A cognitive architecture is a blueprint for intelligent agents. It proposes computational processes that act like certain cognitive systems, most often, like a person, or acts intelligent under some definition.
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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.
It's a novel concept, creating an elaborate VR world with painstaking detail then primarily only giving access to it through the pages of a dead-tree printed book. However, that is just what Antonio Serrato-Combe, professor of architecture at the University of Utah, did.
With the accelerating tech curve, and building skills becoming ever more refined for virtual environments as the tech advances, at some point it was obvious that builders in virtual worlds would become architects in the physical one.
The second of the series of books, this one is divided into many sections, covering General Wisdom; Pathfinding and Movement; Group Movement, Tactics, and Planning; AI Animation Control; State Machines; Architecture; FPS, RTS, and Strategy AI; Racing and Sports AI; Scripting; Learning; Genetic Algorithms and Neural Networks; Speech Recognition and Dialogue.
At the time of publication, it was the best book on the subject of networking real-time, multiple user, persistent environments. Although it is still on the market today, the problem is, it is almost hopelessly dated, still insisting on a hierarchical architecture, which was perfect at the time, but just cannot cope with large worlds today.
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TDT3D, the European Computer Graphics Network, has launched their 2007 competition for realistic computer generated architecture.
The goal of this contest is to promote the wonders of the modern and old architecture (historic...
Moderate physical activity performed in midlife or later appears to be associated with a reduced risk of mild cognitive impairment, whereas a six-month high-intensity aerobic exercise program may improve cognitive function in individuals wh...
The School of Architecture and Planning, University of Buffallo, USA, is preparing to unleash a new masters degree for potential architects aimed squarely at teaching them how to use virtual reality - now an essential part of their knowledg...
The original CAVE VR set-up at at Penn State University, is receiving a makeover. Penn State's Information Technology department, and the School of Architecture and Landscape Architecture have remade the facility together, developing appli...
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...