A Framework for Digital Emotions
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Research on Light and Sound
Research on light and sound Welcome! I’ve spent the last five years reading all the available research on mind machines – and now I’ve pulled together the most accessible of this information as a way to encourage you to try this technology yourself. Mind machines are referred to in these reports in a number of ways: • BWS (Brainwave Synchronisers) • LS (light and sound devices) • AVS (audio visual stimulation) • Photic stimulation All refer to the same technology which is built into our range of mind machines. All our mind machines can generate all the frequencies mentioned in these reports. I’ve condensed some of the reports for readability – and because some of the data is repeated. For example I’ve taken out three paragraphs from the extract from Megabrain Power as the original full reports are included here. I’ve had the very good fortune to spend time with many of the people mentioned in these pages: Robert Austin, Tom Budzynski, Michael Hutchison, Julian Isaacs, Harold Russell and David Siever – all thorough and committed researchers at the cutting edge of peak performance technology. Have a great read. You don’t need to understand it all. I just hope you read enough to see for yourself that mind machines really do work, and you’re encouraged to try a unit in your own home, using our 100% money back satisfaction guarantee. Chris Payne, Managing Director, LifeTools Slow wave photic stimulation in the treatment of headache A Preliminary Report by Glen D Solomon, MD (printed in Headache, the official publication of the American Association for the Study of Headache, August 16, 1985) Acute muscle contraction headache Fifteen patients, 10 female and five male, aged 21 to 41 years (mean 33.4 years), were treated with slow wave photic stimulation. -
Hacking Politics How Geeks, Progressives, the Tea Party, Gamers, Anarchists and Suits Teamed up to Defeat SOPA and Save the Internet
Hacking Politics How Geeks, Progressives, the Tea Party, Gamers, Anarchists and Suits Teamed Up to Defeat SOPA and Save the Internet EDITED BY DAVID MOON, PATRICK RUFFINI, AND DAVID SEGAL Hacking Politics THE ULTIMATE DOCUMENTATION OF THE ULTIMATE INTERNET KNOCK-DOWN BATTLE! Hacking Politics From Aaron to Zoe—they’re here, detailing what the SOPA/PIPA battle was like, sharing their insights, advice, and personal observations. Hacking How Geeks, Politics includes original contributions by Aaron Swartz, Rep. Zoe Lofgren, Lawrence Lessig, Rep. Ron Paul, Reddit’s Alexis Ohanian, Cory Doctorow, Kim Dotcom and many other technologists, activists, and artists. Progressives, Hacking Politics is the most comprehensive work to date about the SOPA protests and the glorious defeat of that legislation. Here are reflections on why and how the effort worked, but also a blow-by-blow the Tea Party, account of the battle against Washington, Hollywood, and the U.S. Chamber of Commerce that led to the demise of SOPA and PIPA. Gamers, Anarchists DAVID MOON, former COO of the election reform group FairVote, is an attorney and program director for the million-member progressive Internet organization Demand Progress. Moon, Moon, and Suits Teamed Up PATRICK RUFFINI is founder and president at Engage, a leading digital firm in Washington, D.C. During the SOPA fight, he founded “Don’t Censor the to Defeat SOPA and Net” to defeat governmental threats to Internet freedom. Prior to starting Engage, Ruffini led digital campaigns for the Republican Party. Ruffini, Save the Internet DAVID SEGAL, executive director of Demand Progress, is a former Rhode Island state representative. -
The Covert Learning of Affective Valence Does Not Require Structures in Hippocampal System Or Amygdala
The Covert Learning of Affective Valence Does Not Require Structures in Hippocampal System or Amygdala Daniel Tranel and Antonio R. Damasio University of Iowa College of Medicine Downloaded from http://mitprc.silverchair.com/jocn/article-pdf/5/1/79/1755039/jocn.1993.5.1.79.pdf by guest on 18 May 2021 Abstract Following bilateral damage to the entire medial temporal First, Boswell’s lesions guarantee that the entorhinal and peri- lobe and interconnected cortices in the anterior temporal and rhinal cortices, hippocampus, amygdala, and higher-order neo- medial frontal regions, patient Boswell developed a severe cortices in the anterior temporal region are not required to learning defect for all types and levels of Factual knowledge, support this form of covert learning. Second, this demonstra- including faces. In the experiments described here, however, tion is possible only in a patient such as Boswell, because in we demonstrate that Boswell can acquire a nonconscious bond individuals with normal or only partially impaired factual learn- between entirely new persons and the affective valence they ing, fact memory will contaminate the performance. display. The finding is important on the followng accounts. INTRODUCTION motor skills (Damasio et al., 1989). His amnesia can be summarized as follows: (1) In the anterograde compart- Patient Boswell is a 63-year-old man who has been se- ment, he has a severe defect for all types of material verely amnesic for 15 years, following herpes simplex (e.g., objects, faces, events, names) at unique and non- encephalitis. He has been investigated in our lalxmtories unique levels. Without rehearsal, new knowledge can be on numerous occasions, and descriptions of his basic retained only up to about 40 secs, beyond which it will neuroaiiatomical and neuropsychological profiles can be disappear, to all manner of observation, without a trace. -
