Escolar Documentos
Profissional Documentos
Cultura Documentos
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Week 09 - The Social!
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attention span: Attention span is the amount of concentrated time on a task without becoming
distracted.!
overlapping time periods, new tasks starting before others have ended) instead of sequentially
(one completing before the next starts).!
information diet: Just as junk food can lead to obesity, junk information can lead to new forms of
ignorance. The Information Diet provides a framework for consuming information in a healthy way,
by showing you what to look for, what to avoid, and how to be selective. In the process, author
Clay Johnson explains the role information has played throughout history, and why following his
prescribed diet is essential in today's information age.!
the filter bubble:A filter bubble is a result state in which a website algorithm selectively guesses
what information a user would like to see based on information about the user (such as location,
past click behaviour and search history) and, as a result, users become separated from information
that disagrees with their viewpoints, effectively isolating them in their own cultural or ideological
bubbles. !
confirmation bias: Confirmation bias (also called confirmatory bias or myside bias) is the tendency
of people to favor information that confirms their beliefs or hypotheses.!
alone together: In Turkle's 2011 book Alone Together: Why We Expect More from Technology and
Less from Each Other, she discusses how newer technologies are greatly affecting this generation.
The book draws from Turkle's experience interviewing hundreds of children and adults about their
use of technology and their interpersonal relationships. !
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Week 10 - The Virtual!
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Sensorama simulator:The Sensorama was a machine that is one of the earliest known examples of
immersive, multi-sensory (now known as multimodal) technology.!
power glove:The Power Glove is a controller accessory for the Nintendo Entertainment System.
The Power Glove was not popular and was criticized for its imprecise and difficult-to-use controls.!
CAVE: A computer assisted virtual environment (better known by the acronym CAVE) is an
immersive virtual reality environment where projectors are directed to three, four, five or six of the
walls of a room-sized cube. The name is also a reference to the allegory of the Cave in Plato's
Republic a philosopher contemplates perception, reality and illusion.!
Oculus Rift,omni treadmill: The Rift is an upcoming virtual reality head-mounted display, being
developed by Oculus VR.!
gesture interfaces: Gesture recognition is a topic in computer science and language technology
with the goal of interpreting human gestures via mathematical algorithms.!
simulation:Simulation is the imitation of the operation of a real-world process or system over time. !
immersion: Immersion into virtual reality is a perception of being physically present in a nonphysical world. The perception is created by surrounding the user of the VR system in images,
sound or other stimuli that provide an engrossing total environment.!
presence (personal / social / environmental): Virtual reality glasses can produce a visceral feeling
of being in a simulated world, a form of spatial immersion called presence. According to Oculus
VR, the technology requirements to achieve this visceral reaction are low-latency and precise
tracking of movements.( http://commtechlab.msu.edu/randd/research/beingthere.html#THREE
DIMENSIONS OF PRESENCE linke bakin)!
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orientation:!
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latency:Latency is a time interval between the stimulation and response, or, from a more general
point of view, as a time delay between the cause and the effect of some physical change in the
system being observed!
gaze tracking: Eye tracking is the process of measuring either the point of gaze (where one is
looking) or the motion of an eye relative to the head. An eye tracker is a device for measuring eye
positions and eye movement. Eye trackers are used in research on the visual system, in
psychology, in cognitive linguistics and in product design.!
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super gaze:!
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head tracking:Motion capture is the process of recording the movement of objects or people. It is
used in military, entertainment, sports, and medical applications, and for validation of computer
vision[2] and robotics. In filmmaking and video game development, it refers to recording actions of
human actors, and using that information to animate digital character models in 2D or 3D computer
animation.!
expression tracking: When it includes face and fingers or captures subtle expressions, it is often
referred to as performance capture.!
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playing alone together:!
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social play:!
