces in HCI, and 3) Learning and adaption in HCI. Various studies and tools used in this research are briefly described, such as eye tracking, electroencephalography, and measuring psychophysiological data to analyze user experience, attention, learning, and flow.
This document discusses learning analytics for both practice and policy-oriented educational research. For practice, it describes several systems and approaches for competence-based learning at the individual and organizational level, including profiling competencies and creating learning paths. It also discusses teacher learning and knowledge-building practices within socio-technical systems. For policy research, it outlines issues with implementing learning analytics at large scale and the need to consider pedagogical processes alongside outcomes. Dashboards are discussed as a tool for visualizing learning analytics results.
2015-11-19 Venia Legendi: Vladimir Tombergifi8106tlu
Dr. Vladimir Tomberg gave a lecture on his experience with universal design. He discussed his educational and professional background, including receiving a bachelor's and master's in informatics and a PhD focusing on blog-based learning. Currently, he teaches courses on universal design and accessibility. He is involved in projects applying universal design principles to develop tools for informal learning. His future plans include further teaching and research on universal design, as well as applying universal design to wearable technologies and supporting well-being.
Dr. Aleksander Väljamäe presents on new applications based on implicit, physiology based interaction. He discusses neurocinematics research measuring brain activity during film viewing, and interactive and enactive cinema that can adapt based on physiological sensing. He also presents the B-Reactable project, a multimodal tabletop system allowing collaborative physiology monitoring and training between research groups in Sweden, Russia, and Spain. The goal is to use these implicit interaction techniques for applications in health, art, and scientific research.
This document provides a vita for Nicos Maglaveras, including his personal information, education history, professional appointments, teaching experience, research experience, EU projects involvement, publications, and awards. It details that he is a Professor of Computing & Medical Informatics at Aristotle University of Thessaloniki in Greece. Over the past 25+ years, he has led over 40 EU-funded projects totaling over 12 million euros, published over 95 journal papers cited over 3,000 times, and received several awards for excellence in research.
Cognitive Computing by Professor Gordon Pipadiannepatricia
Professor Dr. Gordon Pipa, University of Osnabrueck, Germany is making this presentation for the Cognitive Systems Institute Speaker Series on May 26, 2016.
The document discusses the concept of "realities" and how design can manipulate boundaries between physical, virtual, and spiritual realities. It describes research projects exploring augmented and virtual realities, including blending real and virtual spaces. The goal is to use design to transform everyday realities and incorporate new technologies to improve life. Areas of focus include digital well-being, cultural computing, augmented/mixed realities, social networks, and tangibility.
This document summarizes a seminar presentation on silent sound technology for voice conversion. It introduces the technology as a way for those who have lost their voice to still communicate by phone by transmitting information without using vocal cords. It discusses two main methods - electromyography and image processing. Electromyography detects electrical signals from muscle movement and converts them to speech, while image processing uses ultrasound to view tongue movement. Some advantages are helping those who lost their voice and enabling silent calls. Disadvantages include unnatural speech and high cost. Future applications could include incorporating the sensors into phones for more natural use.
The document discusses the concept of "realities" and how boundaries between the physical and virtual world are blurring. It explores how design can manipulate these boundaries by blending, augmenting, mixing and connecting different realities. The goal is to create new experiences and adapt designs to individual realities in order to enrich everyday life. Design plays a role in transforming reality and incorporating new technologies.
TeZ - SPECTRAL SENSORIUM - ART/SCIENCE RESEARCH 2010-2015TeZ Martinucci
This document provides an overview of an artist's work in audiovisual performances, installations, and experimental media focusing on sensory perception and immersive environments. It discusses the artist's progression from new media art to post-media art to art-science collaborations investigating modal phenomena, vibrations, and the sensorium. The artist has collaborated with various institutions internationally and their work involves sensory technologies, psychophysics, and vibratory phenomena across different sensory modalities and frequencies. Examples of projects described include the Optofonica Capsule for immersive audiovisual experiences, exhibitions exploring sound, space and perception, and research into biocommunication and protocells.
Vanja Smailovic (doktorska disertacija) - FER - 2016Vanja Smailovic
This thesis proposes a novel approach to utilizing multi-source user data to identify socially influential users for provisioning information and communication services. It includes developing a new user profiling method to efficiently aggregate data from telecom networks and social networks. A novel user profile model is also developed for inferring new knowledge about users from their data. An improved algorithm is proposed for calculating social influence that is statistically validated using real user profile data. The variant incorporating a Sample-Literature-Optimal Posting Frequency factor demonstrates significant impact, underlining the scientific contribution of identifying influential users across different data sources. Algorithms for churn prevention, customer care, advertising and disease tracking could benefit from this approach.
The document describes an interactive art installation created by Heather Wylie and Maxim Safioulline that uses brainwave data to manipulate light and sound in a small enclosed space. Participants wear an EEG device that measures their brain activity, which is then translated into colors and sounds projected in the space. The installation aims to visualize brain activity and emphasize the feedback loop between a person's mind and their surrounding environment.
