23 research outputs found

    10081 Abstracts Collection -- Cognitive Robotics

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    From 21.02. to 26.02.2010, the Dagstuhl Seminar 10081 ``Cognitive Robotics \u27\u27 was held in Schloss Dagstuhl~--~Leibniz Center for Informatics. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    A Review on Human-Computer Interaction and Intelligent Robots

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    In the field of artificial intelligence, human–computer interaction (HCI) technology and its related intelligent robot technologies are essential and interesting contents of research. From the perspective of software algorithm and hardware system, these above-mentioned technologies study and try to build a natural HCI environment. The purpose of this research is to provide an overview of HCI and intelligent robots. This research highlights the existing technologies of listening, speaking, reading, writing, and other senses, which are widely used in human interaction. Based on these same technologies, this research introduces some intelligent robot systems and platforms. This paper also forecasts some vital challenges of researching HCI and intelligent robots. The authors hope that this work will help researchers in the field to acquire the necessary information and technologies to further conduct more advanced research

    The 1995 Goddard Conference on Space Applications of Artificial Intelligence and Emerging Information Technologies

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    This publication comprises the papers presented at the 1995 Goddard Conference on Space Applications of Artificial Intelligence and Emerging Information Technologies held at the NASA/Goddard Space Flight Center, Greenbelt, Maryland, on May 9-11, 1995. The purpose of this annual conference is to provide a forum in which current research and development directed at space applications of artificial intelligence can be presented and discussed

    Large space structures and systems in the space station era: A bibliography with indexes

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    Bibliographies and abstracts are listed for 1372 reports, articles, and other documents introduced into the NASA scientific and technical information system between January 1, 1990 and June 30, 1990. Its purpose is to provide helpful information to the researcher, manager, and designer in technology development and mission design according to system, interactive analysis and design, structural and thermal analysis and design, structural concepts and control systems, electronics, advanced materials, assembly concepts, propulsion, and solar power satellite systems

    Games 4 VRains: Affective Gaming for Working Memory Training in Virtual Reality

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    The explosion of Virtual Reality (VR) in the last few years, thanks to the introduction of affordable Head-Mounted Displays (HMD), has increased the interest in this technology for research. One of the main research areas using VR is the field of cognitive and physical rehabilitation or training. Although it is in early stages, many researchers have shown the positive effects of the higher levels of immersion, often reported in VR, on cognitive skills. Video games have also been used for cognitive training due to their capacity to engage and motivate players. Recent findings have demonstrated that by adapting the game to the player’s performance, real cognitive benefits can be achieved as the adaptation offers a personalised cognitive training program. However, this adaptation normally considers just performance metrics and ignores other crucial aspects like the player’s affective states or experience. Arousal and valence have generally been shown to enhance the subjects’ cognitive skills and thus should also be considered when adapting a game for cognitive training. Following these findings, this thesis investigates the effects of affect and performance-based adaptation of a VR video game on player’s working memory (WM) performance. An initial pilot study explores suitable ways of measuring player’s arousal and valence levels through physiological and behavioural cues. In a second study, the effects of immersion, arousal and valence on player’s WM performance in Desktop and VR gaming are examined. The results of this study show that players in an optimal affective state can significantly improve their WM performance, supporting the incorporation of affective metrics in the adaptation engine. Thus, an adaptation engine was developed, implemented and tested to automatically adjust the game’s difficulty level depending on the player’s performance and the detected affective state. Two machine learning algorithms in the adaptation engine recognise and classify player’s arousal and valence levels using physiological and behavioural features for adaptive decision making. Across the three studies presented, this thesis makes the following novel contributions. It shows that, i) VR is a suitable medium for cognitive training since the elicited high levels of immersion have a positive effect on players’ WM performance, ii) positive affective states help subjects to achieve a better WM performance, and ii) difficulty adaptation is more beneficial for subjects with low WM capacity. During this process, it also provides a new methodology for affect recognition in VR gaming and a novel adaptation engine compounded by affect and performance metrics. Therefore, this work proposes that gamebased cognitive training would be improved by VR, especially by the use of affective and performance metrics for dynamic adaption, resulting in a highly personalised and more effective training experience.This work was funded by the Engineering and Physical Sciences Research Council (EPSRC) as part of the Doctoral Training Centre in Media and Arts Technology at Queen Mary University of London (ref: EP/G03723X/1)

