92,411 research outputs found

    Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability

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    This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations – interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion. The article introduces the criteria for moral consideration that serve as a framework for this analysis. Adopting this framework, the article tackles the question of whether including artificial intelligences that are entitled to moral consideration in virtual environments constitutes an immoral action on the part of human creators. To address this problem, the article draws on three conceptual lenses from the philosophical branch of ethics: the problem of parenthood and procreation, the question concerning the moral status of animals, and the classical problem of evil. Using a thought experiment, the concluding section proposes a contractualist answer to the question posed in this article. The same section also emphasizes the potential need to reframe our understanding of the design of virtual environments and their future stakeholders

    Neuroethology, Computational

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    Over the past decade, a number of neural network researchers have used the term computational neuroethology to describe a specific approach to neuroethology. Neuroethology is the study of the neural mechanisms underlying the generation of behavior in animals, and hence it lies at the intersection of neuroscience (the study of nervous systems) and ethology (the study of animal behavior); for an introduction to neuroethology, see Simmons and Young (1999). The definition of computational neuroethology is very similar, but is not quite so dependent on studying animals: animals just happen to be biological autonomous agents. But there are also non-biological autonomous agents such as some types of robots, and some types of simulated embodied agents operating in virtual worlds. In this context, autonomous agents are self-governing entities capable of operating (i.e., coordinating perception and action) for extended periods of time in environments that are complex, uncertain, and dynamic. Thus, computational neuroethology can be characterised as the attempt to analyze the computational principles underlying the generation of behavior in animals and in artificial autonomous agents

    Adaptive Lévy processes and area-restricted search in human foraging

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    A considerable amount of research has claimed that animals’ foraging behaviors display movement lengths with power-law distributed tails, characteristic of Lévy flights and Lévy walks. Though these claims have recently come into question, the proposal that many animals forage using Lévy processes nonetheless remains. A Lévy process does not consider when or where resources are encountered, and samples movement lengths independently of past experience. However, Lévy processes too have come into question based on the observation that in patchy resource environments resource-sensitive foraging strategies, like area-restricted search, perform better than Lévy flights yet can still generate heavy-tailed distributions of movement lengths. To investigate these questions further, we tracked humans as they searched for hidden resources in an open-field virtual environment, with either patchy or dispersed resource distributions. Supporting previous research, for both conditions logarithmic binning methods were consistent with Lévy flights and rank-frequency methods–comparing alternative distributions using maximum likelihood methods–showed the strongest support for bounded power-law distributions (truncated Lévy flights). However, goodness-of-fit tests found that even bounded power-law distributions only accurately characterized movement behavior for 4 (out of 32) participants. Moreover, paths in the patchy environment (but not the dispersed environment) showed a transition to intensive search following resource encounters, characteristic of area-restricted search. Transferring paths between environments revealed that paths generated in the patchy environment were adapted to that environment. Our results suggest that though power-law distributions do not accurately reflect human search, Lévy processes may still describe movement in dispersed environments, but not in patchy environments–where search was area-restricted. Furthermore, our results indicate that search strategies cannot be inferred without knowing how organisms respond to resources–as both patched and dispersed conditions led to similar Lévy-like movement distributions

    Behavioral Adaptations of Nursing Brangus Cows to Virtual Fencing: Insights from a Training Deployment Phase

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    Virtual fencing systems have emerged as a promising technology for managing the distribution of livestock in extensive grazing environments. This study provides comprehensive documentation of the learning process involving two conditional behavioral mechanisms and the documentation of efficient, effective, and safe animal training for virtual fence applications on nursing Brangus cows. Two hypotheses were examined: (1) animals would learn to avoid restricted zones by increasing their use of containment zones within a virtual fence polygon, and (2) animals would progressively receive fewer audio-electric cues over time and increasingly rely on auditory cues for behavioral modification. Data from GPS coordinates, behavioral metrics derived from the collar data, and cueing events were analyzed to evaluate these hypotheses. The results supported hypothesis 1, revealing that virtual fence activation significantly increased the time spent in containment zones and reduced time in restricted zones compared to when the virtual fence was deactivated. Concurrently, behavioral metrics mirrored these findings, with cows adjusting their daily travel distances, exploration area, and cumulative activity counts in response to the allocation of areas with different virtual fence configurations. Hypothesis 2 was also supported by the results, with a decrease in cueing events over time and increased reliance with animals on audio cueing to avert receiving the mild electric pulse. These outcomes underscore the rapid learning capabilities of groups of nursing cows in responding to virtual fence boundaries

    Beyond cute: exploring user types and design opportunities of virtual reality pet games

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    Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    Debranding in Fantasy Realms: Perceived Marketing Opportunities within the Virtual World

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    This paper discusses the application of the concept of debranding within immersive virtual environments. In particular the issue of the media richness and vividness of experience is considered in these experience realms that may not be conducive to traditional branding invasive strategies. Brand equity is generally seen to be the desired outcome of branding strategies and the authors suggest that unless the virtual domains are considered as sacred spaces then brand equity may be compromised. The application of the above concepts is applied to the differing social spaces that operate within the different experience realms. The ideas of resonance, presence and interactivity are considered here. They lead to the development of a constructed positioning by the participants. Through the process of debranding, marketers may be able to enter these sacred spaces without negative impact to the brand. Perception of these virtual spaces was found to be partially congruent with this approach to branding. It thus presents a number of challenges for the owners of such virtual spaces and also virtual worlds in increasing the commercial utilization of investment in these environments

    Approximations of Algorithmic and Structural Complexity Validate Cognitive-behavioural Experimental Results

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    We apply methods for estimating the algorithmic complexity of sequences to behavioural sequences of three landmark studies of animal behavior each of increasing sophistication, including foraging communication by ants, flight patterns of fruit flies, and tactical deception and competition strategies in rodents. In each case, we demonstrate that approximations of Logical Depth and Kolmogorv-Chaitin complexity capture and validate previously reported results, in contrast to other measures such as Shannon Entropy, compression or ad hoc. Our method is practically useful when dealing with short sequences, such as those often encountered in cognitive-behavioural research. Our analysis supports and reveals non-random behavior (LD and K complexity) in flies even in the absence of external stimuli, and confirms the "stochastic" behaviour of transgenic rats when faced that they cannot defeat by counter prediction. The method constitutes a formal approach for testing hypotheses about the mechanisms underlying animal behaviour.Comment: 28 pages, 7 figures and 2 table

    Cancel the plane: I'll meet you in second life

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