Wheelchair controlled by human brainwave using brain-computer interface syste...journalBEEI
1. Researchers developed an integrated wheelchair controlled by human brainwaves using a brain-computer interface system. An electroencephalography device called Mindwave Mobile Plus was used to obtain attention values, eye blink detection, and eyebrow movement to control the wheelchair's movement and modes.
2. Statistical analysis found that the threshold attention values for controlling the wheelchair differed according to users' gender and age. For example, the threshold was higher for male adults than female children.
3. Testing showed the system could reliably detect users' attention levels, eye blinks, and eyebrow movements to move the wheelchair forward, backward, left, and right or stop through brainwave signals alone. This provided a new assistive technology option
Dr. Daniel Tan and his colleagues at the Louis Stokes Veterans Affairs Medical Centre have developed new prosthetic limbs that use implanted electrodes to provide amputees with a sense of feeling. The electrodes are connected to a machine that sends signals to the nerves, allowing tasks to be performed naturally through the artificial limb. Max Ortiz has designed sockets that integrate with the bone to securely mount the limbs and control them using electrodes, enabling comfortable use. The breakthrough will greatly improve quality of life for amputees.
This document presents information on silent sound technology. It discusses how the technology was developed at the Karlsruhe Institute of Technology in Germany to detect lip movements and convert them into sound signals without actual sounds. It works by using electromyography to measure facial muscle activity and image processing of lip movements. The technology allows for silent phone calls and could benefit those who have lost their voice or need to communicate quietly. Future applications include use in space and by the military, with continued research seeking to improve the technology.
This is also a part of many project in Goldsmiths, MA Design Futures programme co-working with Ryan in Change Agent project.
This is our 3rd concept. We create "future scenarios" follow the concept of "Human2.0". We create an implanting technology, called SENSOR+, to extend human senses. We develop this system to solve an internet privacy problem.
We think now the internet profile become a part of that person. And our body have a skin to protect and to sense. So we use the NEURON+ system to sense our internet data. This could open the new experience and can notice when other access our data unfriendly.
This document discusses using iPads and iPods in science classrooms and provides examples of mobile apps that can be used for various purposes. It describes apps that allow students to connect with content, communicate and collaborate, including apps for exploring biology, chemistry, physics and space. Students can use apps to analyze data, create concept maps and digital stories, record audio notes, and evaluate their understanding. The document also recommends apps for teachers to use for classroom tasks, curricula support, and organization.
The document proposes a bionic contact lens that can enhance vision, augment reality, and track health metrics. It would use a holographic display and embedded sensors to magnify vision, display interfaces, and monitor biomarkers non-invasively. The lens would be made of flexible materials and use miniaturized electronics, displays, and power sources to be comfortably worn. The goal is to create an unobtrusive device that can both treat vision impairments and serve as a new type of wearable technology platform.
Augmented reality (AR) is a visualization technology that can
help in the situations described above. It merges virtual
objects into the user's view, and enhances spatial perception skills. Why isn't this technology widely utilized in everyday situations then? Are there still some technical bottlenecks that need to be solved before wide consumer-level use? Are there some business ecosystem factors that hinder AR applications from entering the consumer market? This doctoral dissertation seeks answers to these questions.
Eurodocs faxepark horizon 2020 presentation 2014 11-13Eurodocs AB
This document summarizes Souheil "Sosso" Bcheri's career and business ventures. It discusses his background growing up in Lebanon and Sweden, and his education in statistics, IT security, and internet technologies. It outlines his work founding Eurodocs AB to develop electronic identification and digital signature solutions. It also describes his involvement in the ABC4Trust EU project to research anonymous authentication technologies, and tips he provides about obtaining financing and working on EU projects.
1) Silent Sound Technology allows for communication without speaking by detecting lip movements and converting them to electrical signals that are then translated into sound signals.
2) It uses electromyography to monitor muscle movements in the face during speech and image processing of lip movements. The signals are then converted to speech.
3) Potential applications include silent communication in noisy places, aiding those who have lost their voice, and transmitting confidential information privately. However, it still faces restrictions related to accuracy and practical usability.
New Research Articles 2019 September Issue International Journal of Artificia...gerogepatton
The International Journal of Artificial Intelligence & Applications (IJAIA) is a bi monthly open access peer-reviewed journal that publishes articles which contribute new results in all areas of the Artificial Intelligence & Applications (IJAIA). It is an international journal intended for professionals and researchers in all fields of AI for researchers, programmers, and software and hardware manufacturers. The journal also aims to publish new attempts in the form of special issues on emerging areas in Artificial Intelligence and applications
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
3DUI 2015 Keynote talk given by Mark Billinghurst on March 24th 2015, as part of the 3DUI 2015 conference. The talk is a survery of Augmented Reality and Empathic Computing
This document discusses the growing field of wearable technology and its implications. It explores how wearables will transform data collection and use, requiring companies to utilize prescriptive insights from massive amounts of personal data. Examples are provided of current wearables and their applications in healthcare, education, intimacy, and more. The document concludes that wearable technology offers brands opportunities to differentiate themselves, but also raises issues around privacy that require honest consideration.
