Humanistic Intelligence
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Humanistic Intelligence
Humanistic Intelligence (HI) is defined, in the context of wearable computing, by Marvin Minsky, Ray Kurzweil, and Steve Mann, as follows: Humanistic Intelligence Iis intelligence that arises because of a human being in the feedback loop of a computational process, where the human and computer are inextricably intertwined. When a wearable computer embodies HI and becomes so technologically advanced that its intelligence matches our own biological brain, something much more powerful emerges from this synergy that gives rise to superhuman intelligence within the single “cyborg” being. More generally (beyond only wearable computing), HI describes the creation of intelligence that results from a feedback loop between a computational process and a human being, where the human and computer are inextricably intertwined. In the field of human-computer interaction (HCI) it has been common to think of the human and computer as separate entities. HCI emphasizes this separateness ...
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Humanism is a philosophical stance that emphasizes the individual and social potential and agency of human beings. It considers human beings the starting point for serious moral and philosophical inquiry. The meaning of the term "humanism" has changed according to the successive intellectual movements that have identified with it. During the Italian Renaissance, ancient works inspired scholars in various Italian cities, giving rise to a movement now called Renaissance humanism. With Enlightenment, humanistic values were re-enforced by the advances in science and technology, giving confidence to humans in their exploration of the world. By the early 20th century, organizations solely dedicated to humanism flourished in Europe and the United States, and have since expanded all over the globe. In the current day, the term generally refers to a focus on human well-being and advocates for human freedom, autonomy, and progress. It views humanity as responsible for the promotio ...
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Wearable Computing
A wearable computer, also known as a body-borne computer, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches. Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively, they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, heart rate monitors, or on the more advanced side, electrocardiogram (ECG) and blood oxygen saturation (SpO2) monitors. Under the definition of wearable computers, we also include novel user interfaces such as Google Glass, an optical head-mounted display controlled by gestures. It may be that specialized wearables will evolve into general all-in-one devices, as happened with the convergence of PDAs and mobile phones into smartphones. Wearables are typically worn on the wrist (e.g. fitness trackers), hung from the nec ...
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Marvin Minsky
Marvin Lee Minsky (August 9, 1927 – January 24, 2016) was an American cognitive and computer scientist concerned largely with research of artificial intelligence (AI), co-founder of the Massachusetts Institute of Technology's AI laboratory, and author of several texts concerning AI and philosophy. Minsky received many accolades and honors, including the 1969 Turing Award. Biography Marvin Lee Minsky was born in New York City, to an eye surgeon father, Henry, and to a mother, Fannie (Reiser), who was a Zionist activist. His family was Jewish. He attended the Ethical Culture Fieldston School and the Bronx High School of Science. He later attended Phillips Academy in Andover, Massachusetts. He then served in the US Navy from 1944 to 1945. He received a B.A. in mathematics from Harvard University in 1950 and a Ph.D. in mathematics from Princeton University in 1954. His doctoral dissertation was titled "Theory of neural-analog reinforcement systems and its application to the brain- ...
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Ray Kurzweil
Raymond Kurzweil ( ; born February 12, 1948) is an American computer scientist, author, inventor, and futurist. He is involved in fields such as optical character recognition (OCR), text-to-speech synthesis, speech recognition technology, and electronic keyboard instruments. He has written books on health, artificial intelligence (AI), transhumanism, the technological singularity, and futurism. Kurzweil is a public advocate for the futurist and transhumanist movements and gives public talks to share his optimistic outlook on life extension technologies and the future of nanotechnology, robotics, and biotechnology. Kurzweil received the 1999 National Medal of Technology and Innovation, the United States' highest honor in technology, from then President Bill Clinton in a White House ceremony. He was the recipient of the $500,000 Lemelson-MIT Prize for 2001. He was elected a member of the National Academy of Engineering in 2001 for the application of technology to improve human-m ...
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Steve Mann (inventor)
William Stephen George Mann (born 8 June 1962) is a Canadian engineer, professor, and inventor who works in augmented reality, computational photography, particularly wearable computing, and high-dynamic-range imaging. Mann is sometimes labeled the "Father of Wearable Computing" for early inventions and continuing contributions to the field.Tech Giant "Father of Wearable Tech" Steve Mann "Goes for The Ride" to YYD ROBO!, YYD Corporate News, 2017-07-31"Father of Wearable Computing, Steve Mann, to Keynote FITC Wearables", by Nikolas Badminton, 2014-11-11, Toronto, Medium He cofounded InteraXon, makers of the Muse brain-sensing headband, and is also a founding member of the IEEE Council on Extended Intelligence (CXI). Mann is currently CTO and cofounder at Blueberry X Technologies and Chairman of MannLab. Mann was born in Canada, and currently lives in Toronto, Canada, with his wife and two children. Early life and education Mann holds a PhD in Media Arts and Sciences (1997) from t ...