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE Mcgonigal
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE McGONIGAL THE PENGUIN PRESS New York 2011 ADVANCE PRAISE FOR Reality Is Broken “Forget everything you know, or think you know, about online gaming. Like a blast of fresh air, Reality Is Broken blows away the tired stereotypes and reminds us that the human instinct to play can be harnessed for the greater good. With a stirring blend of energy, wisdom, and idealism, Jane McGonigal shows us how to start saving the world one game at a time.” —Carl Honoré, author of In Praise of Slowness and Under Pressure “Reality Is Broken is the most eye-opening book I read this year. With awe-inspiring ex pertise, clarity of thought, and engrossing writing style, Jane McGonigal cleanly exploded every misconception I’ve ever had about games and gaming. If you thought that games are for kids, that games are squandered time, or that games are dangerously isolating, addictive, unproductive, and escapist, you are in for a giant surprise!” —Sonja Lyubomirsky, Ph.D., professor of psychology at the University of California, Riverside, and author of The How of Happiness: A Scientific Approach to Getting the Life You Want “Reality Is Broken will both stimulate your brain and stir your soul. Once you read this remarkable book, you’ll never look at games—or yourself—quite the same way.” —Daniel H. Pink, author of Drive and A Whole New Mind “The path to becoming happier, improving your business, and saving the world might be one and the same: understanding how the world’s best games work. -
Ludology with Dr. Jane Mcgonigal Ologies Podcast March 12, 2019
Ludology with Dr. Jane McGonigal Ologies Podcast March 12, 2019 Ohaaay, it’s the lady sitting in the middle seat, who has to get up to pee, but you’re in the window seat and you’re so relieved she does, because that means you don’t have to ask the guy in the aisle to get up, Alie Ward, back with another episode of Ologies. Oh, video games! [Mario coin-collecting noise] Video games, what’s their deal? How do they affect our brains? Have we got an ology for y’all! First, I do have some thanks. Thanks to everyone who’s pledging some of your latte money or tossing me a quarter a week on Patreon for making it possible for me to get my physical butt in the same space as the ologists, or in this case, pay a recording studio to do our first ever remote interview. Very exciting. Thanks to everyone sporting Ologies merch out in the wild – that’s at OlogiesMerch.com. T-shirts, hats, pins, all of that. Thank you to everyone who rates, and subscribes, and reviews. You leave such nice notes! For example, Namon says: I love this podcast so much. I found it when searching for podcasts to sleep! Sadly, I found a podcast to binge and stay up even later. Thank you, Alie Ward, for the podcast that has everything from biology to beauty. I never did solve my sleeping problem, but I don’t really mind anymore, so thank you for the podcast. Well, thanks for the review! Try the Fancy Nancy. -
A Sense of Presence: Mediating an American Apocalypse
religions Article A Sense of Presence: Mediating an American Apocalypse Rachel Wagner Department of Philosophy and Religion, Ithaca College, Ithaca, NY 14850, USA; [email protected] Abstract: Here I build upon Robert Orsi’s work by arguing that we can see presence—and the longing for it—at work beyond the obvious spaces of religious practice. Presence, I propose, is alive and well in mediated apocalypticism, in the intense imagination of the future that preoccupies those who consume its narratives in film, games, and role plays. Presence is a way of bringing worlds beyond into tangible form, of touching them and letting them touch you. It is, in this sense, that Michael Hoelzl and Graham Ward observe the “re-emergence” of religion with a “new visibility” that is much more than “simple re-emergence of something that has been in decline in the past but is now manifesting itself once more.” I propose that the “new awareness of religion” they posit includes the mediated worlds that enchant and empower us via deeply immersive fandoms. Whereas religious institutions today may be suspicious of presence, it lives on in the thick of media fandoms and their material manifestations, especially those forms that make ultimate promises about the world to come. Keywords: apocalypticism; Orsi; enchantment; fandom; video games; pervasive games; cowboy; larp; West 1. Introduction Michael Hoelzl and Graham Ward observe the “re-emergence” of religion today with a “new visibility” that is “far more complex and nuanced than simple re-emergence of something that has been in decline in the past but is now manifesting itself once more” (Hoelzl and Ward 2008, p. -
