3,008 research outputs found

    Action perception is intact in autism spectrum disorder

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    Date of Acceptance:10/11/2014. Copyright © 2015 the authors 0270-6474/15/351849-09$15.00/0. Copyright of all material published in The Journal of Neuroscience remains with the authors. The authors grant the Society for Neuroscience an exclusive license to publish their work for the first 6 months. After 6 months the work becomes available to the public to copy, distribute, or display under a Creative Commons Attribution 4.0 International (CC BY 4.0) license.Peer reviewedPublisher PD

    (Mind)-Reading Maps

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    In a two-system theory for mind-reading, a flexible system (FS) enables full-blown mind-reading, and an efficient system (ES) enables early mind-reading (Apperly and Butterfill 2009). Efficient processing differs from flexible processing in terms of restrictions on the kind of input it can take and the kinds of mental states it can ascribe (output). Thus, systems are not continuous, and each relies on different representations: the FS on beliefs and other propositional attitudes, and the ES on belief-like states or registrations. There is a conceptual problem in distinguishing the representations each system operates with. They contend that they can solve this problem by appealing to a characterization of registrations based on signature limits, but this does not work. I suggest a solution to this problem. The difference between registration and belief becomes clearer if each vehicle turns out to be different. I offer some reasons in support of this proposal related to the performance of spontaneous-response false belief tasks.Fil: Velazquez Coccia, Fernanda Maria Soledad. Universidad de Buenos Aires. Facultad de Filosofía y Letras. Instituto de Filosofía "Dr. Alejandro Korn"; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentin

    Musical Robots For Children With ASD Using A Client-Server Architecture

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    Presented at the 22nd International Conference on Auditory Display (ICAD-2016)People with Autistic Spectrum Disorders (ASD) are known to have difficulty recognizing and expressing emotions, which affects their social integration. Leveraging the recent advances in interactive robot and music therapy approaches, and integrating both, we have designed musical robots that can facilitate social and emotional interactions of children with ASD. Robots communicate with children with ASD while detecting their emotional states and physical activities and then, make real-time sonification based on the interaction data. Given that we envision the use of multiple robots with children, we have adopted a client-server architecture. Each robot and sensing device plays a role as a terminal, while the sonification server processes all the data and generates harmonized sonification. After describing our goals for the use of sonification, we detail the system architecture and on-going research scenarios. We believe that the present paper offers a new perspective on the sonification application for assistive technologies

    Bridging The Gap Between Fun And Fitness: Instructional Techniques And Real-world Applications For Full-body Dance Games

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    Full-body controlled games offer the opportunity for not only entertainment, but education and exercise as well. Refined gameplay mechanics and content can boost intrinsic motivation and keep people playing over a long period of time, which is desirable for individuals who struggle with maintaining a regular exercise program. Within this gameplay genre, dance rhythm games have proven to be popular with game console owners. Yet, while other types of games utilize story mechanics that keep players engaged for dozens of hours, motion-controlled dance games are just beginning to incorporate these elements. In addition, this control scheme is still young, only becoming commercially available in the last few years. Instructional displays and clear real-time feedback remain difficult challenges. This thesis investigates the potential for full-body dance games to be used as tools for entertainment, education, and fitness. We built several game prototypes to investigate visual, aural, and tactile methods for instruction and feedback. We also evaluated the fitness potential of the game Dance Central 2 both by itself and with extra game content which unlocked based on performance. Significant contributions include a framework for running a longitudinal video game study, results indicating high engagement with some fitness potential, and informed discussion of how dance games could make exertion a more enjoyable experience

