Spring 2018 - IAT 881 G100

Special Topics I (3)

BioAffective Computing

Class Number: 7122

Delivery Method: In Person

Overview

  • Course Times + Location:

    Jan 3 – Apr 10, 2018: Thu, 4:30–7:20 p.m.
    Surrey

Description

COURSE DETAILS:

NOTE: This outline is from the Summer 2017 semester and as such may not be current.  Please direct any questions regarding the course content or materials to the course instructor.

Course Description:
As technology becomes more integrated into daily lives, one area that is quickly growing is ‘experiential technology’, or Xtech: technology that directly influences the human experience. This industry includes health, wellness, learning, training, sports and entertainment, creating massive new growth opportunities. For example, the XTech industry market has been evaluated to reach over $100B per year. This class will focus on one area of XTech: neurotechnologies that combine digital technology with advances in neuroscience to rehabilitate, manage, change or improve the human. Some digital therapies seek to help people recover from ailments or manage chronic conditions, while other forms of neurotechnologies are looking to take human performance to the highest levels. First, students will be introduced to the fundamentals of neuroscience and some of the theoretical concepts of cutting edge brain sciences that are emerging and are being implemented in industry. Next, students will explore the notion of "innovation," particularly in the technological realms, and with an emphasis on human experience, health and wellness. This exploration will involve hands-on experiments with diverse forms of technology, and will focus on considerations that designers of these technologies need to take into account, from the biological/neurological and the affective the experiential and contextual. In doing so, students will gain insight into the changing innovation needs of today, and will be better prepared to contribute to contribute to this fast-growing area.

Course Topics: Neuroscience, Neuropsychology, Health, Affective Computing, Digital Media, Video Game Design, Wearable Computing and portable devices, Brain training, Embodiment, Virtual Reality and Innovation. The class will include lectures, screenings, class discussions, course readings, writing assignments and neurotechnology project assignments. Modest software design assignments, hands-on exercises and short quizzes will be conducted during class times throughout the Intersession semester.  

Class Mtg. 1: Intro to Course & an Overview of Neurotechnology               
Class Mtg. 2: Neuroscience, Neuropsychology: human brains, minds & bodies    
Class Mtg. 3: Brain theories             
Class Mtg. 4: Brain training & wellness                                                                               
Student project: team creation and concept proposal
Class Mtg. 5: Innovation & the Role of Design in technological R&D                                   
Class Mtg. 6: Brain Control Interface technologies, neurofeedback/treatment, monitoring/diagnosis, stimulation
Student project: project development prototype              
Class Mtg. 7: High performance guided training: examples of expert-centered design & embodiment
Class Mtg. 8: Physiological Control Interface technologies: examples of patient-centered design
Class Mtg. 9: Virtual Reality, rubber hands & virtual tails: modifying brain states, a sense of self, and the experience of pain
Class Mtg. 10: Video games & gamification: quantifying & modelling affect and experience                                                 
Class Mtg. 11: Therapeutic solutions: cognitive, sensorial & motor training 
Class Mtg. 12: Culture Matters: affective aspects of robots in health- & eldercare                                                               
Class Mtg. 13: The Power of Art therapies & neuroaesthetics: what neurotechnologies are revealing about sensemaking, aesthetics and progressive conditions, and how the senses interact 
Student project/paper presentations

COURSE-LEVEL EDUCATIONAL GOALS:

Upon completion of this course students will be able to:
• Understand and articulate the concepts of neurotechnology, affect and innovation.
• Identify and discuss the concept of experiential technology, affective computing and the interface with the brain. 
• Write critically about the history and evolution of neurotechnology. 
• Analyze the design of neurotechnology devices, products and systems, identifying the role of critical design variables such as brain processing, sensory processing, neural signals, learning process, inferring affect, user involvement in design, the specificity of each pathology and the needs of patients/users.     
• Analyze & critique neurotechnology experiences, relating them to the fundamentals of neuroscience and human behavior. 
• Develop & critique a neurotechnology project prototype.
• Identify & discuss critical cultural and social issues in neurotechnology contexts, such as industry.
• Identify the roles of technology in supporting and extending the design and experience of neurotechnology products. 
• Identify & discuss a variety of emergent new paradigms in neurotechnologies.
• Interact with graduate students and experts from diverse disciplines.
• Understand the basic protocols for interacting with patients in clinical and research contexts.

