Augmented Human Research最新文献

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Unraveling the Ethical Conundrum of Artificial Intelligence: A Synthesis of Literature and Case Studies 解开人工智能的伦理难题:文献和案例研究综述
Augmented Human Research Pub Date : 2024-11-11 DOI: 10.1007/s41133-024-00077-5
Pavan Kumar Reddy Poli, Sushma Pamidi, Shravan Kumar Reddy Poli
{"title":"Unraveling the Ethical Conundrum of Artificial Intelligence: A Synthesis of Literature and Case Studies","authors":"Pavan Kumar Reddy Poli,&nbsp;Sushma Pamidi,&nbsp;Shravan Kumar Reddy Poli","doi":"10.1007/s41133-024-00077-5","DOIUrl":"10.1007/s41133-024-00077-5","url":null,"abstract":"<div><p>Artificial intelligence (AI) is a rapidly evolving technology that is transforming various aspects of modern society. Despite its immense potential for positive impact, the development and deployment of AI also raises a range of ethical considerations. This paper presents a literature review and case study analysis of the ethics of AI, with a particular focus on exploring areas where research is still lacking. Our analysis reveals that while there is a growing body of literature on AI ethics, there are also several areas that remain underexplored. Through a detailed analysis of case studies from diverse sectors, we illustrate the practical implications of ethical dilemmas surrounding AI. Specifically, this paper examines issues related to fairness, transparency, accountability, and bias in AI. The paper reviews the existing literature on AI ethics and uses case studies to illustrate the challenges and opportunities presented by AI. Our paper underscores the urgent need for further research and attention to these issues to ensure that the development and use of AI align with ethical principles and values. We conclude by suggesting a research agenda for future work on the ethics of AI.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142598842","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Towards Human Sensory Augmentation: A Cognitive Neuroscience Framework for Evaluating Integration of New Signals within Perception, Brain Representations, and Subjective Experience 实现人类感官增强:评估感知、大脑表征和主观体验中新信号整合的认知神经科学框架
Augmented Human Research Pub Date : 2024-10-28 DOI: 10.1007/s41133-024-00075-7
Marko Nardini, Meike Scheller, Melissa Ramsay, Olaf Kristiansen, Chris Allen
{"title":"Towards Human Sensory Augmentation: A Cognitive Neuroscience Framework for Evaluating Integration of New Signals within Perception, Brain Representations, and Subjective Experience","authors":"Marko Nardini,&nbsp;Meike Scheller,&nbsp;Melissa Ramsay,&nbsp;Olaf Kristiansen,&nbsp;Chris Allen","doi":"10.1007/s41133-024-00075-7","DOIUrl":"10.1007/s41133-024-00075-7","url":null,"abstract":"<div><p>New wearable devices and technologies provide unprecedented scope to augment or substitute human perceptual abilities. However, the flexibility to reorganize brain processing to use novel sensory signals during early sensitive periods in infancy is much less evident at later ages, making integration of new signals into adults’ perception a significant challenge. We believe that an approach informed by cognitive neuroscience is crucial for maximizing the true potential of new sensory technologies. Here, we present a framework for measuring and evaluating the extent to which new signals are integrated within existing structures of perception and experience. As our testbed, we use laboratory tasks in which healthy volunteers learn new, augmented perceptual-motor skills. We describe a suite of measures of (i) perceptual function (psychophysics), (ii) neural representations (fMRI/decoding), and (iii) subjective experience (qualitative interview/micro-phenomenology) targeted at testing hypotheses about how newly learned signals become integrated within perception and experience. As proof of concept, we provide example data showing how this approach allows us to measure changes in perception, neural processing, and subjective experience. We argue that this framework, in concert with targeted approaches to optimizing training and learning, provides the tools needed to develop and optimize new approaches to human sensory augmentation and substitution.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://link.springer.com/content/pdf/10.1007/s41133-024-00075-7.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142518921","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Lower-Extremity Kinematics and Spatiotemporal Differences Between Normal Walking and Walking While Maintaining Weapon Aim 正常行走和保持武器瞄准时行走的下肢运动学和时空差异
Augmented Human Research Pub Date : 2024-10-01 DOI: 10.1007/s41133-024-00073-9
Maria K. Talarico, Jennifer N. Sperlein, Jingzhen Yang, Ajit Chaudhari, James A. Oñate