    INTERACTION BETWEEN SIGNAL COMPLEXITY AND PHYSICAL ACTIVITY IN VIBRO-TACTILE COMMUNICATION

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    Master'sMASTER OF ART

    Performance of grassed swale as stormwater quantity control in lowland area

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    Grassed swale is a vegetated open channel designed to attenuate stormwater through infiltration and conveying runoff into nearby water bodies, thus reduces peak flows and minimizes the causes of flood. UTHM is a flood-prone area due to located in lowland area, has high groundwater level and low infiltration rates. The aim of this study is to assess the performance of grassed swale as a stormwater quantity control in UTHM. Flow depths and velocities of swales were measured according to Six-Tenths Depth Method shortly after a rainfall event. Flow discharges of swales (Qswale) were evaluated by Mean- Section Method to determine the variations of Manning’s roughness coefficients (ncalculate) that results between 0.075 – 0.122 due to tall grass and irregularity of channels. Based on the values of Qswale between sections of swales, the percentages of flow attenuation are up to 54%. As for the flow conveyance of swales, Qswale were determined by Manning’s equation that divided into Qcalculate, evaluated using ncalculate, and Qdesign, evaluated using roughness coefficient recommended by MSMA (ndesign), to compare with flow discharges of drainage areas (Qpeak), evaluated by Rational Method with 10-year ARI. Each site of study has shown Qdesign is greater than Qpeak up to 59%. However, Qcalculate is greater than Qpeak only at a certain site of study up to 14%. The values of Qdesign also greater than Qcalculate up to 52% where it shows that the roughness coefficients as considered in MSMA are providing a better performance of swale. This study also found that the characteristics of the studied swales are comparable to the design consideration by MSMA. Based on these findings, grassed swale has the potential in collecting, attenuating, and conveying stormwater, which suitable to be applied as one of the best management practices in preventing flash flood at UTHM campus

    Cyclist-aware intelligent transportation system

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    Abstract. Rapidly developing cities make cycling popular way of traveling around and with enhanced smart traffic light infrastructure cycling can be safer and smoother. Smartphones with an internet connectivity and advanced positioning sensors can be used to build a cost-effective infrastructure to enable cyclist-aware traffic lights system. However, such systems depends on proper time of arrival estimation which can be affected by the GPS errors which works poorly in area with tall buildings and driver behaviour. In this paper we discuss how presence of feedback from smart traffic system influence the driver awareness of the cyclist and affects the negative impact of time of arrival estimation errors. This paper gives an analysis of the existing approaches to build smart cyclist-aware traffic systems and different sources of errors that affects their performance. With designed computer appliance we evaluated the effectiveness of cyclist-aware system with and without a presence of additional haptic and audio feedback. The results show that the presence of feedback positively affects the driver awareness of cyclist and allow them to react earlier. Experiment shows that just introduction of feedback can increase the accuracy of time of arrival estimation up to 34% without any other modification to the system.Pyöräilijät tiedostava älykäs liikennejärjestelmä. Tiivistelmä. Pyöräily on suosittu tapa liikkua nopeasti kasvavissa kaupungeissa. Parannetuilla älyliikennevaloilla pyöräilystä voisi tulla turvallisempaa ja sujuvampaa. Huokean infrastruktuurin rakentamisessa pyöräilijät tiedostavaan liikennevalojärjestelmään voidaan hyödyntää älypuhelinten verkkoyhteyttä sekä pitkälle kehitettynyttä paikannusmahdollisuutta. Paikannuksen haasteena kuitenkin ovat epätarkkuus korkeiden rakennusten katveessa sekä pyöräilijöiden ja autoilijoiden käyttäytyminen. Kyseisen kaltainen järjestelmä vaatii toimivan kulunaika-arvioinnin, mikä on haastavaa GPS-paikannuksen epätarkkuuden vuoksi. Tässä julkaisussa keskustelemme siitä, kuinka älykkäästä liikennejärjestelmästä saatu palaute vaikuttaa autoilijoiden tiedostavuuteen ja sitä kautta saapumisaika-arvioiden epätarkkuuteen. Analysoimme olemassa olevia älykkäitä pyöräiljät tiedostavia liikennejärjestelmiä ja niihin vaikuttavia epätarkkuus- sekä virhelähteitä. Käytämme kehittämäämme tietokone ohjelmaa arvioimaan pyöräilijät tiedostavan järjestelmän tehokkuutta käyttäen koemuuttujina haptista ja auditiivista palautetta. Tulokset paljastavat, että saatu palaute vaikuttaa positiivisesti parantaen autoilijoiden reaktioaikaa sekä sitä kuinka he tiedostavat pyöräiljät. Kokeet osoittavat, että pelkästään esittelyn ja palautteen olemassaolo lisäävät saapumisaika-arvioiden tarkkuutta jopa 34%
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