Weeklies with Local Cartoons Are 'Truly Blessed'
Weeklies with local cartoons are ‘truly blessed’ By Marcia Martinek . Pages 1-3 Funding of journalism remains the Holy Grail By Anthony Longden . Pages 4-6 Fighting spirit: Competing hyperlocal sites outmatch regional newspaper’s community coverage By Barbara Selvin . Page 7-11 Extension journalism: Teaching students the real world and bringing a new type of journalism to a small town By Al Cross . Pages 12-18 Shared views: Social capital, community ties and Instagram By Leslie-Jean Thornton . Page 19-26 The EMT of multimedia: How to revive your newspaper’s future By Teri Finneman . Pages 27-32 volume 54, no. 3-4 • fall/winter 2013 grassroots editor • fall-winter 2013 Weeklies with local Editor: Dr. Chad Stebbins Graphic Designer: Liz Ford Grassroots Editor cartoons are ‘truly blessed’ (USPS 227-040, ISSN 0017-3541) is published quarterly for $25 per year by By Marcia Martinek the International Society of Weekly Newspaper Editors, Institute of International Studies, Missouri Southern When an 8-year-old girl saw an illustration in the Altamont (New York) Enterprise depict- State University, 3950 East Newman Road, ing her church, which was being closed by the Albany Diocese, she became upset. Forest Byrd, Joplin, MO 64801-1595. Periodicals post- then the illustrator for the newspaper, had drawn the church with a tilting steeple, being age paid at Joplin, Mo., and at strangled with vines as a symbol of what was happening in the diocese. additional mailing offices. The girl wrote to the newspaper, and Editor Melissa Hale-Spencer responded to her, explaining the role of cartoons in a newspaper along with affirming the girl’s action in writing POSTMASTER: Send address changes the letter. -
Review of Service Composition Interfaces
Sanna Kotkaluoto, Juha Leino, Antti Oulasvirta, Peter Peltonen, Kari‐Jouko Räihä and Seppo Törmä Review of Service Composition Interfaces DEPARTMENT OF COMPUTER SCIENCES UNIVERSITY OF TAMPERE D‐2009‐7 TAMPERE 2009 UNIVERSITY OF TAMPERE DEPARTMENT OF COMPUTER SCIENCES SERIES OF PUBLICATIONS D – NET PUBLICATIONS D‐2009‐7, OCTOBER 2009 Sanna Kotkaluoto, Juha Leino, Antti Oulasvirta, Peter Peltonen, Kari‐Jouko Räihä and Seppo Törmä Review of Service Composition Interfaces DEPARTMENT OF COMPUTER SCIENCES FIN‐33014 UNIVERSITY OF TAMPERE ISBN 978‐951‐44‐7896‐3 ISSN 1795‐4274 Preface This report was produced in the LUCRE project. LUCRE stands for Local and User-Created Services. The project is part of the Flexible Services research programme, one of the programmes of the Strategic Centre for Science, Technology and Innovation in the ICT field (TIVIT) and funded by Tekes (the Finnish Funding Agency for Technology and Innovation) and the participating organizations. The Flexible Service Programme creates service business activity for global markets. The programme has the aim of creating a Web of Services. The programme creates new types of ecosystems, in which the producers of services, the people that convey the service and the users all work together in unison. As part of such ecosystems, LUCRE will develop an easy-to-use, visual service creation platform to support the creation of context aware mobile services. The goal is to support user-driven open innovation: the end- users (people, local businesses, communities) will be provided with tools to compose new services or to modify existing ones. The service creation platform will build on the technology of existing mashup tools, widget frameworks, and publish/subscribe mechanisms. -
Getting Started with Gamification Aaron Sumner SIDLIT 2011
Getting Started with Gamification Aaron Sumner SIDLIT 2011 Share this list with others: bit.ly/gamification-sidlit Jane McGonigal at TED (2010, video) http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html A 20-minute summary of McGonigal’s thesis that games teach the critical skills we need to solve the world’s largest problems. Reality is Broken: Why Games Make Us Better and How They Can Change the World (McGonigal, 2011) http://realityisbroken.org/ McGonigal’s book goes more in-depth on her thesis and showcases a number of examples of real games that have been developed to solve real problems. Gabe Zichermann: Gamification Master Class (2011, video) http://oreilly.com/catalog/0636920017622 A three-hour video workshop on putting game mechanics to use. Targeted toward marketers, but contains good information for education and other fields. Includes activities to help you develop the right experience for your “players.” Gamestorming (Gray, Brown, and Macanufo, 2010) http://oreilly.com/catalog/9780596804183 Not quite what I was looking for for my needs, but might be of interest to you if you’re looking for new ways to promote collaboration within a group. The games from this book are non- technological in nature. Gamification by Design (Zichermann and Cunningham, 2011) http://oreilly.com/catalog/0636920014614 A book version of the Gamification Master Class videos. I have not read this book yet. Flow: The Psychology of Optimal Experience (Csikszentmihalyi, 2008) http://www.amazon.com/gp/product/0061339202/ Referred to as many experts in game design and gamification as a must-read book (which, unfortunately, I haven’t gotten to yet). -