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social network games:A social network game is a type of online game that is played through social
networks, and typically features multiplayer and asynchronous gameplay mechanics.!
virtual pets:A digital pet (also known as a virtual pet, artificial pet,[1] or pet-raising simulation) is a
type of artificial human companion. !
virtual reality:Virtual reality (VR), sometimes referred to as immersive multimedia, is a computersimulated environment that can simulate physical presence in places in the real world or imagined
worlds. Virtual reality could recreate sensory experiences, including virtual taste, sight, smell,
sound, touch, etc.!
virtuality/actuality: The term virtual is a concept applied in many fields with somewhat differing
connotations, and also, differing denotations. Actuality, anything which is currently happening!
augmented reality:Augmented reality (AR) is a live direct or indirect view of a physical, real-world
environment whose elements are augmented (or supplemented) by computer-generated sensory
input such as sound, video, graphics or GPS data.!
simulated reality:Simulated reality is the hypothesis that reality could be simulatedfor example by
computer simulationto a degree indistinguishable from "true" reality, and may in fact be such a
simulation.!
synthetic pleasures: is a documentary film by Iara Lee that explores the implications of virtual
reality, digital and biotechnology, plastic surgery and mood-altering drugs.!
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disneyland, artificial environments, !
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the uncanny:The uncanny (the opposite of what is familiar) is a Freudian concept of an instance
where something can be both familiar yet alien at the same time, resulting in a feeling of it being
uncomfortably strange.!
nested simulations:The existence of simulated reality is unprovable in any concrete sense: any
"evidence" that is directly observed could be another simulation itself. In other words, there is an
infinite regress problem with the argument. Even if we are a simulated reality, there is no way to be
sure the beings running the simulation are not themselves a simulation, and the operators of that
simulation are not a simulation.!
Week 11 - Cyborgization!
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Frankenstein, Iron Man:!
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Cyborg:A cyborg, short for "cybernetic organism", is a being with both organic and biomechatronic
parts.!
adaptation: is a trait with a current functional role in the life history of an organism that is
maintained and evolved by means of natural selection.!
cochlear implant:A cochlear implant (CI) is a surgically implanted electronic device that provides a
sense of sound to a person who is profoundly deaf or severely hard of hearing.!
magnetic implant:An experimental procedure in which small neodymium magnets are placed under
the skin (usually the fingertips) mostly for the purpose of sensory experimentation, in which the
movement of the implant in the presence of magnetic fields can be felt by the individual.[2] Such
implants can, in this way, be employed to convert non-human sensory information, such as sonar/
distance, into touch.[3] They have been proposed to be used to attach things such as eyeglasses
or jewelry to the skin, but in practice this has turned out not to be feasible, as the skin is damaged
by being crushed against the magnet.!
implant ethics:Implant ethics is defined here as the study of ethical aspects of the lasting
introduction of technological devices into the human body. Whereas technological implants relieve
us of some of the ethical problems connected with transplantation, other difficulties arise that are in
need of careful analysis. A systematic approach to implant ethics is proposed. The major specific
problems are identified as those concerning end of life issues (turning off devices), enhancement
of human capabilities beyond normal levels, mental changes and personal identity, and cultural
effects.!
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directional anklet:This anklet uses a compass module and pager vibrators so your brain will always
know where magnetic north is.!
da vinci surgery:The da Vinci Surgical System is a robotic surgical system made by the American
company Intuitive Surgical. !
extended senses:In the local domain we have extended senses and invisible fences, anchoring the
virtual in the actual and wiring the real to the transreal. http://www.urbeingrecorded.com/news/
2012/06/27/extended-senses-invisible-fences/!
deep brain stimulation:Deep brain stimulation (DBS) is a neurosurgical procedure involving the
implantation of a medical device called a brain pacemaker, which sends electrical impulses,
through implanted electrodes, to specific parts of the brain (brain nucleus) for the treatment of
movement and affective disorders. !
dream argument:The dream argument is the postulation that the act of dreaming provides
preliminary evidence that the senses we trust to distinguish reality from illusion should not be fully
trusted, and therefore any state that is dependent on our senses should at the very least be
carefully examined and rigorously tested to determine whether it is in fact reality. /https://
eksisozluk.com/ruya-argumani--2243974!
brain in a vat:The dream argument is the postulation that the act of dreaming provides preliminary
evidence that the senses we trust to distinguish reality from illusion should not be fully trusted, and
therefore any state that is dependent on our senses should at the very least be carefully examined
and rigorously tested to determine whether it is in fact reality. https://eksisozluk.com/ficidakibeyin--2516106!
brain-computer interface: is a direct communication pathway between the brain and an external
device. BCIs are often directed at assisting, augmenting, or repairing human cognitive or sensorymotor functions.!