{"title":"Lower-Extremity Kinematics and Spatiotemporal Differences Between Normal Walking and Walking While Maintaining Weapon Aim","authors":"Maria K. Talarico,&nbsp;Jennifer N. Sperlein,&nbsp;Jingzhen Yang,&nbsp;Ajit Chaudhari,&nbsp;James A. Oñate","doi":"10.1007/s41133-024-00073-9","DOIUrl":"10.1007/s41133-024-00073-9","url":null,"abstract":"<div><p>Although exoskeletons for tactical athletes are potentially beneficial tools to increase survivability and enhance operational capabilities, they often do not account for variations from basic movements. Tactical movement patterns must be investigated to best guide device design and mitigate restriction of the user’s abilities to execute duties. The purpose of this study was to identify if biomechanical patterns are difference between walking while maintaining weapon aim (i.e., ‘shoot on the move’, SM) and normal walking. Twenty-two male active-duty Army Soldiers performed normal walking and SM under three speed conditions: (1) self-selected slow, (2) standard (1.12 m/s), and (3) self-selected fast. Lower extremity kinematics and spatiotemporal parameters were collected. Unadjusted and adjusted models were performed to determine the effects of walking and speed conditions on dependent variables. Individuals exhibited larger lower extremity flexion angles during SM than during normal walking (<i>p</i> &lt; 0.01). Smaller strides were observed during SM than during normal walking (<i>p</i> &lt; 0.01). No difference in time spent in double limb support were observed between walking tasks (<i>p</i> = 0.97). Tactical athletes exhibit different movement patterns during SM compared to normal walking. Lower extremities are more flexed, and strides are shorter during SM to minimize vertical movement and increase stability, suggesting that occupationally relevant movements may not directly translate to basic movements. Information on occupationally relevant movements should be accessible to exoskeleton designers to build optimum control systems that will aid and not hinder tactical athletes in their roles to serve and protect.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142409366","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
AI, a Tool or an Author? A Posthuman Feminist Perspective on the Agency of Gen-AI in Creative Practices 人工智能,工具还是作者?后人类女性主义视角下人工智能在创作实践中的作用
Augmented Human Research Pub Date : 2024-09-05 DOI: 10.1007/s41133-024-00074-8
Rafaela Nunes
{"title":"AI, a Tool or an Author? A Posthuman Feminist Perspective on the Agency of Gen-AI in Creative Practices","authors":"Rafaela Nunes","doi":"10.1007/s41133-024-00074-8","DOIUrl":"10.1007/s41133-024-00074-8","url":null,"abstract":"<div><p>There have been raising concerns about questions of agency, accountability and authorship with creative practices that use generative artificial intelligence models, for instance, ChatGPT, Midjourney, DALL-E and Stable Diffusion. The debate seems to revolve around the question of if generative artificial intelligence is just a tool or if it is actually able to collaborate, substitute or interfere with human authorship, as legislation of AI-generated work would make one believe. These questions appear to take much for granted due to their anthropocentric starting points that simplify questions of agency in nonhumans. In this paper, we reframe this problematic through a posthuman feminist perspective, particularly from the framework of agential realism and intra-action of Karen Barad. This way, we are able to reveal the entangled agencies within creative practices, particularly for the case of collaborative work with gen-AI. This research is diffractively realized through a transmedia artistic practice in which the mutation of the work is explored by its transposition through different media, particularly through generative methodologies, including gen-AI. Through these perspectives, it is found that the tool/collaborator is grafted upon the dualisms that have been actively scrutinized by feminist posthuman theory, like human/nonhuman, subject/object, maker/made, natural/cultural. From this, we conclude that in a creative practice with gen-AI, as in any creative practice, the various entities implicated in the mattering of the artwork are constantly drawing and redrawing boundaries, and reshaping themselves through the creation of art.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142410126","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Validation of a Design Method for Human Augmentation 验证人体增强设计方法
Augmented Human Research Pub Date : 2024-08-29 DOI: 10.1007/s41133-024-00072-w
Muriel De Boeck, Kristof Vaes
