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Enactive Interfaces
Enactive interfaces are interactive systems that allow organization and transmission of knowledge obtained through action. Examples are interfaces that couple a human with a machine to do things usually done unaided, such as shaping a three-dimensional object using multiple modality interactions with a database, or using interactive video to allow a student to visually engage with mathematical concepts. Enactive interface design can be approached through the idea of raising awareness of affordances, that is, optimization of the awareness of possible actions available to someone using the enactive interface. This optimization involves visibility, affordance, and feedback. The enactive interface in the figure interprets manual input and provides a response in perceptual terms in the form of images, sounds, and haptic (tactile) feedback. The system is called enactive because of the feedback loop in which the system response is decided by the user input, and the user input is d ...
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Enactive Human Machine Interface
Enactivism is a position in cognitive science that argues that cognition arises through a dynamic interaction between an acting organism and its environment. It claims that the environment of an organism is brought about, or enacted, by the active exercise of that organism's sensorimotor processes. "The key point, then, is that the species brings forth and specifies its own domain of problems ...this domain does not exist "out there" in an environment that acts as a landing pad for organisms that somehow drop or parachute into the world. Instead, living beings and their environments stand in relation to each other through mutual specification or codetermination" (p. 198). "Organisms do not passively receive information from their environments, which they then translate into internal representations. Natural cognitive systems...participate in the generation of meaning ...engaging in transformational and not merely informational interactions: ''they enact a world''." These authors su ...
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Creativity
Creativity is a phenomenon whereby something new and valuable is formed. The created item may be intangible (such as an idea, a scientific theory, a musical composition, or a joke) or a physical object (such as an invention, a printed literary work, or a painting). Scholarly interest in creativity is found in a number of disciplines, primarily psychology, business studies, and cognitive science. However, it can also be found in education, the humanities (philosophy, the arts) and theology, social sciences (sociology, linguistics, economics), engineering, technology and mathematics. These disciplines cover the relations between creativity and general intelligence, personality type, mental and neural processes, mental health, artificial intelligence; the potential for fostering creativity through education, training, leadership and organizational practices; the factors that determine how creativity is evaluated and perceived; the fostering of creativity for national economic bene ...
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Knowledge Representation
Knowledge representation and reasoning (KRR, KR&R, KR²) is the field of artificial intelligence (AI) dedicated to representing information about the world in a form that a computer system can use to solve complex tasks such as diagnosing a medical condition or having a dialog in a natural language. Knowledge representation incorporates findings from psychology about how humans solve problems and represent knowledge in order to design formalisms that will make complex systems easier to design and build. Knowledge representation and reasoning also incorporates findings from logic to automate various kinds of ''reasoning'', such as the application of rules or the relations of sets and subsets. Examples of knowledge representation formalisms include semantic nets, systems architecture, frames, rules, and ontologies. Examples of automated reasoning engines include inference engines, theorem provers, and classifiers. History The earliest work in computerized knowledge represe ...
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Enactive Cognition
Enactivism is a position in cognitive science that argues that cognition arises through a dynamic interaction between an acting organism and its environment. It claims that the environment of an organism is brought about, or enacted, by the active exercise of that organism's sensorimotor processes. "The key point, then, is that the species brings forth and specifies its own domain of problems ...this domain does not exist "out there" in an environment that acts as a landing pad for organisms that somehow drop or parachute into the world. Instead, living beings and their environments stand in relation to each other through mutual specification or codetermination" (p. 198). "Organisms do not passively receive information from their environments, which they then translate into internal representations. Natural cognitive systems...participate in the generation of meaning ...engaging in transformational and not merely informational interactions: ''they enact a world''." These authors su ...
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Enactivism
Enactivism is a position in cognitive science that argues that cognition arises through a dynamic interaction between an acting organism and its environment. It claims that the environment of an organism is brought about, or enacted, by the active exercise of that organism's sensorimotor processes. "The key point, then, is that the species brings forth and specifies its own domain of problems ...this domain does not exist "out there" in an environment that acts as a landing pad for organisms that somehow drop or parachute into the world. Instead, living beings and their environments stand in relation to each other through mutual specification or codetermination" (p. 198). "Organisms do not passively receive information from their environments, which they then translate into internal representations. Natural cognitive systems...participate in the generation of meaning ...engaging in transformational and not merely informational interactions: ''they enact a world''." These authors su ...
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Lexicon
A lexicon is the vocabulary of a language or branch of knowledge (such as nautical or medical). In linguistics, a lexicon is a language's inventory of lexemes. The word ''lexicon'' derives from Koine Greek language, Greek word (), neuter of () meaning 'of or for words'. Linguistic theories generally regard human languages as consisting of two parts: a lexicon, essentially a catalogue of a language's words (its wordstock); and a grammar, a system of rules which allow for the combination of those words into meaningful sentences. The lexicon is also thought to include bound morphemes, which cannot stand alone as words (such as most affixes). In some analyses, compound words and certain classes of idiomatic expressions, collocations and other phrases are also considered to be part of the lexicon. Dictionary, Dictionaries are lists of the lexicon, in alphabetical order, of a given language; usually, however, bound morphemes are not included. Size and organization Items in the le ...