Dopamine Neurons
The Addicted Brain Presented by Larry Woodruff, M.S. Ed. [email protected] Expert Resources • Bruce Lipton, Ph.D. Cell biologist, former professor at University of Wisconsin School of Medicine Author and speaker • William Lovallo, Ph.D. Professor of psychiatry and behavioral sciences at University of Oklahoma • Jeanette Norden, Ph.D. Professor of cell and developmental biology Vanderbilt University Expert Resources • Richard Restak, M.D. Clinical Professor of Neurology George Washington University School of Medicine and Health Sciences • Robert Sapolsky, Ph.D. Professor of Neurology and Neurosurgery Stanford University • Brian Luke Seaward, Ph.D. Author of many books on stress and holistic health. Founder and CEO of Inspiration Unlimited. Brain Facts • Adult brain contains ~86 billion neurons • Each neuron makes up to 10,000 connections • Adult brain makes up <3% of total body mass, but uses 20-25% of total body energy (6 kcals/billion neurons/day. • In the womb synaptic connections formed at 1million/second • By first month of life a quadrillion connections have formed Brain Facts • The human cortex contains ~16 billion neurons…More neurons than the cortex of any other animal on the planet. • ~Age 25 the Prefrontal cortex finally matures, and we achieve full potential for rational judgment • Women more prone to addiction than men Physiology of the Neural Impulse Neurons Basics of Neural Transmission • Dendrites receive input from other neurons • If the combined excitatory input reaches a threshold level, an electrical impulse is generated by the neuron (at the axon hillock) and it travels down the axon to the axon terminals • At that point the electrical signal releases chemical molecules (neurotransmitters) that flow into the tiny gap between that neuron and other neurons (called the synapse) and bind with specific receptors (special form of protein molecules) on the dendrites of those other neurons. -
PANAHI-.Pdf (1.237Mb)
© Copyright by Hesam Panahi, 2010 USER-GENERATED CONTENT AND REVOLUTIONS: TOWARDS A THEORIZATION OF WEB 2.0 A Dissertation Presented to The Faculty of the C.T. Bauer College of Business University of Houston In Partial Fulfillment Of the Requirements for the Degree Doctor of Philosophy By Hesam Panahi December, 2010 Introduction ............................................................................................................ 1 Dissertationʼs Research Objective ..................................................................... 2 Dissertationʼs Research Methodology ................................................................ 3 References ......................................................................................................... 5 Paper One: A Critical Study of Social Computing and Web 2.0: The Case of Digg ............................................................................................................................... 6 Introduction ........................................................................................................ 7 Theoretical Background ..................................................................................... 9 Critical Studies of IS ....................................................................................... 9 A Critical Framework for Studying Social Computing ................................... 10 Research Methods ........................................................................................... 15 Why an Interpretive Approach ..................................................................... -
Popular Cognitive Neuroscience, Brain Images, Self-Help and the Consumer*
CAN WE TRUST CONSUMERS WITH THEIR BRAINS? POPULAR COGNITIVE NEUROSCIENCE, BRAIN IMAGES, SELF-HELP AND THE CONSUMER* Tracy D. Gunter** I. INTRODUCTION ................................... 483 II. THE BRAIN'S RISE TO PROMINENCE ................. 486 III. THE BRAIN AS A ROCK STAR ....................... 497 IV. THE RISE OF THE NEUROS AND NEURO SELF-HELP.......503 A. The Market for Brain Self Help Products ............. 506 B. Examples of Commercial Brain Products..............509 V. BRAIN SELF-HELP CONSUMERS AND CONSUMER PROTECTION ............................... ..... 514 A. Why Protect the Brain Self-Help Consumer?........518 B. Examples of Information Offered to Consumers... 523 C. Enhancing ConsumerLiteracy ....... ........ 532 VI. MECHANISMS OF CONSUMER PROTECTION ..... ...... 537 A. Self-Regula tion and Soft La w ...... ............... 539 B. DirectRegulation........................... 541 C CES Devices:An Example ofRegulation and Enforcement.. ................................ 543 VII. CONCLUSION .............................. ...... 550 I. INTRODUCTION Cognitive neuroscience captures the imagination by exploring connections between the physical brain and the abstract mind. Through recent advances in functional * ©2014 Tracy D. Gunter. All rights reserved ** Tracy Gunter, M.D., Associate Professor Of Clinical Psychiatry at the IU School of Medicine, Adjunct Professor of Law, Indiana University Robert H. McKinney School of Law, e-mail [email protected]. I thank research assistants Emily Steeb and Scott Spicer for editorial help and