{"title":"Validation of a Design Method for Human Augmentation","authors":"Muriel De Boeck,&nbsp;Kristof Vaes","doi":"10.1007/s41133-024-00072-w","DOIUrl":"10.1007/s41133-024-00072-w","url":null,"abstract":"<div><p>Validation of a design method is essential to ensure its usefulness, thereby enhancing the success of design projects and the impact of design research. This paper presents a newly developed design method for human augmentation (DMHA) and the validation thereof. The DMHA was developed to introduce the rapidly emerging concept of human augmentation, which involves technologies aimed at improving human abilities. Its primary objective is to stimulate innovation and ensure the ethical development of future design concepts for the augmented human. The DMHA underwent iterative development and is in its second iteration throughout this study. For validation, we utilized the validation square, customized for our specific design method. During the validation process, it became clear that a third iteration would be necessary in future research. Since the proposed validation approach was found to be effective for validating our design method, it will be used again for the third iteration so that the method can be further improved.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142414841","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Toward a Digital Horizon 迈向数字地平线
Augmented Human Research Pub Date : 2024-08-27 DOI: 10.1007/s41133-024-00071-x
Nuno Baptista, Patrícia Gouveia
{"title":"Toward a Digital Horizon","authors":"Nuno Baptista,&nbsp;Patrícia Gouveia","doi":"10.1007/s41133-024-00071-x","DOIUrl":"10.1007/s41133-024-00071-x","url":null,"abstract":"<div><p>Toward a Digital Horizon aims to delve into the evolution and corruption of the landscape, questioning the limits of the digital medium and humanity’s impact on the world’s finite resources when interacting with a digital environment. It is considered that interactivity can help to understand possible vices and flawed structures existing in the formulation of urban and natural landscapes and that it is possible to relate the order imposed by the public with the chaotic ramifications of simulation. This art-based research is also developing an interactive artwork. As the participant moves through the landscape, the environment is transformed. Their shadow casts down over their surroundings and scars the landscape. Each action transforms the world, probably prompting questions of what can be done and what kind of agency can be derived without ever imposing any clear narrative.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142414139","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Blind Game: An Interactive Installation About How We Can Exorcise Memories of a Visual Disability 盲人游戏:关于我们如何祛除视力残疾记忆的互动装置
Augmented Human Research Pub Date : 2024-08-27 DOI: 10.1007/s41133-024-00070-y
Patrícia Gouveia, Luciana Lima
{"title":"Blind Game: An Interactive Installation About How We Can Exorcise Memories of a Visual Disability","authors":"Patrícia Gouveia,&nbsp;Luciana Lima","doi":"10.1007/s41133-024-00070-y","DOIUrl":"10.1007/s41133-024-00070-y","url":null,"abstract":"<div><p>In this paper, we recover an interactive artwork developed by one of the authors to provide possible ways of inserting the playful and artistic perspective into augmented human studies. In this way, a perspective based on play and interactive digital fiction can inspire us to look at other ways of using digital technologies that focus on improving human capabilities. The interactive installation <i>Blind Game</i> brings us a personal, visual, and playful perspective of a person who, at the age of three years, was diagnosed with amblyopia, revealing the subjective world of the character P.. Created in 2001, this installation was an interactive conceptual artwork developed by a young artist who wanted to exorcise the memories of her diagnosis of amblyopia and the tensions caused by the political instability in her home country. Through interaction and playful strategies, the artist sought to abstract herself from the reality around her, reorganizing her subjective relationship with visual impairment and the political tensions of a transition period between a dictatorial government and a democratic one.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://link.springer.com/content/pdf/10.1007/s41133-024-00070-y.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142414012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Enhancing Offline Signature Verification via Transfer Learning and Deep Neural Networks 通过迁移学习和深度神经网络加强离线签名验证
Augmented Human Research Pub Date : 2024-08-19 DOI: 10.1007/s41133-024-00069-5
S. Singh, S. Chandra, Agya Ram Verma
