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Showing posts with label CREATIVITY. Show all posts
Showing posts with label CREATIVITY. Show all posts

‘Smart’ drugs won’t make smart people smarter, research concludes

Written By Unknown on Tuesday, January 6, 2015 | 4:09 AM

Dr. Ahmed Dahir Mohamed is in the School of Psychology at The University of Nottingham Malaysia Campus. Credit: The University of Nottingham
The study carried out by Dr Ahmed Dahir Mohamed, in the School of Psychology at The University of Nottingham Malaysia Campus, and published in the open access journal PLOS ONE, showed the drug had negative effects in healthy people.

Dr Mohamed said: "We looked at how the drug acted when you are required to respond accurately and in a timely manner. Our findings were completely opposite to the results we expected."

In a randomised double blind study, 'Modafinil increases the latency of response in the Hayling Sentence Completion Test in Healthy Volunteers: A Randomised Controlled Trial', they administered 32 participants with the drug and 32 with a placebo. All the participants were given a famous neuropsychological task known as the Hayling Sentence Completion Test in which they were asked to respond both quickly and accurately. Dr Mohamed found the drug slowed down reaction times, impaired their ability to respond in a timely manner and failed to improve their performance of the task.

Dr Mohamed said: "It has been argued that Modafinil might improve your performance by delaying your ability to respond. It has been suggested this 'delay dependent improvement' might improve cognitive performance by making people less impulsive. We found no evidence to support those claims.

"Our research showed that when a task required instant reactions the drug just increased reaction times with no improvement to cognitive performance."

This backs up the findings of a previous study carried out by Dr Mohamed and published in September 2014 in The Journal of Creative Behaviour. The study: The Effects of Modafinil on Convergent and Divergent Thinking of Creativity: A Randomised Controlled Trial showed that the so called 'smart' drug impaired the participant's ability to respond in a creative way particularly when they were asked to respond laterally -- outside the box.

Does Modafinil benefit anyone?

When Dr Mohamed looked at participant's ability to problem solve in a creative manner he found that those who weren't particularly creative to start with were improved by the drug while those who were creative were impaired by the drug. He said: "Our study backs up previous research that suggests psychostimulants improve people at the lower end of the spectrum in cognition whereas they impair people who are at the optimum level of cognitive function -- healthy people for example. It looks like Modafinil is not helpful for healthy individuals and it might even impair their ability to respond and might stifle their lateral thinking, while people who have some sort of deficiency in creativity are helped by the drug."

What can make us smarter?

Ahmed Mohamed's research was carried out while he was at Cambridge University. He has since moved to The University of Nottingham Malaysia Campus where he will be looking at the effects of non-pharmacological interventions, such as meditation, exercise and diet on the healthy brain. He is also currently using Electroencephalography (EEG) to study how mindfulness can affect the healthy adolescent brain.

Dr Mohamed said: "What I have found in my doctoral studies is that if you are already a healthy person and functioning at an optimum level, it is really difficult to improve your cognition. But the brain of the adolescent is still in development and you might be able to improve cognition at this stage of our development through positive interaction, healthy diet or mindfulness."

Source: University of Nottingham

The biology of fun and playfulness

Dog and child (stock image). Credit: © Irina84 / Fotolia
Current Biology celebrates its 25th birthday with a special issue on January 5, 2015 on the biology of fun (and the fun of biology). In a collection of essays and review articles, the journal presents what we know about playfulness in dogs, dolphins, frogs, and octopuses. It provides insights on whether birds can have fun and how experiences in infancy affect a person's unique sense of humor.

"Fun is obviously--almost by definition--pleasurable, rewarding, but in a way that is distinct from the pleasures of satisfying basic needs, such as the drives to reduce thirst or hunger or to reproduce," says Current Biology Editor Geoffrey North. "The articles in this special issue consider examples of what appear to be fun and play in a broad range of animal species and the insights that can be gained into how the behaviors might contribute to evolutionary fitness."

How do we get our sense of humor?

