A cognitive AI, or cognitive artificial intelligence is the driving mind behind a cognitive robot. It is an artificial intelligence embodied in either a physical (robotic) or virtual (avatar) body which while not necessary sentient, is sapient. In other words, it has the ability to process its own input and make its own logical or rational judgements based on that input.
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Mind as Machine: A History of Cognitive Science comes as a two volume set, of 1631 pages between them. They are the first attempt at chronicling the entire 50-year history of the field, and showing how the paths are laid for future research. Both books are invaluable for this reason, as well as providing very intriguing and useful reading for anyone interested in creating powerful AI, or interfacing their brain with a computer, or even seeing where others have trod before.
CLASS, or 'Cognitive-Level Annotation using latent Statistical Structure', was a three year research project to improve machine vision algorithms and allow recognition of partially deformed or occluded objects.
A report on working out which 3D shooting videogames most engaged the player, and why this was so, using brain monitoring EEG and bio-sensing technology to measure engagement and emotional and cognitive responses.
CALO, or Cognitive Assistant that Learns and Organizes is a DARPA artificial intelligence project with an extremely ambitious scope. Even the anagram, CALO is derived from the Latin word "calonis," which means "soldier?s servant."
Intelligence. We understand the concept, and the meaning of this word, but where in the brain, precisely, is intelligence actually located? Until recently, we did not really, have a clue. Now, using perhaps the most common sense approach possible, from neuroscientists at the California Institute of Technology have mapped the cognitive zones of the human brain.
An early 2007 study by John-Dylan Haynes at the Max Planck Institute for Human Cognitive and Brain Sciences in Leipzig, Germany, demonstrated the possibility to read an individual?s intentions before they act by monitoring the activity in their brain.
This book does a pretty good job of smashing the old argument that video games are harmful to children. Instead, it fills the void with statements showing how gaming can teach advanced problem solving, language and cognitive skills, strategic thinking, multitasking, and parallel processing. All of which are skills vital to survival in the increasingly technocratic 21st century.
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A research collaboration led by biologists and neuroscientists at the University of Pennsylvania has found a molecular pathway in the brain that is the cause of cognitive impairment due to sleep deprivation. Just as important, the team beli...
Microsoft have issued a patent for a method of reading thought waves by filtering EEG data in such a way that it separates useful cognitive information from the not-so-useful non-cognitive stuff.
The hope is to have Microsoft...
For all the fun we have with them, illusions do serious work in illuminating how our brains work, and in particular how perception works. They may also help us understand how consciousness developed, and tell us about our "neuro-archaeolog...
Researchers at Microsoft are developing intelligent radios that can sense their surroundings and adjust their mode of operation accordingly. Dubbed ?cognitive radios?, the technology is expected to reach the market within five years, findin...
We know that playing games boosts cognitive skills in children, and in adults. Movement is underway to see if VR gameworlds can boost cognitive skills in the twilight years by developing videogames to do just that.