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Wearable Computer
A wearable computer, also known as a body-borne computer, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches. Wearables may be for general use, in which case they are just a particularly small example of mobile computing. Alternatively, they may be for specialized purposes such as fitness trackers. They may incorporate special sensors such as accelerometers, heart rate monitors, or on the more advanced side, electrocardiogram (ECG) and blood oxygen saturation (SpO2) monitors. Under the definition of wearable computers, we also include novel user interfaces such as Google Glass, an optical head-mounted display controlled by gestures. It may be that specialized wearables will evolve into general all-in-one devices, as happened with the convergence of PDAs and mobile phones into smartphones. Wearables are typically worn on the wrist (e.g. fitness trackers), hung from the nec ...
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Intelligence
Intelligence has been defined in many ways: the capacity for abstraction, logic, understanding, self-awareness, learning, emotional knowledge, reasoning, planning, creativity, critical thinking, and problem-solving. More generally, it can be described as the ability to perceive or infer information, and to retain it as knowledge to be applied towards adaptive behaviors within an environment or context. Intelligence is most often studied in humans but has also been observed in both non-human animals and in plants despite controversy as to whether some of these forms of life exhibit intelligence. Intelligence in computers or other machines is called artificial intelligence. Etymology The word ''intelligence'' derives from the Latin nouns '' intelligentia'' or '' intellēctus'', which in turn stem from the verb '' intelligere'', to comprehend or perceive. In the Middle Ages, the word ''intellectus'' became the scholarly technical term for understanding, and a translation f ...
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Feedback Loop
Feedback occurs when outputs of a system are routed back as inputs as part of a chain of cause-and-effect that forms a circuit or loop. The system can then be said to ''feed back'' into itself. The notion of cause-and-effect has to be handled carefully when applied to feedback systems: History Self-regulating mechanisms have existed since antiquity, and the idea of feedback had started to enter economic theory in Britain by the 18th century, but it was not at that time recognized as a universal abstraction and so did not have a name. The first ever known artificial feedback device was a float valve, for maintaining water at a constant level, invented in 270 BC in Alexandria, Egypt. This device illustrated the principle of feedback: a low water level opens the valve, the rising water then provides feedback into the system, closing the valve when the required level is reached. This then reoccurs in a circular fashion as the water level fluctuates. Centrifugal governors were u ...
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Brain
A brain is an organ that serves as the center of the nervous system in all vertebrate and most invertebrate animals. It is located in the head, usually close to the sensory organs for senses such as vision. It is the most complex organ in a vertebrate's body. In a human, the cerebral cortex contains approximately 14–16 billion neurons, and the estimated number of neurons in the cerebellum is 55–70 billion. Each neuron is connected by synapses to several thousand other neurons. These neurons typically communicate with one another by means of long fibers called axons, which carry trains of signal pulses called action potentials to distant parts of the brain or body targeting specific recipient cells. Physiologically, brains exert centralized control over a body's other organs. They act on the rest of the body both by generating patterns of muscle activity and by driving the secretion of chemicals called hormones. This centralized control allows rapid and coordinated respon ...
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Sensory Modality
Stimulus modality, also called sensory modality, is one aspect of a stimulus or what is perceived after a stimulus. For example, the temperature modality is registered after heat or cold stimulate a receptor. Some sensory modalities include: light, sound, temperature, taste, pressure, and smell. The type and location of the sensory receptor activated by the stimulus plays the primary role in coding the sensation. All sensory modalities work together to heighten stimuli sensation when necessary. Multimodal perception Multimodal perception is the ability of the mammalian nervous system to combine all of the different inputs of the sensory nervous system to result in an enhanced detection or identification of a particular stimulus. Combinations of all sensory modalities are done in cases where a single sensory modality results in ambiguous and incomplete result. Integration of all sensory modalities occurs when multimodal neurons receive sensory information which overlaps with di ...
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Synesthesia
Synesthesia (American English) or synaesthesia (British English) is a perceptual phenomenon in which stimulation of one sensory or cognitive pathway leads to involuntary experiences in a second sensory or cognitive pathway. People who report a lifelong history of such experiences are known as synesthetes. Awareness of synesthetic perceptions varies from person to person. In one common form of synesthesia, known as grapheme–color synesthesia or color–graphemic synesthesia, letters or numbers are perceived as inherently colored. In spatial-sequence, or number form synesthesia, numbers, months of the year, or days of the week elicit precise locations in space (''e.g.,'' 1980 may be "farther away" than 1990), or may appear as a three-dimensional map (clockwise or counterclockwise). Synesthetic associations can occur in any combination and any number of senses or cognitive pathways. Little is known about how synesthesia develops. It has been suggested that synesthesia dev ...
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