279,162 research outputs found

    Gaze, goals and growing up: Effects on imitative grasping

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    Developmental differences in the use of social-attention cues to imitation were examined among children aged 3- and 6-years old (n = 58) and adults (n = 29). In each of 20 trials, participants watched a model grasp two objects simultaneously and move them together. On every trial, the model directed her gaze towards only one of the objects. Some object pairs were related and had a clear functional goal outcome (e.g., flower, vase), while others were functionally unrelated (e.g., cardboard square, ladybug). Owing to attentional effects of eye gaze, it was expected that all participants would more faithfully imitate the grasp on the gazed-at object than the object not gazed at. Children were expected to imitate less accurately on trials with functionally-related objects than those without, due to goal-hierarchy effects. Results support effects of eye gaze on motor contagion. Childrenā€™s grasping accuracy on functionally-related and functionally-unrelated trials was similar but they were more likely to only use one hand on trials where the object pairs were functionally related. Implications for theories of imitation are discussed

    Integration of psychological models in the design of artificial creatures

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    Artificial creatures form an increasingly important component of interactive computer games. Examples of such creatures exist which can interact with each other and the game player and learn from their experiences. However, we argue, the design of the underlying architecture and algorithms has to a large extent overlooked knowledge from psychology and cognitive sciences. We explore the integration of observations from studies of motivational systems and emotional behaviour into the design of artificial creatures. An initial implementation of our ideas using the ā€œsim agentā€ toolkit illustrates that physiological models can be used as the basis for creatures with animal like behaviour attributes. The current aim of this research is to increase the ā€œrealismā€ of artificial creatures in interactive game-play, but it may have wider implications for the development of AI
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