5 August, 2013: 6th International Symposium on ATTENTION IN COGNITIVE SYSTEMS
The capacity to attend to the relevant has been part of Artificial Intelligence (AI) systems since the early days of the discipline. Currently, with respect to the design and computational modeling of artificial cognitive systems, selective attention has again become a focus of research, and one sees it important for the organization of behaviors, for control and interfacing between sensory and cognitive information processing, and for the understanding of individual and social cognition in humanoid artifacts. While visual cognition obviously plays a central role in human perception, findings from neuroscience and cognitive psychology have informed us on the perception-action nature of cognition. In particular, the embodiment in sensory-motor intelligence requires a continuous spatio-temporal interplay between interpretations from various perceptual modalities and the corresponding control of motor activities. In addition, the process of selecting information from the incoming sensory stream, in tune with contextual processing on a current task and global goals, becomes a challenging control issue within the viewpoint of focused attention. Seemingly attention systems must operate at many levels and not only at interfaces between a bottom-up driven world interpretation and top-down driven information selection. One may consider selective attention as part of the core of artificial cognitive systems. These insights have already produced paradigmatic changes in several AI-related disciplines, such as, in the design of behavior based robotics and the computational modeling of animats. Within the context of the engineering domain, the development of enabling technologies such as autonomous robotic systems, miniaturized mobile – even wearable – sensors, and ambient intelligence systems involves the real-time analysis of enormous quantities of data. These data have to be processed in an intelligent way to provide “on time delivery” of the required relevant information. Knowledge has to be applied about what needs to be attended to, and when, and what to do in a meaningful sequence, in correspondence with visual feedback.
14 May, 2013: 1st International Workshop on Intelligent Digital Games for Empowerment and Inclusion
Digital Games for Empowerment and Inclusion possess the potential to change our society in a most positive way by preparing selected groups in a playful and fun way for their everyday life’s social and special situations. Exemplary domains span as far as from children with Autism Spectrum Condition to young adults preparing for their first job interviews or migrants familiarizing with their new environment. The current generation of such games thereby increasingly demands for computational intelligence algorithms to help analyze players’ behavior and monitor their motivation and interest to adapt game progress. The development of such games usually thus requires expertise from the general gaming domain, but in particular also from a game’s target domain, besides technological savoir-faire to provide intelligent analysis and reaction solutions. IDGEI 2013 aims at bridging across these communities and disciplines by inviting respective researchers and experts to discuss their latest perspectives and findings in the field of Intelligent Digital Games for Empowerment and Inclusion.
20 people from 12 organizations attended the fourth plenary meeting in Rome (13-14 December, 2012) organized by the partner Telecom Italia (TI). In addition members of the MASELTOV Advisory Board (MAB) were invited to get a closer insight to the status of the project and to give valuable feedback about the most appropriate development directions from the potential user point. For a detailed content of the project discussions see Agenda 4th Plenary.
The day before (12 December, 2012) a stakeholder day was organized in order to involve industry, NGOs, and political stakeholders to discuss in detail a feasible and economically promising exploitation plan for the distribution of MASELTOV mobile services for immigrants. The idea was to check for realistic implementation opportunities (reality check) based on the response to the project idea (see also Agenda Stakeholder Day) .
Presentations given by members of the MAB can be accessed at the Publications and Downloads section.
Björn Schuller, coordinator of ASC-INCLUSION – a related project in the DGEI initiative – invited the MASELTOV coordinator, Lucas Paletta, to participate in the first Advisory Board Meeting of ASC-INCLUSION. The meeting was organised by Simon Bar-Cohen, Director of the Autism Research Centre at the University of Cambridge. From the meeting, the participants could draw important conclusions for cooperation between the project cluster DGEI.
This workshop brought together invited contributors from private, public, third sectors, and policy (Participant List). It addressed the opportunities and challenges in making DGEI happen, focusing on identifying key actions that need to be taken by stakeholders and policy makers in the coming years (Agenda).
19 people attended the meeting in Athens organized by the Partner AIT. The two days were used to present and discuss the progress of the individual workpackages (Agenda). Furthermore next steps and corresponding timelines were specified. Besides the achievements on the technical issues a social event contributed to the succes if the event.
Adela Ros and Stefano Kluzer from the IN3 Migration and Network Society Programme are organising the “Mobile Services for Immigrant People: Learning, Information and Community Building for Employment and Integration” workshop on April 26th and 27th. This seminar is part of the MASELTOV project. The conference will be attended by experts in technology and IT, experts in mobile technologies, professionals and civil society representatives. The aim of the project is to research and develop new mobile services to facilitate and promote the employment and integration of immigrant people. (Programme)
19 people from 13 organizations attended the meeting in Brussels organized by JR. Besides partner presentations and key talks several workshops and task groups were established in order to discuss details for the next steps of the project. Furthermore, a management board meeting took place. See also the Agenda.
The DGEI Clustering Meeting “Digital Games for Empowerment and Inclusion”, organized by Björn Schuller, Lucas Paletta and Nicolas Sabouret, was held in Brussels on Thursday April 19th. Continue reading First DGEI Clustering Meeting