42,792 research outputs found

    Motivations, Values and Emotions: 3 sides of the same coin

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    This position paper speaks to the interrelationships between the three concepts of motivations, values, and emotion. Motivations prime actions, values serve to choose between motivations, emotions provide a common currency for values, and emotions implement motivations. While conceptually distinct, the three are so pragmatically intertwined as to differ primarily from our taking different points of view. To make these points more transparent, we briefly describe the three in the context a cognitive architecture, the LIDA model, for software agents and robots that models human cognition, including a developmental period. We also compare the LIDA model with other models of cognition, some involving learning and emotions. Finally, we conclude that artificial emotions will prove most valuable as implementers of motivations in situations requiring learning and development

    Artificial consciousness and the consciousness-attention dissociation

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    Artificial Intelligence is at a turning point, with a substantial increase in projects aiming to implement sophisticated forms of human intelligence in machines. This research attempts to model specific forms of intelligence through brute-force search heuristics and also reproduce features of human perception and cognition, including emotions. Such goals have implications for artificial consciousness, with some arguing that it will be achievable once we overcome short-term engineering challenges. We believe, however, that phenomenal consciousness cannot be implemented in machines. This becomes clear when considering emotions and examining the dissociation between consciousness and attention in humans. While we may be able to program ethical behavior based on rules and machine learning, we will never be able to reproduce emotions or empathy by programming such control systems—these will be merely simulations. Arguments in favor of this claim include considerations about evolution, the neuropsychological aspects of emotions, and the dissociation between attention and consciousness found in humans. Ultimately, we are far from achieving artificial consciousness

    Towards Learning ‘Self’ and Emotional Knowledge in Social and Cultural Human-Agent Interactions

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    Original article can be found at: http://www.igi-global.com/articles/details.asp?ID=35052 Copyright IGI. Posted by permission of the publisher.This article presents research towards the development of a virtual learning environment (VLE) inhabited by intelligent virtual agents (IVAs) and modeling a scenario of inter-cultural interactions. The ultimate aim of this VLE is to allow users to reflect upon and learn about intercultural communication and collaboration. Rather than predefining the interactions among the virtual agents and scripting the possible interactions afforded by this environment, we pursue a bottomup approach whereby inter-cultural communication emerges from interactions with and among autonomous agents and the user(s). The intelligent virtual agents that are inhabiting this environment are expected to be able to broaden their knowledge about the world and other agents, which may be of different cultural backgrounds, through interactions. This work is part of a collaborative effort within a European research project called eCIRCUS. Specifically, this article focuses on our continuing research concerned with emotional knowledge learning in autobiographic social agents.Peer reviewe

    Agents, Believability and Embodiment in Advanced Learning Environments

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    On the World Wide Web we see a growing number of general HCI interfaces, interfaces to educational or entertainment systems, interfaces to professional environments, etc., where an animated face, a cartoon character or a human-like virtual agent has the task to assist the user, to engage the user into a conversation or to educate the user. What can be said say about the effects a human-like agent has on a student's performance? We discuss agents, their intelligence, embodiment and interaction modalities. In particular, we introduce viewpoints and questions about roles embodied agents can play in educational environment

    The influence of cognition and emotion on Nigerian undergraduates frustration during e-Registration

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    This study was designed to investigate the relative and combined contributions of cognition and emotion to Nigerian undergraduates’ level of computer frustration in online environments. The 1972 students who participated in the study were randomly selected from the two state-owned universities in Ogun State, Nigeria. The data for the study were collected through the use of the Students’ Cognition Scale, Students’ Emotion Scale, and Students’ Computer Frustration Scale. Data analysis involved the use of mean and standard deviation as descriptive statistics, as well as the Pearson Product Moment Correlation and regression analysis as inferential statistics. The research findings revealed that students encountered various frustrating experiences during e-Registration and that a combination of the predictor variables, cognition and emotion, significantly accounted for 2.5% of the variance in the students’ level of frustration. Cognition was found to be the more potent contributor to this frustration. The results of this study further indicated that there was a statistically significant difference in the level of computer frustration among students at the two universities, potentially due to the relative differences in the schools’ technology facilities. Recommendations are made at the end of this paper in accordance with the findings of the study

    Consciousness, Meaning and the Future Phenomenology

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    Phenomenological states are generally considered sources of intrinsic motivation for autonomous biological agents. In this paper we will address the issue of exploiting these states for robust goal-directed systems. We will provide an analysis of consciousness in terms of a precise definition of how an agent “understands” the informational flows entering the agent. This model of consciousness and understanding is based in the analysis and evaluation of phenomenological states along potential trajectories in the phase space of the agents. This implies that a possible strategy to follow in order to build autonomous but useful systems is to embed them with the particular, ad-hoc phenomenology that captures the requirements that define the system usefulness from a requirements-strict engineering viewpoint

    Empathic Agent Technology (EAT)

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    A new view on empathic agents is introduced, named: Empathic Agent Technology (EAT). It incorporates a speech analysis, which provides an indication for the amount of tension present in people. It is founded on an indirect physiological measure for the amount of experienced stress, defined as the variability of the fundamental frequency of the human voice. A thorough review of literature is provided on which the EAT is founded. In addition, the complete processing line of this measure is introduced. Hence, the first generally applicable, completely automated technique is introduced that enables the development of truly empathic agents

    Gaze Behavior, Believability, Likability and the iCat

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    The iCat is a user-interface robot with the ability to express a range of emotions through its facial features. This paper summarizes our research whether we can increase the believability and likability of the iCat for its human partners through the application of gaze behaviour. Gaze behaviour serves several functions during social interaction such as mediating conversation flow, communicating emotional information and avoiding distraction by restricting visual input. There are several types of eye and head movements that are necessary for realizing these functions. We designed and evaluated a gaze behaviour system for the iCat robot that implements realistic models of the major types of eye and head movements found in living beings: vergence, vestibulo ocular reflexive, smooth pursuit movements and gaze shifts. We discuss how these models are integrated into the software environment of the iCat and can be used to create complex interaction scenarios. We report about some user tests and draw conclusions for future evaluation scenarios
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