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The shallows : what the Internet is doing to our brains / by Carr, Nicholas G.,1959-(CARDINAL)119995;
Includes bibliographical references (pages 225-252) and index.Prologue: The watchdog and the thief -- Hal and me -- The vital paths -- On what the brain thinks about when it thinks about itself -- Tools of the mind -- The deepening page -- On Lee de Forest and his amazing audion -- A medium of the most general nature -- The very image of a book -- The juggler's brain -- On the buoyancy of IQ scores -- The church of Google -- Search, memory -- On the writing of this book -- A thing like me -- Human elements.As we enjoy the Internet's bounties, are we sacrificing our ability to read and think deeply? Carr describes how human thought has been shaped through the centuries by "tools of the mind"--from the alphabet to maps, to the printing press, the clock, and the computer--and interweaves recent discoveries in neuroscience. Now, he expands his argument into a compelling exploration of the Internet's intellectual and cultural consequences. Our brains, scientific evidence reveals, change in response to our experiences. Building on insights of thinkers from Plato to McLuhan, Carr makes a case that every information technology carries a set of assumptions about the nature of knowledge and intelligence. The printed book served to focus our attention, promoting deep and creative thought. In contrast, the Internet encourages rapid, distracted sampling of small bits of information. As we become ever more adept at scanning and skimming, are we losing our capacity for concentration, contemplation, and reflection?--From publisher description.
Subjects: Neuropsychology.; Internet; Internet; Internet.;
Available copies: 29 / Total copies: 39
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The body keeps the score : brain, mind, and body in the healing of trauma / by Van der Kolk, Bessel A.,1943-author.(CARDINAL)735673;
Includes bibliographical references (page 365-423) and index.An expert on traumatic stress outlines an approach to healing, explaining how traumatic stress affects brain processes and how to use innovative treatments to reactivate the mind's abilities to trust, engage others, and experience pleasure.--
Subjects: Self-help publications.; Post-traumatic stress disorder; Psychic trauma;
Available copies: 32 / Total copies: 152
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Playing with reality : how games have shaped our world / by Clancy, Kelly(Neuroscientist),author.(CARDINAL)897037;
Includes bibliographical references (pages 309-347) and index.A wide-ranging intellectual history that reveals how important games have been to human progress, and what's at stake when we forget what games we're really playing. We play games to learn about the world, to understand our minds and the minds of others, and to make predictions about the future. Games are an essential aspect of humanity and a powerful tool for modeling reality. They're also a lot of fun. But games can be dangerous, especially when we mistake the model worlds of games for reality itself and let gamification co-opt human decision making. Playing with Reality explores the riveting history of games since the Enlightenment, weaving an unexpected path through military theory, political science, evolutionary biology, the development of computers and AI, cutting-edge neuroscience, and cognitive psychology. Neuroscientist and physicist Kelly Clancy shows how intertwined games have been with the arc of history. War games shaped the outcomes of real wars in nineteenth and twentieth century Europe. Game theory warped our understanding of human behavior and brought us to the brink of annihilation-yet still underlies basic assumptions in economics, politics, and technology design. We used games to teach computers how to learn for themselves, and now we are designing games that will determine the shape of society and future of democracy. In this revelatory new work, Clancy makes the bold argument that the human fascination with games is the key to understanding our nature and our actions
Subjects: History.; Game theory.; Games and technology.; Video games; War games.;
Available copies: 2 / Total copies: 2
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In pursuit of the traveling salesman : mathematics at the limits of computation / by Cook, William,1957-(CARDINAL)388588;
Includes bibliographical references (pages 223-224) and index."In Pursuit of the Traveling Salesman covers the history, applications, theory, and computation of the traveling salesman problem right up to state-of-the-art solution machinery"--Provided by publisher."What is the shortest possible route for a traveling salesman seeking to visit each city on a list exactly once and return to his city of origin? It sounds simple enough, yet the traveling salesman problem is one of the most intensely studied puzzles in applied mathematics--and it has defied solution to this day. In this book, William Cook takes readers on a mathematical excursion, picking up the salesman's trail in the 1800s when Irish mathematician W. R. Hamilton first defined the problem, and venturing to the furthest limits of today's state-of-the-art attempts to solve it. Cook examines the origins and history of the salesman problem and explores its many important applications, from genome sequencing and designing computer processors to arranging music and hunting for planets. He looks at how computers stack up against the traveling salesman problem on a grand scale, and discusses how humans, unaided by computers, go about trying to solve the puzzle. Cook traces the salesman problem to the realms of neuroscience, psychology, and art, and he also challenges readers to tackle the problem themselves. The traveling salesman problem is--literally--a $1 million question. That's the prize the Clay Mathematics Institute is offering to anyone who can solve the problem or prove that it can't be done. In Pursuit of the Traveling Salesman travels to the very threshold of our understanding about the nature of complexity, and challenges you yourself to discover the solution to this captivating mathematical problem"--Provided by publisher.