Psychologists Vasu Reddy and Gina Mireault, of the University of Portsmouth and Johnson State College respectively, offer a comprehensive overview of how, in infancy, reactions to absurd behavior like pulling hair or blowing raspberries, as well as teasing others, offer a window into how aware young children are of others' intentions. "As [infants] discover others' reactions and, indeed, others' minds, they also discover the meaning of 'funny', a construct that varies across and within cultures, regions, families, and even dyads," write the authors. "Infants become attuned to the nuances in humour through their social relationships, which create the practice of contexts of humorous exchange." The scientists note that children with atypical patterns of development may exhibit different senses of humor compared to their peers.

Why do adult apes play?

Based on her observations of a wild bonobo community, primatologist Isabel Behncke of the University of Oxford makes the case that play in bonobo adults could be a key adaptation that underlies social bonding and intelligence. She describes how bonobos in the Wamba community of Central Africa naturally engage in chasing, hanging, and water games despite differences in age and sex. "Play makes individuals more adaptable because it makes them more social; and more successful in their sociality as a result of being more adaptable," Dr. Behncke writes. "Life-long play is a bridge between sociality and adaptability."

Does playfulness spur creativity?

Ethologist Sir Patrick Bateson of the University of Cambridge wants to know why playfulness is so connected to creativity in the realms of science, music, and business. Working with behavioral biologist Daniel Nettle, he asked over 1,500 people to rank their creativity and then provide up to ten potential uses for a jam jar or paperclip. Those who considered themselves the most playful were most likely to provide many uses for the items. 

"Play is an effective mechanism for encouraging creativity since creativity also involves breaking away from established patterns of thought and behavior," Dr. Bateson writes.

Source: Cell Press

Dance choreography improves girls' computational skills

Written By Unknown on Monday, January 5, 2015 | 11:04 PM

Report lead author Shaundra Daily performs alongside her virtual character. Daily designs innovative new technologies that bring together sensors and machine learning with theories of human learning. Credit: Clemson University
Clemson researchers find that blending movement and computer programming supports girls in building computational thinking skills, according to an ongoing study funded by the National Science Foundation and emerging technology report published in journal Technology, Knowledge and Learning.

Even with increasing demands for computationally savvy workers, there is a lack of representation among women in science, technology, engineering and mathematics fields (STEM), the researchers say.

"We want more diverse faces around the table, helping to come up with technological solutions to societal issues," said Shaundra Daily, lead author on the report and assistant professor of computing at Clemson. "So we're working with girls to create more pathways to support their participation."

Virtual Environment Interactions (VEnvI) is software and curriculum for blending movement and programming, which offers a novel and embodied strategy of engaging fifth- and sixth-grade girls in computational thinking.

"We want to understand how body syntonicity might enable young learners to bootstrap their intuitive knowledge in order to program a three-dimensional character to perform movements," said Alison Leonard, report co-author and assistant professor of education at Clemson.

In the process of developing this emerging technology, the researchers conduct user-centered design research for creating choreography and the social context for a virtual character through which girls can be introduced to alternative applications in computing.

"We adopt the view that computational thinking is a set of concepts, practices and perspectives that draw upon the world of computing and applicable in many STEM fields," Daily said.

Students met with instructors and learned basic curriculum involving the elements of dance, choreography and Alice, an existing educational software that teaches students computer programming in a three-dimensional environment.

The researchers utilize movement choreography as both an engaging and a parallel context for introducing computational thinking. Compositional strategies in the choreographic process of ordering and reordering movement sequences also mirror computational practices of reusing and remixing.

"Executing one bit of code or movement one after the other exists in both programming and choreography. Likewise, loops or repeating a set of steps, also occur in both contexts," Leonard said.

The students moved and created pieces for their virtual characters to perform, bringing about connections between computational thinking and what their bodies are doing.
The findings indicate the active presentation of concepts and future scalability of their virtual environment VEnvI that will add to the rich landscape of emerging technologies geared toward more inclusive strategies to engage girls in computational thinking.

The researchers are designing the first control algorithm that links concepts from computational thinking to animation algorithms, thus creating and evaluating new animation algorithms working to ensure the quality of the resulting choreography.

This emerging technology has the potential to widen the scope of current technologies that seek to cultivate computational thinking for diverse designers, users and audiences, according to the researchers.

Source: Clemson University
 
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