182,699 research outputs found

    Mapping dynamic interactions among cognitive biases in depression

    Get PDF
    Depression is theorized to be caused in part by biased cognitive processing of emotional information. Yet, prior research has adopted a reductionist approach that does not characterize how biases in cognitive processes such as attention and memory work together to confer risk for this complex multifactorial disorder. Grounded in affective and cognitive science, we highlight four mechanisms to understand how attention biases, working memory difficulties, and long-term memory biases interact and contribute to depression. We review evidence for each mechanism and highlight time- and context-dependent dynamics. We outline methodological considerations and recommendations for research in this area. We conclude with directions to advance the understanding of depression risk, cognitive training interventions, and transdiagnostic properties of cognitive biases and their interactions

    Developmental Robots - A New Paradigm

    Get PDF
    It has been proved to be extremely challenging for humans to program a robot to such a sufficient degree that it acts properly in a typical unknown human environment. This is especially true for a humanoid robot due to the very large number of redundant degrees of freedom and a large number of sensors that are required for a humanoid to work safely and effectively in the human environment. How can we address this fundamental problem? Motivated by human mental development from infancy to adulthood, we present a theory, an architecture, and some experimental results showing how to enable a robot to develop its mind automatically, through online, real time interactions with its environment. Humans mentally “raise” the robot through “robot sitting” and “robot schools” instead of task-specific robot programming

    Interaction Histories and Short-Term Memory: Enactive Development of Turn-Taking Behaviours in a Childlike Humanoid Robot

    Get PDF
    In this article, an enactive architecture is described that allows a humanoid robot to learn to compose simple actions into turn-taking behaviours while playing interaction games with a human partner. The robot’s action choices are reinforced by social feedback from the human in the form of visual attention and measures of behavioural synchronisation. We demonstrate that the system can acquire and switch between behaviours learned through interaction based on social feedback from the human partner. The role of reinforcement based on a short-term memory of the interaction was experimentally investigated. Results indicate that feedback based only on the immediate experience was insufficient to learn longer, more complex turn-taking behaviours. Therefore, some history of the interaction must be considered in the acquisition of turn-taking, which can be efficiently handled through the use of short-term memory.Peer reviewedFinal Published versio
    corecore