Subjects: Computational complexity.; Traveling salesman problem.;
Available copies: 1 / Total copies: 1
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Healthy brain, happy life : a personal program to activate your brain & do everything better [sound recording] / by Suzuki, Wendy,author,narrator.(CARDINAL)620496; Fitzpatrick, Billie,author.(CARDINAL)650474;
Read by Wendy Suzuki.A guide to improving overall health and outlook shares neuroscientific facts about the relationship between the brain and exercise, outlining practical steps for engaging the mind, improving memory, and increasing learning capacity.
Subjects: Audiobooks.; Suzuki, Wendy.; Brain; Cognitive neuroscience; Exercise; Mental health; Mind and body therapies; Mind and body;
Available copies: 2 / Total copies: 2
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A thousand brains : a new theory of intelligence / by Hawkins, Jeff,1957-author.(CARDINAL)468557; Dawkins, Richard,1941-foreword author.(CARDINAL)329893;
Includes bibliographical references and index.A new understanding the brain. Older brain, new brain ; Vernon Mountcastle's big idea ; A model of the world in your head ; The brain reveals its secrets ; Maps in the brain ; Concepts, language, and high-level thinking ; The thousand brains theory of intelligence -- Machine intelligence. Why there is no "I" in AI ; When machines are conscious ; The future of machine intelligence ; The existential risks of machine intelligence -- Human intelligence. False beliefs ; The existential risks of human intelligence ; Merging brains and machines ; Estate planning for humanity ; Genes versus knowledge -- Final thoughts."For all we hear of neuroscience's great advances, the field has generated more questions than answers. We know that the brain combines sensory input from all over your body into a single perception, but not how. We think brains "compute" in some sense, but we can't say what those computations are. We believe that the brain is organized as a hierarchy, with different pieces all working collaboratively to make a single model of the world. But we can explain neither how those pieces are differentiated, nor how they collaborate. Neuroscientist and computer engineer Jeff Hawkins argues that it's so hard to answer questions about the brain because our basic picture of how the brain works is wrong. In A Thousand Brains, Hawkins takes a radically new approach to the brain, with stunning implications. Hawkins' proposal, called the Thousand Brains Theory of Intelligence, is that your brain is organized into thousands upon thousands of individually computing units, called cortical columns. These columns all process information from the outside world in the same way, and each builds a complete model of the world. But because every column has different connections to the rest of the body, each has a unique frame of reference. Your brain sorts out all those models by conducting a vote. The fundamental job of the brain, therefore, is not to build a single thought, but to manage the thousands of individual thoughts it has every moment. With this powerful new framework, Hawkins is able to reassess some of neuroscience's most stubborn problems, like why pain needs to be painful to be useful, how we can understand that our perspective of a thing changes as we move around it, and why we might be conscious but individual pieces of our body aren't. And once you understand how the brain works, it is a lot easier to make one yourself. Hawkins is, above all, an engineer, and A Thousand Brains outlines how a new understanding of intelligence could lead to truly intelligent AI. Hawkins explores how we might create machines that can learn on their own, why we need not fear superintelligent systems, and how human and machine intelligence may someday merge. Combining cutting-edge theoretical neuroscience with an ambitious program for tomorrow's digital minds, A Thousand Brains heralds a revolution in the study of intelligence. It is a big-think book, in every sense of the word"--
Subjects: Brain.; Intellect.; Artificial intelligence.;
Available copies: 3 / Total copies: 3
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Scatterbrain : how the mind's mistakes make humans creative, innovative, and successful / by Beck, Henning,1983-author.(CARDINAL)813090; Crook, Becky L.,translator.(CARDINAL)350916;
Forgetting -- Learning -- Memory -- Blackout -- Time -- Boredom -- Distraction -- Mathematics -- Decisions -- Selection -- Pigeonholing -- Motivation -- Creativity -- Perfectionism."In this mind-bending book, an esteemed neuroscientist explains why perfectionism is pointless - and argues that mistakes, missteps, and flaws are the keys to success. Remember that time you screwed up simple math or forgot the name of your favorite song? What if someone told you that such embarrassing "brain farts" are actually secret weapons, proof of your superiority to computers and AI? In Scatterbrain, we learn that boredom awakens the muse, distractions spark creativity, and misjudging time creates valuable memories, among other benefits of our faulty minds. Throughout, award-winning neuroscientist Henning Beck's hilarious asides and brain-boosting advice make for delightful reading of the most cutting-edge neuroscience our brains will (maybe never) remember."--Publisher's website.Includes bibliographical references (pages 312-328).