This document discusses the growing field of wearable technology and its implications. It explores how wearables will transform data collection and use, requiring companies to utilize prescriptive, human-centered insights from massive amounts of personal data. Examples are given of current wearables and their applications in healthcare, education, intimacy, and more. The document concludes that while privacy issues exist, wearables offer brands opportunities to differentiate if they can establish trust around data usage.
2016-05-30 Venia Legendi (CEITER): Minna Huotilainenifi8106tlu
This document discusses evidence-based approaches to enhancing 21st century learning skills. It proposes five approaches: 1) Enhanced learning with creativity, especially through music; 2) Enhanced learning by incorporating physical activity; 3) Empowering learners with data about their own learning; 4) Co-creation of knowledge through collaborative projects; and 5) Phenomenon-based learning that engages learners' interests. It argues that cognitive science research supports these approaches and that schools should design experiments to apply findings in practical learning environments from kindergarten through university. The goal is to contribute to evidence-based improvements in teacher education and student outcomes.
This document outlines the author's previous experience and current research interests related to social semantic infrastructures, learning analytics, and workplace learning. It then discusses the envisioned research work for the CEITER project, including developing a learning analytics data infrastructure for Estonia that incorporates stakeholders, integrates datasets from various sources, and scales nationally while ensuring privacy and promoting educational innovation. The infrastructure would be evaluated through design-based research and promote the use of learning analytics at institutional and policy levels.
More Related Content
Similar to 2015-11-17 Venia Legendi: Aleksander Väljamäe
The document discusses the concept of "realities" and how design can manipulate boundaries between physical, virtual, and spiritual realities. It describes research projects exploring augmented and virtual realities, including blending real and virtual spaces. The goal is to use design to transform everyday realities and incorporate new technologies to improve life. Areas of focus include digital well-being, cultural computing, augmented/mixed realities, social networks, and tangibility.
This document summarizes a seminar presentation on silent sound technology for voice conversion. It introduces the technology as a way for those who have lost their voice to still communicate by phone by transmitting information without using vocal cords. It discusses two main methods - electromyography and image processing. Electromyography detects electrical signals from muscle movement and converts them to speech, while image processing uses ultrasound to view tongue movement. Some advantages are helping those who lost their voice and enabling silent calls. Disadvantages include unnatural speech and high cost. Future applications could include incorporating the sensors into phones for more natural use.
The document discusses the concept of "realities" and how boundaries between the physical and virtual world are blurring. It explores how design can manipulate these boundaries by blending, augmenting, mixing and connecting different realities. The goal is to create new experiences and adapt designs to individual realities in order to enrich everyday life. Design plays a role in transforming reality and incorporating new technologies.
TeZ - SPECTRAL SENSORIUM - ART/SCIENCE RESEARCH 2010-2015TeZ Martinucci
This document provides an overview of an artist's work in audiovisual performances, installations, and experimental media focusing on sensory perception and immersive environments. It discusses the artist's progression from new media art to post-media art to art-science collaborations investigating modal phenomena, vibrations, and the sensorium. The artist has collaborated with various institutions internationally and their work involves sensory technologies, psychophysics, and vibratory phenomena across different sensory modalities and frequencies. Examples of projects described include the Optofonica Capsule for immersive audiovisual experiences, exhibitions exploring sound, space and perception, and research into biocommunication and protocells.
Vanja Smailovic (doktorska disertacija) - FER - 2016Vanja Smailovic
This thesis proposes a novel approach to utilizing multi-source user data to identify socially influential users for provisioning information and communication services. It includes developing a new user profiling method to efficiently aggregate data from telecom networks and social networks. A novel user profile model is also developed for inferring new knowledge about users from their data. An improved algorithm is proposed for calculating social influence that is statistically validated using real user profile data. The variant incorporating a Sample-Literature-Optimal Posting Frequency factor demonstrates significant impact, underlining the scientific contribution of identifying influential users across different data sources. Algorithms for churn prevention, customer care, advertising and disease tracking could benefit from this approach.
The document describes an interactive art installation created by Heather Wylie and Maxim Safioulline that uses brainwave data to manipulate light and sound in a small enclosed space. Participants wear an EEG device that measures their brain activity, which is then translated into colors and sounds projected in the space. The installation aims to visualize brain activity and emphasize the feedback loop between a person's mind and their surrounding environment.
Wheelchair controlled by human brainwave using brain-computer interface syste...journalBEEI
1. Researchers developed an integrated wheelchair controlled by human brainwaves using a brain-computer interface system. An electroencephalography device called Mindwave Mobile Plus was used to obtain attention values, eye blink detection, and eyebrow movement to control the wheelchair's movement and modes.
2. Statistical analysis found that the threshold attention values for controlling the wheelchair differed according to users' gender and age. For example, the threshold was higher for male adults than female children.