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Week 12 - AI!
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the Darthmouth Proposal:"Every aspect of learning or any other feature of intelligence can be so
precisely described that a machine can be made to simulate it." This conjecture was printed in the
proposal for the Dartmouth Conference of 1956, and represents the position of most working AI
researchers!
Alan Turing, the turing test:The Turing test is a test of a machine's ability to exhibit intelligent
behaviour equivalent to, or indistinguishable from, that of a human. In the original illustrative
example, a human judge engages in natural language conversations with a human and a machine
designed to generate performance indistinguishable from that of a human being. All participants
are separated from one another. If the judge cannot reliably tell the machine from the human, the
machine is said to have passed the test. The test does not check the ability to give the correct
answer to questions; it checks how closely the answer resembles typical human answers. The
conversation is limited to a text-only channel such as a computer keyboard and screen so that the
result is not dependent on the machine's ability to render words into audio!
robot:!
chinese room theory:John Searle's 1980 paper Minds, Brains, and Programs proposed the
"Chinese room" thought experiment and argued that the Turing test could not be used to determine
if a machine can think. Searle noted that software (such as ELIZA) could pass the Turing Test
simply by manipulating symbols of which they had no understanding. Without understanding, they
could not be described as "thinking" in the same sense people do. Therefore, Searle concludes,
the Turing Test cannot prove that a machine can think.[33] Searle's argument has been widely
criticized,[34] but it has been endorsed as well.[35]!
Arguments such as Searle's and others working on the philosophy of mind sparked off a more
intense debate about the nature of intelligence, the possibility of intelligent machines and the value
of the Turing test that continued through the 1980s and 1990s.[36]!
strong AI:is a hypothetical artificial intelligence that demonstrates human-like intelligence the
intelligence of a machine that could successfully perform any intellectual task that a human being
can. Strong AI refers to the amount of intelligence a computer can display, whereas the strong AI
hypothesis is the claim that a computer which behaves as intelligently as a person must also
necessarily have a mind and consciousness.!
weak AI:defines non-sentient computer intelligence, typically focused on a narrow task. The
intelligence of weak AI is limited.Siri is a good example of narrow intelligence. Siri operates within a
limited pre-defined range, there is no genuine intelligence, no self awareness, no life despite being
a sophisticated example of weak AI.!
narrow AI:Weak AI (also known as narrow AI) defines non-sentient computer intelligence, typically
focused on a narrow task. The intelligence of weak AI is limited. !
friendly AI:A friendly artificial intelligence (also friendly AI or FAI) is a hypothetical artificial general
intelligence (AGI) that would have a positive rather than negative effect on humanity.!
expert systems:In artificial intelligence, an expert system is a computer system that emulates the
decision-making ability of a human expert.[1] Expert systems are designed to solve complex
problems by reasoning about knowledge, represented primarily as ifthen rules rather than through
conventional procedural code.!
decision-making bots: ?!
high frequency stock trading: High-frequency trading (HFT) is a type of algorithmic trading,
specifically the use of sophisticated technological tools and computer algorithms to rapidly trade
securities.!
darpa grand challange:The DARPA Grand Challenge is a prize competition for American
autonomous vehicles, funded by the Defense Advanced Research Projects Agency, the most
prominent research organization of the United States Department of Defense. Congress has
authorized DARPA to award cash prizes to further DARPA's mission to sponsor revolutionary, highpayoff research that bridges the gap between fundamental discoveries and military use. The initial
DARPA Grand Challenge was created to spur the development of technologies needed to create
the first fully autonomous ground vehicles capable of completing a substantial off-road course
within a limited time.!
drones:An unmanned aerial vehicle (UAV), commonly known as a drone and referred to as a
Remotely Piloted Aircraft (RPA) by the International Civil Aviation Organization (ICAO), is an
aircraft without a human pilot aboard. Its flight is controlled either autonomously by onboard
computers or by the remote control of a pilot on the ground or in another vehicle.!