Subjects: Errors; Fallibility.; Neurosciences;
Available copies: 6 / Total copies: 7
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Understanding the brain / by Randolph, Joanne,editor.(CARDINAL)702807;
Grade level 5-8.Includes bibliographical references (page 47) and index.A computer in your head? -- What's in a brain? -- Rewiring the brain -- The mysteries of sleep.Of all the parts of the human body, the brain is perhaps the most amazing. This complex organ runs the show when it comes to our bodies. It is the command center that keeps the body s voluntary and involuntary systems working as they should. Readers will find out how the brain works, the many different jobs it does, and more in this photo-illustrated and engaging text.
Subjects: Brain; Neurosciences;
Available copies: 7 / Total copies: 8
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The tech solution : creating healthy habits for kids growing up in a digital world / by Kang, Shimi K.,author.(CARDINAL)613897;
Includes bibliographical references (pages 283-291) and index."Dr. Kang simplifies cutting edge neuroscience to reveal a new understanding around how we metabolize experiences with technology that will lay the foundation for lasting success. With her 6-week 6-step plan for rebalancing your family's tech diet, Dr. Kang will help your child build healthy habits and make smart choices that will maximize the benefits of tech and minimize its risks"--
Subjects: Internet and children.; Internet and teenagers.; Internet and youth.; Technology and children.; Technology and youth.; Computers and children.; Child rearing.;
Available copies: 3 / Total copies: 3
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Video games : design and code your own adventure / by Ceceri, Kathy,author.(CARDINAL)589914; Crosier, Mike,illustrator.(CARDINAL)616448;
Includes bibliographical references (pages 117-120) and index.What does the 13,000-year-old mancala game have in common with today's Minecraft ? They both require logic, critical thinking skills, and creativity! In Video Games: Design and Code Your Own Adventure, readers discover that the video games they play today have their roots in the games kids played in the deserts of Ancient Egypt, and they'll learn how to design their own games from the initial idea to the final blips on the screen. Video games are everywhere, from iPods and tablets to video consoles and the latest virtual reality headset. By diving into this familiar, engaging topic, kids will get the chance to explore the neuroscience behind the attraction of video games: what makes them fun, what makes them hard to put down. They'll even tackle the age-old question--are video games good for us or bad for us? Readers will deconstruct video games to learn why the characters behave the way they do and how real-world physics compares to game physics. As kids design their own games, they'll develop skills in storytelling, technical writing, communications, graphic design, computer programming, and teamwork. They'll have so much fun they won't realize they're learning about geometry, statistics, probability, physics, logic, psychology, and neuroscience. Activities in Video Games include creating text-based adventure quests, designing board games, and programming using free, kid-friendly software such as MIT's Scratch. For kids who just can't get enough of video games, here's a chance to visit behind the scenes at a game company to explore the entire design process, from idea to market. Video Games meets Common Core State Standards for reading nonfiction and math. Guided Reading Levels and Lexile measurements indicate grade level and text complexity.--Middle School.Ages 9-12.990990L
Subjects: Video games;
Available copies: 16 / Total copies: 20
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