3. Testing showed the system could reliably detect users' attention levels, eye blinks, and eyebrow movements to move the wheelchair forward, backward, left, and right or stop through brainwave signals alone. This provided a new assistive technology option
Dr. Daniel Tan and his colleagues at the Louis Stokes Veterans Affairs Medical Centre have developed new prosthetic limbs that use implanted electrodes to provide amputees with a sense of feeling. The electrodes are connected to a machine that sends signals to the nerves, allowing tasks to be performed naturally through the artificial limb. Max Ortiz has designed sockets that integrate with the bone to securely mount the limbs and control them using electrodes, enabling comfortable use. The breakthrough will greatly improve quality of life for amputees.
This document presents information on silent sound technology. It discusses how the technology was developed at the Karlsruhe Institute of Technology in Germany to detect lip movements and convert them into sound signals without actual sounds. It works by using electromyography to measure facial muscle activity and image processing of lip movements. The technology allows for silent phone calls and could benefit those who have lost their voice or need to communicate quietly. Future applications include use in space and by the military, with continued research seeking to improve the technology.
This is also a part of many project in Goldsmiths, MA Design Futures programme co-working with Ryan in Change Agent project.
This is our 3rd concept. We create "future scenarios" follow the concept of "Human2.0". We create an implanting technology, called SENSOR+, to extend human senses. We develop this system to solve an internet privacy problem.
We think now the internet profile become a part of that person. And our body have a skin to protect and to sense. So we use the NEURON+ system to sense our internet data. This could open the new experience and can notice when other access our data unfriendly.
This document discusses using iPads and iPods in science classrooms and provides examples of mobile apps that can be used for various purposes. It describes apps that allow students to connect with content, communicate and collaborate, including apps for exploring biology, chemistry, physics and space. Students can use apps to analyze data, create concept maps and digital stories, record audio notes, and evaluate their understanding. The document also recommends apps for teachers to use for classroom tasks, curricula support, and organization.
The document proposes a bionic contact lens that can enhance vision, augment reality, and track health metrics. It would use a holographic display and embedded sensors to magnify vision, display interfaces, and monitor biomarkers non-invasively. The lens would be made of flexible materials and use miniaturized electronics, displays, and power sources to be comfortably worn. The goal is to create an unobtrusive device that can both treat vision impairments and serve as a new type of wearable technology platform.
Augmented reality (AR) is a visualization technology that can
help in the situations described above. It merges virtual
objects into the user's view, and enhances spatial perception skills. Why isn't this technology widely utilized in everyday situations then? Are there still some technical bottlenecks that need to be solved before wide consumer-level use? Are there some business ecosystem factors that hinder AR applications from entering the consumer market? This doctoral dissertation seeks answers to these questions.
Eurodocs faxepark horizon 2020 presentation 2014 11-13Eurodocs AB
This document summarizes Souheil "Sosso" Bcheri's career and business ventures. It discusses his background growing up in Lebanon and Sweden, and his education in statistics, IT security, and internet technologies. It outlines his work founding Eurodocs AB to develop electronic identification and digital signature solutions. It also describes his involvement in the ABC4Trust EU project to research anonymous authentication technologies, and tips he provides about obtaining financing and working on EU projects.
1) Silent Sound Technology allows for communication without speaking by detecting lip movements and converting them to electrical signals that are then translated into sound signals.
2) It uses electromyography to monitor muscle movements in the face during speech and image processing of lip movements. The signals are then converted to speech.
3) Potential applications include silent communication in noisy places, aiding those who have lost their voice, and transmitting confidential information privately. However, it still faces restrictions related to accuracy and practical usability.
New Research Articles 2019 September Issue International Journal of Artificia...gerogepatton
The International Journal of Artificial Intelligence & Applications (IJAIA) is a bi monthly open access peer-reviewed journal that publishes articles which contribute new results in all areas of the Artificial Intelligence & Applications (IJAIA). It is an international journal intended for professionals and researchers in all fields of AI for researchers, programmers, and software and hardware manufacturers. The journal also aims to publish new attempts in the form of special issues on emerging areas in Artificial Intelligence and applications
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
3DUI 2015 Keynote talk given by Mark Billinghurst on March 24th 2015, as part of the 3DUI 2015 conference. The talk is a survery of Augmented Reality and Empathic Computing
This document discusses the growing field of wearable technology and its implications. It explores how wearables will transform data collection and use, requiring companies to utilize prescriptive insights from massive amounts of personal data. Examples are provided of current wearables and their applications in healthcare, education, intimacy, and more. The document concludes that wearable technology offers brands opportunities to differentiate themselves, but also raises issues around privacy that require honest consideration.
This document discusses the growing field of wearable technology and its implications. It explores how wearables will transform data collection and use, requiring companies to utilize prescriptive, human-centered insights from massive amounts of personal data. Examples are given of current wearables and their applications in healthcare, education, intimacy, and more. The document concludes that while privacy issues exist, wearables offer brands opportunities to differentiate if they can establish trust around data usage.
