12,889 research outputs found

    Emerging Linguistic Functions in Early Infancy

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    This paper presents results from experimental studies on early language acquisition in infants and attempts to interpret the experimental results within the framework of the Ecological Theory of Language Acquisition (ETLA) recently proposed by (Lacerda et al., 2004a). From this perspective, the infant’s first steps in the acquisition of the ambient language are seen as a consequence of the infant’s general capacity to represent sensory input and the infant’s interaction with other actors in its immediate ecological environment. On the basis of available experimental evidence, it will be argued that ETLA offers a productive alternative to traditional descriptive views of the language acquisition process by presenting an operative model of how early linguistic function may emerge through interaction

    Mobile Agents for Mobile Tourists: A User Evaluation of Gulliver's Genie

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    How mobile computing applications and services may be best designed, implemented and deployed remains the subject of much research. One alternative approach to developing software for mobile users that is receiving increasing attention from the research community is that of one based on intelligent agents. Recent advances in mobile computing technology have made such an approach feasible. We present an overview of the design and implementation of an archetypical mobile computing application, namely that of an electronic tourist guide. This guide is unique in that it comprises a suite of intelligent agents that conform to the strong intentional stance. However, the focus of this paper is primarily concerned with the results of detailed user evaluations conducted on this system. Within the literature, comprehensive evaluations of mobile context-sensitive systems are sparse and therefore, this paper seeks, in part, to address this deficiency

    In good company? : Perception of movement synchrony of a non-anthropomorphic robot

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    Copyright: © 2015 Lehmann et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.Recent technological developments like cheap sensors and the decreasing costs of computational power have brought the possibility of robotic home companions within reach. In order to be accepted it is vital for these robots to be able to participate meaningfully in social interactions with their users and to make them feel comfortable during these interactions. In this study we investigated how people respond to a situation where a companion robot is watching its user. Specifically, we tested the effect of robotic behaviours that are synchronised with the actions of a human. We evaluated the effects of these behaviours on the robot’s likeability and perceived intelligence using an online video survey. The robot used was Care-O-bot®3, a non-anthropomorphic robot with a limited range of expressive motions. We found that even minimal, positively synchronised movements during an object-oriented task were interpreted by participants as engagement and created a positive disposition towards the robot. However, even negatively synchronised movements of the robot led to more positive perceptions of the robot, as compared to a robot that does not move at all. The results emphasise a) the powerful role that robot movements in general can have on participants’ perception of the robot, and b) that synchronisation of body movements can be a powerful means to enhance the positive attitude towards a non-anthropomorphic robot.Peer reviewe

    Effects of Team-Based Computer Interaction: The Media Equation and Game Design Considerations

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    The current paper applies media equation research to video game de-sign. The paper presents a review of the existing media equation research, de-scribes a specific study conducted by the authors, discusses how the findings of the study can be used to inform future game design, and explores how other media equation findings might be incorporated into game design. The specific study, discussed in detail in the paper, explores the notion of team formation between humans and computer team-mates. The results show that while highly experienced users will accept a computer as a team-mate, they tend to react more negatively towards the computer than to human teammates (a ‘Black Sheep’ Effect

    Learning the selection of actions for an autonomous social robot by reinforcement learning based on motivations

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    Autonomy is a prime issue on robotics field and it is closely related to decision making. Last researches on decision making for social robots are focused on biologically inspired mechanisms for taking decisions. Following this approach, we propose a motivational system for decision making, using internal (drives) and external stimuli for learning to choose the right action. Actions are selected from a finite set of skills in order to keep robot's needs within an acceptable range. The robot uses reinforcement learning in order to calculate the suitability of every action in each state. The state of the robot is determined by the dominant motivation and its relation to the objects presents in its environment. The used reinforcement learning method exploits a new algorithm called Object Q-Learning. The proposed reduction of the state space and the new algorithm considering the collateral effects (relationship between different objects) results in a suitable algorithm to be applied to robots living in real environments. In this paper, a first implementation of the decision making system and the learning process is implemented on a social robot showing an improvement in robot's performance. The quality of its performance will be determined by observing the evolution of the robot's wellbeing.The funds provided by the Spanish Government through the project called “Peer to Peer Robot-Human Interaction” (R2H), of MEC (Ministry of Science and Education), the project “A new approach to social robotics” (AROS), of MICINN (Ministry of Science and Innovation), and the RoboCity2030-II-CM project (S2009/DPI-1559), funded by Programas de Actividades I+D en la Comunidad de Madrid and cofunded by Structural Funds of the EU

    Advancing performability in playable media : a simulation-based interface as a dynamic score

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    When designing playable media with non-game orientation, alternative play scenarios to gameplay scenarios must be accompanied by alternative mechanics to game mechanics. Problems of designing playable media with non-game orientation are stated as the problems of designing a platform for creative explorations and creative expressions. For such design problems, two requirements are articulated: 1) play state transitions must be dynamic in non-trivial ways in order to achieve a significant level of engagement, and 2) pathways for players’ experience from exploration to expression must be provided. The transformative pathway from creative exploration to creative expression is analogous to pathways for game players’ skill acquisition in gameplay. The paper first describes a concept of simulation-based interface, and then binds that concept with the concept of dynamic score. The former partially accounts for the first requirement, the latter the second requirement. The paper describes the prototype and realization of the two concepts’ binding. “Score” is here defined as a representation of cue organization through a transmodal abstraction. A simulation based interface is presented with swarm mechanics and its function as a dynamic score is demonstrated with an interactive musical composition and performance
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