    Dose in stroke rehabilitation trials

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    Background: the dose and the length of rehabilitative interventions for optimal motor recovery after stroke are unknown. Dose optimization studies are required as precursors to efficacy trials, but are rarely conducted in stroke rehabilitation research. Objective: to overcome the knowledge gap on appropriate dose and length of rehabilitative interventions guiding the implementation of novel effective approaches to dose optimization in stroke rehabilitation research. Method: two systematic reviews on dose optimization in exercise-based training and pharmaceutical clinical research guided the development of a new approach to dose-finding suitable for physical interventions. The feasibility of a novel phase I 3+3 rule-based, outcome-adaptive dose-finding design was assessed with stroke survivors with moderate upper limb paresis. Moreover, the feasibility of a repetitive assessment procedure to identify the appropriate length of motor interventions was explored in stroke rehabilitation research. Results: the first literature review showed a lack of reliable approaches to dose optimization in exercise-based training. The review of pharmaceutical research highlighted dose optimization “gold” standard approaches, and helped in devising the dose-finding study for physical intervention. The dose-finding study was feasible using the applied model-task intervention. Preliminary explorations on the dose-response relationship were possible indicating a maximum tolerable dose and a potential recommended dose of 209 and 162 repetitions respectively of the applied intervention-task. The repetitive assessment procedure was found feasible in a clinical efficacy stroke rehabilitative trial. The repetitive assessment procedure provided relevant data on the therapy effect over-time showing that more than six weeks of the applied upper limb intervention may be necessary to reach maximal therapy effects. Whereas, five weeks of intervention appeared enough to exploit therapy effects for the lower limb. Conclusions: results are promising on identifying relevant dose and protocol endpoints implementing dose-finding and repetitive assessments approaches in stroke rehabilitation. Further confirmative data are needed to validate these findings

    LIPIcs, Volume 277, GIScience 2023, Complete Volume

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    LIPIcs, Volume 277, GIScience 2023, Complete Volum

    Disruptive Conflicts in Computopic Space

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    Can you imagine a radically different world? In our times dominated by neoliberal capitalism, we seem to lack not only viable alternatives, but also the capacity to envision anything outside of the status quo. In this PhD thesis, I show that videogames can be a potential source of inspiration and stimuli for radical political imagination beyond the known. To do so, I develop a theoretical and methodological framework for the study of videogames as ideational spaces and stimuli to the imagination, and demonstrate the initial claim by applying this framework in an analysis of several Japanese sf gamesNWO Japan FoundationAsian Studie

    The nature of sensory time perception – centralised or distributed?

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    Using psychophysical methods and human subjects, this work aims to investigate the role of human sensory systems in the perception and passage of time. Specifically, I question the centralised nature of timing and whether a central clock exists to mediate incoming timing signals across the different sensory modalities. The alternative is that our timing mechanisms are embodied within distributed, modality-specific networks, each operating in a dedicated and independent manner. In my first experiment subjects were exposed to a range of rhythms presented to audio, visual and tactile sensory modalities, and were asked to reproduce a test rhythm via a tapping device. Subjects were able to adapt to a range of rhythms; however, the resulting after-effects were only evidenced when the adapting and test sensory modalities matched. My second experiment questioned how we construct sensory rhythms and, using the same method of rhythm adaptation, I used a single empty interval as a test stimulus. Results show that adapting to a given rhythmic rate strongly influences the temporal perception of a single empty interval. This questions the seemingly unique nature of rhythm, suggesting that adaptive distortions in perceived rate of signals within a sequence are, at least in part, a consequence of distortions in the perception of the inter-stimulus interval between the sequence’s component signals. My third experiment focused on more complicated rhythms in the form of anisochrony. I found limited observable after-effects as a result of exposing subjects to patterned rhythms across auditory, visual and tactile sensory modalities. The final experiment demonstrated significant after-effects following exposure to perfectly interleaved auditory and visual rhythms. These results collectively demonstrate mechanisms actively underpinning human perception of time and importantly, present evidence of dynamically distributed mechanisms linked to each sensory modality and processing incoming timing signals in a dedicated manner
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