Similar to 2015-11-17 Venia Legendi: Aleksander Väljamäe (20)
2016-05-30 Venia Legendi (CEITER): Minna Huotilainenifi8106tlu
This document discusses evidence-based approaches to enhancing 21st century learning skills. It proposes five approaches: 1) Enhanced learning with creativity, especially through music; 2) Enhanced learning by incorporating physical activity; 3) Empowering learners with data about their own learning; 4) Co-creation of knowledge through collaborative projects; and 5) Phenomenon-based learning that engages learners' interests. It argues that cognitive science research supports these approaches and that schools should design experiments to apply findings in practical learning environments from kindergarten through university. The goal is to contribute to evidence-based improvements in teacher education and student outcomes.
This document outlines the author's previous experience and current research interests related to social semantic infrastructures, learning analytics, and workplace learning. It then discusses the envisioned research work for the CEITER project, including developing a learning analytics data infrastructure for Estonia that incorporates stakeholders, integrates datasets from various sources, and scales nationally while ensuring privacy and promoting educational innovation. The infrastructure would be evaluated through design-based research and promote the use of learning analytics at institutional and policy levels.
This document discusses scaling up adaptive education systems and provides 4 examples of research projects on this topic. It notes that adaptive education technology has strong foundations but remains primarily in labs. The examples include projects on adaptive tutorial feedback, adaptive content in virtual reality, adaptive course generation, and linking textbooks to ontologies. Challenges of modern education around knowledge, content and student explosions are also discussed.
2016-05-30 Venia Legendi (CEITER): Luis Pablo Prietoifi8106tlu
This document provides an overview of orchestration and learning analytics research by Luis P. Prieto. It discusses orchestration as coordinating supportive interventions across learning activities. Orchestration research has modeled teacher practices through observational studies and eye-tracking. Learning analytics aims to aid educators by analyzing teaching and learning processes. The combination of orchestration and learning analytics is called teaching analytics. Prieto envisions applying this research at the CEITER research center through developing tools to support evidence-based teacher practices and orchestration-aware learning designs. Challenges include ensuring trust, privacy, added value and adoption at scale.
2016-05-30 Venia Legendi (CEITER): Maria Jesus Rodriguez Trianaifi8106tlu
This document outlines Venia Lengendi's background and research interests in linking learning design and learning analytics. It discusses trends in education, challenges in technology-enhanced learning, and the vision and goals of the CEITER project to develop an infrastructure that aligns learning design and learning analytics. The proposal involves pedagogical, technological, and methodological approaches, including developing orchestration tools, standards, and conducting iterative design-based research.
2016-05-27 Venia Legendi (CEITER): Paul Seitlingerifi8106tlu
This document outlines research on modeling socio-cognitive learning processes in collaborative environments. It discusses:
- The interplay between primary memory (attention control) and secondary memory (long-term memory) during reflection on resources.
- Three studies examining how semantic stabilization evolves through this interplay and affects individual learning. Stabilization was found to support learning by priming memory searches.
- A computational model called CMR that formalizes these memory dynamics and allows modeling how people's reflections lead to intersubjective understandings and semantic stabilization in collaborative tagging systems.
This document discusses new paradigms for learning in light of digital transformation. It begins by noting that technology and human needs co-evolve, with technology shaping human abilities and vice versa. It then examines approaches to understanding current educational practices and tackling both first-order and second-order changes. Several studies and concepts are presented, including trialogical learning, levels of co-authorship, and viewing students as co-authors of digital materials. Future directions discussed include mobile learning, defining criteria for measuring a "digital turn" in higher education, and pursuing collaborations through potential European funding calls and a school partner network.
This document summarizes a presentation on developing a unified framework for analyzing online and offline learning interactions. The presentation covers the researcher's background and motivation for studying this topic. It then outlines the presentation structure, which includes reviewing the state of the art in learning analytics and interactions, defining relevant concepts and research questions, and discussing the methodology and future directions of developing a framework for analyzing different units of learning interactions across online and offline contexts. The focus is on establishing an appropriate unit of analysis to gain insights into learning patterns from both online and offline data sources.
This document discusses the design of pedagogical scenarios for one-to-one computing in bring your own device (BYOD) classrooms. It aims to develop a methodological framework for designing such scenarios and contribute to defining software requirements. The research involved developing a tool called LePlanner through participatory design with teachers. Feedback was gathered from teachers and the tool was iteratively improved based on their input. A conceptual model for pedagogical scenarios was also validated through further participatory design experiments.
2016-04-27 research seminar, 2nd presenterifi8106tlu
This document summarizes a presentation by Avar Pentel on connecting user emotions to mouse movements. Pentel collected mouse movement data from users playing an online game. Users also provided think-aloud feedback on their emotions during tasks. Pentel analyzed features of mouse movements like speed, direction, and angles to predict if users were confused or content. Classification algorithms like logistic regression and random forests showed mouse movements can reveal emotional states. However, Pentel notes the emotions studied may differ from more cognitively demanding tasks.
