Typing is still the primary input modality for computing systems. Most typical Virtual Reality (VR) setups replace users' capable hands and fingers with cumbersome hand-held controllers (HC). This study examines the hypothesis that finger interaction and realistic representation of users' hands increases typing performance, sense of Presence, and the usability of a typing system for a text transcription task in VR. We developed a hand and finger tracking and visualization system (VH) aimed to help users interact with on-screen keyboards in VR, and compared participants typing performance using HC. We found that the VH paradigm in VR significantly increased typing performance for inexperienced typists and that HC users were more prone to commit errors. Further research may delve deeper into the utility of VH input paradigm for people unable to grasp HCs and for other symbolic communications such as sign language.
Military powers have consolidated in the last two decades a way to erase the boundaries between peacetime and crisis and wage a continuous war. Cognitive warfare (CW) has been proposed as the most advanced form to-date of manipulation of behaviour at mass scale to obtain strategic advantage. Instead of the corpse-ridden battlefields of kinetic warfare, the theatre of operations of CW is the human mind, and therein operations are realized on the fields of perception, emotion and memory. The goal is not termination but permanent control and exploitation. This opinion article reviews methods of CW focused on the human factors that may be manipulated not to merely control what populations think but how they think and thus how they act. It is argued that the weaponisation of sciences of brain and behaviour, combined with a distributed-computing technological millieu, can be utilised in CW to fine-tune societal and subject-level factors rendering not only all opposition infertile, but the very fact of being oppressed desirable.
Humans have long been fascinated by how memories are formed, how they can be damaged or lost, or still seem vibrant after many years. Thus the search for the locus and organization of memory has had a long history, in which the notion that is is composed of distinct systems developed during the second half of the 20th century.A fundamental dichotomy between conscious and unconscious memory processes was first drawn based on evidences from the study of amnesiac subjects and the systematic experimental work with animals. The use of behavioral and neural measures together with imaging techniques have progressively led researchers to agree in the existence of a variety of neural architectures that support multiple memory systems.This article presents a historical lens with which to contextualize these idea on memory systems, and provides a current account for the multiple memory systems model.
Modern anatomy, medicine, theories of mind-as-computer and even the history of capitalist industrial and corporate management could not exist without the mechanical models of the human body. From Descartes' view of the body as machine assembly to Dennett's conception of the brain as a computer, our understanding of the human body is permeated with mechanical metaphors. Due to the peaking evidence of the failure to explain the complexity of the human phenomena through mechanical models, it seems reasonable to abandon the metaphors of the body as machine. However, as this metaphor supports the very foundations of large scale economies that profit from stable and predictable human functioning, the body machine metaphor will certainly not disappear without significant struggle.
Social networks have been suggested as key media in the advertisement and recruitment of participants for human studies. They are appreciated due to their cost-effectiveness and apparent large-scale reach. Indeed, for a number of underfunded scientific studies, social networks effectively replace all other media in recruitment efforts.But, the organisation and operation of social networks not necessarily reflects the connections of a population in the real world. And, in contrast to other media, in social networks the rules that govern the spread of messages follow unstable ranking methods that sit entirely out of the control of investigators. This article reviews how social networks are managed environments that implement a variety of opportunistic regulations which control links between-users and the messages every user sees. Thus, their use as sole media in recruitment of participants for scientific trials would yield a non-representative biased sample of the population.
Military powers have consolidated in the last two decades a wayto erase the boundaries between peacetime and crisis and wage a continuous war. Cognitive Warfare (CW) is the most successful form to-date of manipulation of behaviour at mass scale in orderto gain tactical or strategic advantage. Instead of the corpse-ridden battlefields of kinetic warfare, the theater of operations of CW is the human mind, and therein operations are realized on the fields of perception, emotion and memory, not for termination but for endless control and exploitation. This essay reviews the current methods and technologies of CW, and the long history of the search of population control methods, not to merely control what they think but how they think and thus how they act. A focus is provided on two substrates for CW: the largest-to-date empirical knowledge in human neurobiology and cognition, and the largest-to-date advancements in computing and computing networks, both high-performance computing applied to complex systems (e.g. social, economics), and pervasive personal computing. This coupling enable groups of influence to fine-tune societal and subject-level factors rendering not only all opposition infertile, but the very fact of being oppressed desirable.
In recent years, Virtual Reality (VR) has experienced an unprecedented expansion, mostly fostered by a new wave of affordable and reasonably efficient hardware, which has motivated new VR applications in a diversity of fields, from entertainment systems and video games, educational and professional training, to behavioral studies and treatments. However, most of these systems have been created using methodologies which stem from non-VR application development, eluding the salient user embodiment and unique spatial affordances that characterize VEs. A substantial body of evidence from the Cognitive Sciences suggests that self-directed spatial exploration may be closely connected to the formation of episodic memories, composed by knowledge of data objects and their associated spatiotemporal contexts binded as coherent experiences, which in turn trigger recall and connection with other networked elements of memory. The translation of these distinct human cognitive abilities into design criteria for VR may help enhance user experience, engagement and sense of presence, efficiency of interaction and navigation, and overall system usability and application control. Nevertheless, the full set of interacting elements and behaviors, and the magnitude of these relationships are still unclear, thus the need for a literature review that provides insight on previous work on spatial and action-related modulating factors of VR experiences.
UNSTRUCTURED Military powers have consolidated in the last two decades a way to erase the boundaries between peacetime and crisis and wage a continuous war. Cognitive warfare (CW) has been proposed as the most advanced form to-date of manipulation of behaviour at mass scale to obtain strategic advantage. Instead of the corpse-ridden battlefields of kinetic warfare, the theatre of operations of CW is the human mind, and therein operations are realized on the fields of perception, emotion and memory. The goal is not termination but permanent control and exploitation. This opinion article reviews methods of CW focused on the human factors that may be manipulated not to merely control what populations think but how they think and thus how they act. It is argued that the weaponisation of sciences of brain and behaviour, combined with a distributed-computing technological millieu, can be utilised in CW to fine-tune societal and subject-level factors rendering not only all opposition infertile, but the very fact of being oppressed desirable.
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