{"title":"Enhancing Offline Signature Verification via Transfer Learning and Deep Neural Networks","authors":"S. Singh,&nbsp;S. Chandra,&nbsp;Agya Ram Verma","doi":"10.1007/s41133-024-00069-5","DOIUrl":"10.1007/s41133-024-00069-5","url":null,"abstract":"<div><p>This paper presents a brief overview of signature identification and verification systems based on transfer learning. Different databases, namely CEDAR, ICDAR-2011, and BHSig260, are utilized for this study. In the field of biometrics and forensics, automated signature verification plays a crucial role in validating a person’s authenticity. The signature can be offline (handwritten) or online (digital). This study mainly focuses on offline signatures forged by the skilled forgers because offline systems lack dynamic information such as pressure and velocity available in online systems. The offline signatures are analyzed on pretrained models, and their efficiency is analyzed on two critical metrics in the field of biometrics and security systems, namely false acceptance rate (FAR) and false rejection rate (FRR). InceptionV3 model gives highest accuracy of 99.10% and lowest FRR and FAR of 1.03% and 0.74%.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-08-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142412367","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Augmented Classroom: A Case Study on Integrating XR and Ludification in Speculative Sculpture Design Workshop 扩增课堂:将 XR 和 Ludification 融入推测性雕塑设计工作坊的案例研究
Augmented Human Research Pub Date : 2024-08-13 DOI: 10.1007/s41133-024-00066-8
Tiago Mindrico, Ana Lúcia, João Costa
{"title":"Augmented Classroom: A Case Study on Integrating XR and Ludification in Speculative Sculpture Design Workshop","authors":"Tiago Mindrico,&nbsp;Ana Lúcia,&nbsp;João Costa","doi":"10.1007/s41133-024-00066-8","DOIUrl":"10.1007/s41133-024-00066-8","url":null,"abstract":"<div><p>This paper delves into a multidisciplinary workshop, “Speculative [x]culptures: Crafting Future Solutions for Statuary in Public Spaces” conducted at the Department of Digital Arts and Cinema at the National and Kapodistrian University of Athens, Greece. Inspired by the ongoing debate on public statuary initiated by the #BlackLivesMatter movement [1], this workshop engages participants in a creative process integrating speculative design methodology with immersive extended reality (XR) experiences and critical play. It encourages meaningful conversations about historical notions of public statuary in creative ways, based on the socio-political context of an example of Greek national statuary—the Greek revolution statue of Theodoros Kolokotronis in Athens, authored by the sculptor Lazaros Sochos and inaugurated in 1904. Aiming to probe diverse perspectives on public statuary and their significance, thereby contributing to the student’s learning and global skills development in the education 4.0 era, the authors explore the synergies between XR technologies and ludification tools in the rapid critical prototyping of 3D concepts. This innovative pedagogical approach enables participants to explore the relations between statuary and context(s), envisioning and prototyping future solutions that shape public statues’ perception and interpretation. The case study presented sheds light on the practical implications of this interdisciplinary approach, offering insights into the potential of XR and speculative design to foster critical socio-environmental thinking in higher education.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-08-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142411584","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Immersive Healing: Examining the Effectiveness of Cognitive Behavioral Therapy Using Virtual Reality to Reduce Cognitive Distortions 沉浸式治疗:检验认知行为疗法利用虚拟现实减少认知扭曲的效果
Augmented Human Research Pub Date : 2024-08-12 DOI: 10.1007/s41133-024-00065-9
Abhishek Shukla, Amit Srivastava
{"title":"Immersive Healing: Examining the Effectiveness of Cognitive Behavioral Therapy Using Virtual Reality to Reduce Cognitive Distortions","authors":"Abhishek Shukla,&nbsp;Amit Srivastava","doi":"10.1007/s41133-024-00065-9","DOIUrl":"10.1007/s41133-024-00065-9","url":null,"abstract":"<div><p>This study evaluates the efficacy of virtual reality (VR)-based cognitive behavioral therapy (CBT) in addressing cognitive distortions among youth, contrasting it with traditional therapeutic methods. A quasi-experimental design was employed, involving 30 cognitively distorted youth who received a psychoeducation session followed by AR-VR-based 3D animated CBT scripts. Assessments were conducted at 6 weeks, 2 months, and 4 months post-intervention. The findings revealed a significant reduction in cognitive distortions post-intervention, which was sustained during follow-ups. The AR-VR-based 3D animated scripts emerged as a promising tool for combating cognitive distortions, potentially supplanting conventional therapies. The innovative use of AR-VR technology not only enhances engagement but also expands treatment options, especially for individuals who are unreceptive to traditional interventions. This research underscores the effectiveness of VR-based CBT in addressing cognitive distortions among youth, contributing to advancements in mental health interventions. The study highlights the potential of augmented reality and virtual reality technologies in cognitive distortion interventions.</p></div>","PeriodicalId":100147,"journal":{"name":"Augmented Human Research","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142411437","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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