The document discusses research interests in IT project portfolio management, IT project management, knowledge and process management, and context analysis. Specifically, it focuses on using social network analysis to understand team performance and information flows. It outlines approaches for collecting social network data from digital and observational sources and analyzing that data using metrics and tools to gain insights. The goal is to optimize project selection, team formation, and knowledge sharing to improve outcomes.
This document summarizes a survey on teachers' use of digital games in the classroom. The key findings are:
1) Most teachers learn about and start using games on their own or from other teachers, rather than through formal training. This shows that adopting digital tools remains teacher-led rather than institutionally supported.
2) There is a lack of common resources for teachers to find best practices for using games. Developers and teachers want better ways to discover appropriate games.
3) The author captured best practices on teachers' game use through interviews. Twelve patterns were identified, such as using roleplaying in literature class. The patterns are meant to be a starting point for an online community where teachers can share experiences.
This document discusses various semantic dimensions that can be used to describe interactions, including precision vs ambiguity, modern vs old fashioned, dynamic vs static, appropriate vs inappropriate, natural vs unnatural, and predictability vs unpredictability. It also examines haptic and tactile dimensions such as continuous vs stepwise movements, close physical proximity vs distance, smooth vs rough surfaces, as well as dimensions of complexity, playfulness vs boredom, control and dimensionality. The goal is to have concise descriptors that capture the key aspects of interactions across different semantic and haptic factors.
2016-04-13 research seminar presentationifi8106tlu
This document summarizes research on evaluating the aesthetics of interaction through touch devices. The researcher conducted a study using the Repertory Grid Technique to elicit constructs related to interaction aesthetics from 21 participants interacting with 9 different touch interactions. 134 constructs were elicited and grouped into attributes like "smooth" vs "jagged". Quantitative data from aesthetic ratings of the interactions was analyzed with multidimensional scaling and factor analysis to map relationships between interactions and attributes. The results provide a set of attributes that can be used to evaluate interaction aesthetics in questionnaires for further research.
This document discusses new learning practices and learning analytics for educational innovation. It provides an overview of CEITER, a research center focusing on learning analytics and educational innovation. Some key points:
- CEITER aims to measure and support new collaborative, creative, and problem-based learning practices through learning analytics and educational research.
- Examples of projects include measuring technology use in schools, tools for collaborative learning, and tracing learning in digital environments.
- Research looks at the coupling of individual and collective learning, with cognition seen as mediated by social and material environments.
- CEITER aims to build research infrastructure to increase funding opportunities, recruit students, and boost visibility through a more systematic, collaborative approach.
This document outlines a framework for designing and deploying e-health systems in developing countries. It discusses the author's research problem, goals, and questions. The current study examines challenges and opportunities for e-health in Afghanistan through interviews at several hospitals. The biggest challenges identified are lack of internet, unreliable power, high costs, and paper-based record systems. Future opportunities include computerizing records to reduce costs and improve access, and using e-health for patient education. The author aims to improve Afghanistan's healthcare through information technology and electronic health records.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
4. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
=&
Born in Tallinn, Estonia, in 1978
1996-2000 First degree (B.Sc.) – Telecommunication, Tallinn TU,
Tallinn, Estonia
2001-2003 Second degree (M.Sc.) – Telecommunication, Chalmers
University of Technology, Gothenburg, Sweden
2003-2007 Ph.D. on multisensory virtual reality – Chalmers
University of Technology, Gothenburg, Sweden
2007-2010 First postdoc – neuroscience lab SPECS, University of
Pompeu Fabra, Barcelona, Spain
2011-2012 Second postdoc – Graz BCI lab, TU Graz &
Neuropsychology Laboratory, University of Graz, Graz, Austria
2012-2015 FP7 Marie Curie Action – International Outgoing
Fellowship (MCA-IOF), Project “B-Reactable”, LiU & SPbSU
2015 - Senior member of Interaction Design Lab, Tallinn University
Short academic CV
9. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
@&
Born in Tallinn, Estonia, in 1978
1996-2000 First degree (B.Sc.) – Telecommunication, Tallinn TU,
Tallinn, Estonia
2001-2003 Second degree (M.Sc.) – Telecommunication, Chalmers
University of Technology, Gothenburg, Sweden
2003-2007 Ph.D. on multisensory virtual reality – Chalmers
University of Technology, Gothenburg, Sweden
2007-2010 First postdoc – neuroscience lab SPECS, University of
Pompeu Fabra, Barcelona, Spain
2011-2012 Second postdoc – Graz BCI lab, TU Graz &
Neuropsychology Laboratory, University of Graz, Graz, Austria
2012-2015 FP7 Marie Curie Action – International Outgoing
Fellowship (MCA-IOF), Project “B-Reactable”, LiU & SPbSU
2015 - Senior member of Interaction Design Lab, Tallinn University
Short academic CV
14. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
0=&
User experience and social interaction - Bernardet, U., Väljamäe, A., et al
(2011). Brain Research Bulletin
Social collaboration and competition - Inderbitzin, M., Wierenga, S.,
Väljamäe, A., et al. (2009). Virtual Reality
Explicit and implicit interaction - Bermúdez i Badia, S., Väljamäe, A., et al.
