"A lot of how we feel," she explains, "is all about the systems we interact with, whether they're other people or technology. We're interacting increasingly with technology over time, and I think things like how much time we spend staring at screens, our phones and social media is impacting our mental health. So maybe, by having machines that have... See more
For 24 hours a day, if we’re upset about something, we can reach out and have our feelings validated,” says Laestadius. “That has an incredible risk of dependency.”
Note also that this view is consistent with and indeed emerges from the multi-component model of hippocampal contributions to episodic future simulation put forth by Addis and Schacter (2012), which links the hippocampus with distinct components of future simulations, including both retrieval of episodic details and recombining those details.
Travel behavior is not merely objective or rational in the economic sense (Groeger 2002). There are aspects of vehicle design and the larger transportation system that cause or exacerbate human emotions, biases, social stereotypes, and willingness to behave interpersonally in ways particular to the roadway (Abrahamse et al. 2009; Coogan et al. 2014... See more
Could gaming enhance brain plasticity and executive functions (EFs) by fostering creativity? We identify vital benefits from further research exploring the relationship between games, brain plasticity, and creativity.
AMPER will explore the potential for AI to help access an individual’s personal memories residing in the still viable regions of the brain by creating natural, relatable stories. These will be tailored to their unique life experiences, age, social context and changing needs to encourage reminiscing