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European Economic Community
The European Economic Community (EEC) was a regional organization created by the Treaty of Rome of 1957,Today the largely rewritten treaty continues in force as the ''Treaty on the functioning of the European Union'', as renamed by the Lisbon Treaty. aiming to foster economic integration among its member states. It was subsequently renamed the European Community (EC) upon becoming integrated into the first pillar of the newly formed European Union in 1993. In the popular language, however, the singular ''European Community'' was sometimes inaccuratelly used in the wider sense of the plural '' European Communities'', in spite of the latter designation covering all the three constituent entities of the first pillar. In 2009, the EC formally ceased to exist and its institutions were directly absorbed by the EU. This made the Union the formal successor institution of the Community. The Community's initial aim was to bring about economic integration, including a common market an ...
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Framework Programmes For Research And Technological Development
The Framework Programmes for Research and Technological Development, also called Framework Programmes or abbreviated FP1 to FP9, are funding programmes created by the European Union/European Commission to support and foster research in the European Research Area (ERA). Starting in 2014, the funding programmes were named Horizon. The funding programmes began in 1984 and continue to the present day. The most recent programme, Horizon Europe, has a budget of 95.5 billion Euros to be distributed over 7 years. The specific objectives and actions vary between funding periods. In FP6 and FP7, focus was on technological research. In Horizon 2020, the focus was on innovation, delivering economic growth faster, and delivering solutions to end users that are often governmental agencies. Background Conducting European research policies and implementing European research programmes is an obligation under the Amsterdam Treaty, which includes a chapter on research and technological development. ...
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Skill
A skill is the learned ability to act with determined results with good execution often within a given amount of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills. For example, in the domain of work, some general skills would include time management, teamwork and leadership, self-motivation and others, whereas domain-specific skills would be used only for a certain job. Skill usually requires certain environmental stimuli and situations to assess the level of skill being shown and used. A skill may be called an art when it represents a body of knowledge or branch of learning, as in ''the art of medicine'' or ''the art of war''. Although the arts are also skills, there are many skills that form an art but have no connection to the fine arts. People need a broad range of skills to contribute to the modern economy. A joint ASTD and U.S. Department of Labor study showed that through technology, the workplace is changing, and identif ...
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Jerome Bruner
Jerome Seymour Bruner (October 1, 1915 – June 5, 2016) was an American psychologist who made significant contributions to human cognitive psychology and cognitive learning theory in educational psychology. Bruner was a senior research fellow at the New York University School of Law. He received a BA in 1937 from Duke University and a PhD from Harvard University in 1941. He taught and did research at Harvard University, the University of Oxford, and New York University. A ''Review of General Psychology'' survey, published in 2002, ranked Bruner as the 28th most cited psychologist of the 20th century. Education and early life Bruner was born blind (due to cataracts) on October 1, 1915, in New York City, to Herman and Rose Bruner, who were Polish Jewish immigrants.Schudel, Matt (2016)Jerome S. Bruner, influential psychologist of perception, dies at 100 The Washington Post, June 7, 2016 An operation at age 2 restored his vision. He received a bachelor's of arts degree in Psyc ...
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Multimodal Interaction
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data. Introduction Multimodal human-computer interaction refers to the "interaction with the virtual and physical environment through natural modes of communication", This implies that multimodal interaction enables a more free and natural communication, interfacing users with automated systems in both input and output. Specifically, multimodal systems can offer a flexible, efficient and usable environment allowing users to interact through input modalities, such as speech, handwriting, hand gesture and gaze, and to receive information by the system through output modalities, such as speech synthesis, smart graphics and other modalities, opportunely combined. Then a multimodal system has to recognize the inputs from the different modalities combining them according to temporal and contextual constraintsCasche ...
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Wii Remote
The Wii Remote, also known colloquially as the Wiimote, is the primary game controller for Nintendo's Wii home video game console. An essential capability of the Wii Remote is its motion sensing capability, which allows the user to interact with and manipulate items on screen via motion sensing, gesture recognition, and pointing which is used for the console, using accelerometer and optical sensor technology. It is expandable by adding attachments. The attachment bundled with the Wii console is the Nunchuk, which complements the Wii Remote by providing functions similar to those in gamepad controllers. Some other attachments include the Classic Controller, Wii Zapper, and the Wii Wheel, which has originally been used for the racing game, ''Mario Kart Wii''. The controller was revealed at both E3 2005 and E3 2006 and the Tokyo Game Show on September 14, 2005, with the name "Wii Remote" announced April 27, 2006. It received much attention due to its unique features, not supported ...
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