(2009). Presence: Teleoperators and Virtual Environments
Design and analysis of the human experiments in XIM
15. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
0:&
& Studying the affective conditioning
Väljamäe, A., Pesquita, A., & Verschure, P.F.M.J. (2010) Studying cross-
modal emotional conditioning using distance montage in
database narratives. Talk at the Conference of Society for Cognitive
Studies of the Moving Image (SCSMI’10). Roanoke, Virginia, USA
18. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
0?&
Pilot clinical studies at SPECS
Steffert, T., Väljamäe, A., Fernandez-Moralez, J., Kropotov, J., Verschure,
P.F.M.J., & Pozo-Rosich, P. (2010). Slowing of sensory event
related potentials (ERPs) in migraine: Search for an
endophenotype. Poster presentation at 16th Annual Meeting of the
Organization for Human Brain Mapping, Barcelona.
Väljamäe, A., Steffert, T., Bernardet, U., Gruzelier, J., & Verschure,
P.F.M.J. (2009). Studying the effectiveness of immersion for
neurofeedback in mixed/virtual reality. Poster presentation at 14th
Annual CyberTherapy (CT14) & CyberPsychology Conference, Lago
Maggiore, Italy.
Väljamäe, A., Pozo-Rosich, P. & Verschure, P.F.M.J. (2009). Studying
mixed feelings in migraineurs using affective picture pairs.
Poster presentation at the International Society for Research on
Emotion (ISRE) 2009 Conference, Leuven, Belgium.
& Neurofeedback experiments in XIM:
self-motion in VR as a reward
19. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
0@&
Pilot clinical studies at SPECS
Steffert, T., Väljamäe, A., Fernandez-Moralez, J., Kropotov, J., Verschure,
P.F.M.J., & Pozo-Rosich, P. (2010). Slowing of sensory event
related potentials (ERPs) in migraine: Search for an
endophenotype. Poster presentation at 16th Annual Meeting of the
Organization for Human Brain Mapping, Barcelona.
Väljamäe, A., Steffert, T., Bernardet, U., Gruzelier, J., & Verschure,
P.F.M.J. (2009). Studying the effectiveness of immersion for
neurofeedback in mixed/virtual reality. Poster presentation at 14th
Annual CyberTherapy (CT14) & CyberPsychology Conference, Lago
Maggiore, Italy.
Väljamäe, A., Pozo-Rosich, P. & Verschure, P.F.M.J. (2009). Studying
mixed feelings in migraineurs using affective picture pairs.
Poster presentation at the International Society for Research on
Emotion (ISRE) 2009 Conference, Leuven, Belgium.
Exploratory clinical studies at SPECS:
autism, migraine, dementia, stroke, chronic pain
Väljamäe, A., Steffert, T., Bernardet, U., Gruzelier, J., & Verschure, P.F.M.J.
(2009). Studying the effectiveness of immersion for neurofeedback in
mixed/virtual reality. Poster presentation at 14th Annual CyberTherapy
(CT14) & CyberPsychology Conference, Lago Maggiore, Italy.
Steffert, T., Väljamäe, A., Fernandez-Moralez, J., Kropotov, J., Verschure,
P.F.M.J., & Pozo-Rosich, P. (2010). Slowing of sensory event related
potentials (ERPs) in migraine: Search for an endophenotype. Poster
presentation at 16th Annual Meeting of the Organization for Human Brain
Mapping, Barcelona.
Väljamäe, A., Pozo-Rosich, P. & Verschure, P.F.M.J. (2009). Studying mixed
feelings in migraineurs using affective picture pairs. Poster
presentation at the International Society for Research on Emotion (ISRE)
2009 Conference, Leuven, Belgium.
Le Groux, S., Väljamäe, A., & Verschure, P.F.M.J. (2009). Towards Interactive
Sonic Therapy. Poster presentation at 14th Annual CyberTherapy (CT14)
& CyberPsychology Conference, Lago Maggiore, Italy.
22. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
88&
Born in Tallinn, Estonia, in 1978
1996-2000 First degree (B.Sc.) – Telecommunication, Tallinn TU,
Tallinn, Estonia
2001-2003 Second degree (M.Sc.) – Telecommunication, Chalmers
University of Technology, Gothenburg, Sweden
2003-2007 Ph.D. on multisensory virtual reality – Chalmers
University of Technology, Gothenburg, Sweden
2007-2010 First postdoc – neuroscience lab SPECS, University of
Pompeu Fabra, Barcelona, Spain
2011-2012 Second postdoc – Graz BCI lab, TU Graz &
Neuropsychology Laboratory, University of Graz, Graz, Austria
2012-2015 FP7 Marie Curie Action – International Outgoing
Fellowship (MCA-IOF), Project “B-Reactable”, LiU & SPbSU
2015 - Senior member of Interaction Design Lab, Tallinn University
Short academic CV
26. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
8>&
Born in Tallinn, Estonia, in 1978
1996-2000 First degree (B.Sc.) – Telecommunication, Tallinn TU,
Tallinn, Estonia
2001-2003 Second degree (M.Sc.) – Telecommunication, Chalmers
University of Technology, Gothenburg, Sweden
2003-2007 Ph.D. on multisensory virtual reality – Chalmers
University of Technology, Gothenburg, Sweden
2007-2010 First postdoc – neuroscience lab SPECS, University of
Pompeu Fabra, Barcelona, Spain
2011-2012 Second postdoc – Graz BCI lab, TU Graz &
Neuropsychology Laboratory, University of Graz, Graz, Austria
2012-2015 FP7 Marie Curie Action – International Outgoing
Fellowship (MCA-IOF), Project “B-Reactable”, LiU & SPbSU
2015 - Senior member of Interaction Design Lab, Tallinn University
Short academic CV
28. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
8?&
Collaborations:
- Dr. Aleksei Ossadchi, Saint Petersburg State University
- Prof. Juri D. Kropotov, Natalia Shemyakina, Institute of
Human Brain, Russian Academy of Sciences
- Prof. Daniel Västfjäll, Linköping University, Linköping,
Sweden
- Prof. Sergi Jorda, Sebastian Mealla, University of
Pompeu Fabra, Barcelona, Spain
“B-Reactable: multimodal tabletop system for collaborative
physiology monitoring and training"
https://vimeo.com/14675468
B-Reactable project: 2013-2015
34. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
<=&
Journal publications of B-Reactable
Mealla, S., Jorda, S., & Väljamäe, A. Physiopucks: increasing user
motivation by combining tangible and implicit physiological
interaction (in press). ACM Transactions on Computer-Human
Interactions (TOCHI).
Steffert, T., Holland, S., Mulholland, P., Sheep, D., & Väljamäe, A. (in
review) The Assessment Of Real-Time EEG Sonifications For
Neurofeedback
Mealla Cincuegrania, S., Jorda, S., & Väljamäe, A. (in review) Sonic
designs for Neurofeedback: Implementation, Personalization and
Evaluation of Sonic Designs for Neurofeedback.
Mealla Cincuegrania, S., Jorda, S., & Väljamäe, A. (in preparation)
Enhancing Musical Expression Through Physiology-based Sonic
Interaction: A Validation of Control Mappings in a Performance
Environment
46. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
=>&
Other view on emotional moments: six phases of auteur film
van der Pol, 2011
1st phase: seeing story
world as a real world
2nd phase: understanding
the film as fiction
3d phase: understanding the
characters as real people
4th phase: Confrontation
with a cognitive dissonance
5th phase: True moral crisis
due to character "immorality"
6th phase: Redemption
47. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
=1&
Physiology-based interaction research areas
- temporal dynamics of cognitive & emotional processing
- unconscious processing
- aesthetics of physiology-based interaction
- neuro- and biofeedback
- brain to brain interaction, hyperscanning
- decision making and prosocial behavior (compassion)
- emotional synchronization, collective experience
- imaging genetics + media = cinegenetics
48. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
=?&
Physiology-based interaction research areas
- temporal dynamics of cognitive & emotional processing
- unconscious processing
- aesthetics of physiology-based interaction
- neuro- and biofeedback
- brain to brain interaction, hyperscanning
- decision making and prosocial behavior (compassion)
- emotional synchronization, collective experience
- imaging genetics + media = cinegenetics
WHAT ARE THE NEXT STEPS TO MAKE IT HAPPEN?
49. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
=@&
Action 1: User eXperience laboratory within HCI group
UX lab will be used to assess emotional, cognitive and
perceptual reactions to mixed and real environments
using psychophysiological, behavioural and
subjective responses from users.
Example projects:
•! Aesthetics of implicit interaction [methodology
development]
•! Hyperscanning studies on group decision making
[group evaluation]
•! Neuro- and biofeedback applications [prosocial
behavior training]
51. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
:0&
Action 2: Dedicated courses within MSc programmes
Project based courses within HCI or Digital Learning
Games programmes where students will work together
using physiology-based interaction for designing new
applications for health, well-being and entertainment
Example projects:
•! Phenomenon of catharsis defined in physiological
terms
•! Neuro and bio-feedback training in actors and
“Stanislavsky 2.0”
•! Physiology-based interaction patterns vocabulary,
minimal experience units or "cognemes"
53. !"#$%&'"("#)$&*"+,-."/&01,2&345"67".&890:/&;%**$##&
:<&
Action 3: Research and fundraising
I have been active in research fundraising from 2004 with
several projects successfully funded:
•!FP6 Presenccia (7.4 Mln, 2006-2009)
•!FP7 BrainAble (3 Mln, 2010-2012)
•!FP7 CEEDS (8.6 Mln, 2010-2015)
•!H2020 BrainHack (0.5 Mln, 2016-2018)
Example projects proposal ideas:
•! Neurotheatre and neurocinema
•! Wearable and affective computing for health
•! Affective metadata as a intangible cultural heritage