180 research outputs found
Mind and Matter
Do brains create material reality in thinking processes or is it the other way around, with things shaping the mind? Where is the location of meaning-making? How do neural networks become established by means of multimodal pattern replications, and how are they involved in conceptualization? How are resonance textures within cellular entities extended in the body and the mind by means of mirroring processes? In which ways do they correlate to consciousness and self-consciousness? Is it possible to explain out-of-awareness unconscious processes? What holds together the relationship between experiential reality, bodily processes like memory, reason, or imagination, and sign-systems and simulation structures like metaphor and metonymy visible in human language? This volume attempts to answer some of these questions
Evoked emotional responses in the performance practices of selected Yorùbá dùndún ensembles
The study aims to investigate and describe the communication of emotion through dùndún music of the Yorùbá ethnic group of Nigeria. The two-pronged focus is on (a) the strategies that dùndún performers employ to potentially arouse emotions in their listeners, and (b) the responses elicited in the listeners. The study is situated in the field of music psychology, while taking into consideration the socio-cultural background and belief systems of the Yorùbá. A mixed methodology combining primarily qualitative with an element of a quantitative approach (QUAL→quan) is adopted within a convergent design. Data from dùndún musicians and listeners were collected through observation, semi-structured interviews as well as a short questionnaire-based survey that consisted of open and closed-ended questions. Two field trips were undertaken to six towns: Igbó-Ọrà , Ìlọra, Ẹdẹ, Òṣogbo, Ìpetumodù and Òỵ ó ̣located within south-west Nigeria. Qualitative analysis consisting of thick description in addition to a grounded theory approach was used to generate themes from the data, and the findings were also derived from a small-scale quantitative component. Concepts and theories around emotions from relevant literature are combined with the findings of the study to explain emotional communication in dùndún music. Data collected were used to answer the research questions in particular and contribute to the broad body of knowledge of music perception and evoked responses to music. The study reveals in general that, for the most part, ‘successful' communication of emotion through dundun music occurred as the dùndún musician employs culture-specific as well as universal cues in arousing emotions. The listeners reacted accordingly, using the same cues as a result of the communication of shared cues in the Yorùbá sub-culture and the performer. Hence, communication of emotion in the world of dùndún consists of an interaction between the performer, the listener, the music and the culture, which also encompasses the context of performance. The findings of the study could be beneficial for further understanding of non-Western indigenous music from music cognitive perspectives
Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles
Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners.
This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)
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Effects of timing on users' perceived control when interacting with intelligent systems
This research relates to the usability of mixed-initiative interaction systems, in which actions can be initiated either through a choice by the user or through intelligent decisions taken by the system. The key issue addressed here is how to preserve the user's perceived control ("sense of agency'') when the control of the interaction is being transferred between the system and the user in a back-and-forth manner.
Previous research in social psychology and cognitive neuroscience suggests timing is a factor that can influence perceived control in such back-and-forth interactions. This dissertation explores the hypothesis that in mixed-initiative interaction, a predictable interaction rhythm can preserve the user's sense of control and enhance their experience during a task (e.g. higher confidence in task performance, stronger temporal alignment, lower perceived levels of stress and effort), whereas irregular interaction timing can have the opposite effect. Three controlled experiments compare alternative rhythmic strategies when users interact with simple visual stimuli, simple auditory stimuli, and a more realistic assisted text labelling task. The results of all three experiments support the hypothesis that a predictable interaction rhythm is beneficial in a range of interaction modalities and applications.
This research contributes to the field of human-computer interaction (HCI) in four ways. Firstly, it builds novel connections between existing theories in cognitive neuroscience, social psychology and HCI, highlighting how rhythmic temporal structures can be beneficial to the user's experience: particularly, their sense of control. Secondly, it establishes timing as a crucial design resource for mixed-initiative interaction, and provides empirical evidence of how the user's perceived control and other task experiences (such as reported levels of confidence, stress and effort) can be influenced by the manipulation of timing. Thirdly, it provides quantitative measures for the user's entrainment behaviours that are applicable to a wide range of interaction timescales. Lastly, it contextualises the design of timing in a realistic application scenario and offers insights to the design of general end-user automation and decision support tools.Cambridge Commonwealth European and International Trust Scholarship
Cambridge Philosophical Society research studentship
Gonville & Caius College hardship grant
China Scholarship Council (CSC) (The agreement with CSC has been officially cancelled on 28 December 2017.
Perceiving Sociable Technology: Exploring the Role of Anthropomorphism and Agency Perception on Human-Computer Interaction (HCI)
With the arrival of personal assistants and other AI-enabled autonomous technologies, social interactions with smart devices have become a part of our daily lives. Therefore, it becomes increasingly important to understand how these social interactions emerge, and why users appear to be influenced by them. For this reason, I explore questions on what the antecedents and consequences of this phenomenon, known as anthropomorphism, are as described in the extant literature from fields ranging from information systems to social neuroscience. I critically analyze those empirical studies directly measuring anthropomorphism and those referring to it without a corresponding measurement. Through a grounded theory approach, I identify common themes and use them to develop models for the antecedents and consequences of anthropomorphism. The results suggest anthropomorphism possesses both conscious and non-conscious components with varying implications. While conscious attributions are shown to vary based on individual differences, non-conscious attributions emerge whenever a technology exhibits apparent reasoning such as through non-verbal behavior like peer-to-peer mirroring or verbal paralinguistic and backchanneling cues. Anthropomorphism has been shown to affect users’ self-perceptions, perceptions of the technology, how users interact with the technology, and the users’ performance. Examples include changes in a users’ trust on the technology, conformity effects, bonding, and displays of empathy. I argue these effects emerge from changes in users’ perceived agency, and their self- and social- identity similarly to interactions between humans. Afterwards, I critically examine current theories on anthropomorphism and present propositions about its nature based on the results of the empirical literature. Subsequently, I introduce a two-factor model of anthropomorphism that proposes how an individual anthropomorphizes a technology is dependent on how the technology was initially perceived (top-down and rational or bottom-up and automatic), and whether it exhibits a capacity for agency or experience. I propose that where a technology lays along this spectrum determines how individuals relates to it, creating shared agency effects, or changing the users’ social identity. For this reason, anthropomorphism is a powerful tool that can be leveraged to support future interactions with smart technologies
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