Grading

  • Exam 25%
  • Project/Paper 50%
  • Assignments, Quizzes & Hands-on Experiments 25%

NOTES:

Graduate students from diverse departments may choose to work together in small groups OR as an individual to develop an a project (such as a computational prototype, a sensorially-engaging artefact, or gameplay data capture strategy), experiment or set of experiements, a well-articulated study design (particularly studies meant to be conducted "in the wild" – that is, outside of a lab), or research paper that relates to the issues examined in class.
 
Because this class is offered during the Intersession, because quick or repeated access to certain kinds of technologies can be challenging, and because the learning curves for certain technologies can be steep, the scope of the project or paper needs to be carefully considered. For example, a well-articulated prototype, the design of a study, a series of small but provocative experiments or a well-researched paper are more viable than a fully developed and tested project.
Dr. Gromala and Dr. Moreno will discuss your ideas for your project or paper, a viable timeline and scope, and appropriate approaches to grading with you. This is particularly important for multidisciplinary teams.

REQUIREMENTS:

Graduate students from any department are welcome -- the course is organized to take that into account.
Each student is expected to contribute skills and knowledge from their department, background or experience, including experience in industry, start-ups, or work in healthcare.
Students should be prepared for the uncertainty of multidisciplinary collaboration.

If you have questions, please contact Dr. Gromala gromala@sfu.ca. Be sure to title the email IAT881.

Materials

MATERIALS + SUPPLIES:

A number of neuro- and biotechnologies for hands-on experiments, projects and experiences will be provided at SFU Surrey's School of Interactive Arts & Technology.

In addition, we will visit labs and facilities to see more robust health-related technologies at the nearby Surrey Memorial Hospital and Innovation Boulevard-related facilities.

REQUIRED READING:

Marie T., Banich, Rebecca, J., Compton (2018). Cognitive Neuroscience. 4th ed. Wadsworth. (textbook)
ISBN: 978-1316507902

Other required readings will be available online.

RECOMMENDED READING:

Doidge, Norman (2007). The Brain That Changes Itself: Stories of Personal Triumph from the Frontiers of Brain Science
ISBN: 978-0-670-03830-5

Alva Noë. (2010). Out of Our Heads: Why You Are Not Your Brain, and Other Lessons from the Biology of Consciousness.


ISBN: 978-0809016488

(Reference Reading) R. W. Picard. (1995). Affective Computing.
M.I.T Media Laboratory Perceptual Computing Section Technical Report No. 321. (This is a historical document; recent articles will be available online.)

(Reference Reading) Rosalind Picard. "Affective Computing: Challenges" in International Journal of Human-Computer Studies 59 (2003) 55–64.

(Reference Reading) Picard, R.W., Klein, J., 2002. Computers that recognise and respond to user emotion: theoretical and practical implications. Interacting with Computers 14 (2), 141–169.

G. Gabrielle Starr. (2015). Feeling Beauty: The Neuroscience of Aesthetic Experience. Cambridge, MA: the MIT Press. (Introduction & chapters 1 & 2.)


ISBN: 978-0262527446

Graduate Studies Notes:

Important dates and deadlines for graduate students are found here: http://www.sfu.ca/dean-gradstudies/current/important_dates/guidelines.html. The deadline to drop a course with a 100% refund is the end of week 2. The deadline to drop with no notation on your transcript is the end of week 3.

Registrar Notes:

SFU’s Academic Integrity web site http://students.sfu.ca/academicintegrity.html is filled with information on what is meant by academic dishonesty, where you can find resources to help with your studies and the consequences of cheating.  Check out the site for more information and videos that help explain the issues in plain English.

Each student is responsible for his or her conduct as it affects the University community.  Academic dishonesty, in whatever form, is ultimately destructive of the values of the University. Furthermore, it is unfair and discouraging to the majority of students who pursue their studies honestly. Scholarly integrity is required of all members of the University. http://www.sfu.ca/policies/gazette/student/s10-01.html

ACADEMIC INTEGRITY: YOUR WORK, YOUR SUCCESS