explicit knowledge:Explicit knowledge is knowledge that has been articulated, codified, and stored
in certain media. It can be readily transmitted to others. The information contained in
encyclopedias and textbooks are good examples of explicit knowledge.!
tacit knowledge:Tacit knowledge (as opposed to formal, codified or explicit knowledge) is the kind
of knowledge that is difficult to transfer to another person by means of writing it down or verbalizing
it. For example, stating to someone that London is in the United Kingdom is a piece of explicit
knowledge that can be written down, transmitted, and understood by a recipient. However, the
ability to speak a language, use algebra,[1] or design and use complex equipment requires all sorts
of knowledge that is not always known explicitly, even by expert practitioners, and which is difficult
or impossible to explicitly transfer to other users.!
Siri : is an intelligent personal assistant and knowledge navigator which works as an application for
Apple Inc.'s iOS. The application uses a natural language user interface to answer questions,
make recommendations, and perform actions by delegating requests to a set of Web services. !
Deep Blue:Deep Blue was a chess-playing computer developed by IBM. On May 11, 1997, the
machine, with human intervention between games, won the second six-game match against world
champion Garry Kasparov, two to one, with three draws.[1] Kasparov accused IBM of cheating and
demanded a rematch. IBM refused and retired Deep Blue.[2] Kasparov had beaten a previous
version of Deep Blue in 1996.!
game-bots:In video games, a bot is a type of weak AI expert system software which for each
instance of the program controls a player in deathmatch, team deathmatch and/or cooperative
human player, most prominently in the first-person shooters (FPSs). Computer-controlled bots may
play against other bots and/or human players in unison, either over the Internet, on a LAN or in a
local session.[1] Features and intelligence of bots may vary greatly, especially with community
created content. !
Q20:20Q is a computerized game of twenty questions that began as a test in artificial intelligence
(AI).The game 20Q is based on the spoken parlor game known as twenty questions, and is both a
website[2] and a handheld device. 20Q asks the player to think of something and will then try to
guess what they are thinking of with twenty yes-or-no questions. If it fails to guess in 20 questions,
it will ask an additional 5 questions. If it fails to guess even with 25 (or 30) questions, the player is
declared the winner. Sometimes the first guess of the object can be asked at question 14.!
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Blade Runner:!
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voight-kampff test, a "Voight-Kampff" test designed to distinguish replicants from humans based on
their empathic response to questions. (bladerunner da)!
replicant:A replicant is a fictional bioengineered or biorobotic android in the film Blade Runner
(1982). !
R.U.R.:is a 1920 science fiction play in the Czech language by Karel apek. R.U.R. stands for
Rosumovi Univerzln Roboti (Rossums Universal Robots).The play begins in a factory that makes
artificial people, called roboti (robots), out of synthetic organic matter. They are not exactly robots
by the current definition of the term; these creatures are closer to the modern idea of cyborgs,
androids or even clones, as they may be mistaken for humans and can think for themselves. They
seem happy to work for humans at first, but that changes, and a hostile robot rebellion leads to the
extinction of the human race. apek later took a different approach to the same theme in War with
the Newts, in which non-humans become a servant class in human society.!
HAL9000: is a fictional character in Arthur C. Clarke's Space Odyssey series. The primary
antagonist of 2001: A Space Odyssey, HAL (Heuristically programmed ALgorithmic computer) is a
sentient computer (or artificial intelligence) that controls the systems of the Discovery One
spacecraft and interacts with the ship's astronaut crew. HAL's physical form is not depicted, though
it is visually represented as a red television camera eye located on equipment panels throughout
the ship. !
SKYNET:Skynet is a fictional, self-aware artificial intelligence system which features centrally in the
Terminator franchise and serves as the franchise's main antagonist. Rarely depicted visually in any
of the Terminator media, Skynet's operations are almost exclusively performed by war-machines,
cyborgs (usually a Terminator), and other computer systems, with the goal of exterminating the
human race.!
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self-developing:!
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