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Visual cognition during real social interaction
Copyright @ 2012 The Authors. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and 85 reproduction in any medium, provided the original author and source are credited. The article was made available through the Brunel University Open Access Publishing Fund.This article has been made available through the Brunel Open Access Publishing Fund.Laboratory studies of social visual cognition often simulate the critical aspects of joint attention by having participants interact with a computer-generated avatar. Recently, there has been a movement toward examining these processes during authentic social interaction. In this review, we will focus on attention to faces, attentional misdirection, and a phenomenon we have termed social inhibition of return (Social IOR), that have revealed aspects of social cognition that were hitherto unknown. We attribute these discoveries to the use of paradigms that allow for more realistic social interactions to take place. We also point to an area that has begun to attract a considerable amount of interest—that of Theory of Mind (ToM) and automatic perspective taking—and suggest that this too might benefit from adopting a similar approach
Artimate: an articulatory animation framework for audiovisual speech synthesis
We present a modular framework for articulatory animation synthesis using
speech motion capture data obtained with electromagnetic articulography (EMA).
Adapting a skeletal animation approach, the articulatory motion data is applied
to a three-dimensional (3D) model of the vocal tract, creating a portable
resource that can be integrated in an audiovisual (AV) speech synthesis
platform to provide realistic animation of the tongue and teeth for a virtual
character. The framework also provides an interface to articulatory animation
synthesis, as well as an example application to illustrate its use with a 3D
game engine. We rely on cross-platform, open-source software and open standards
to provide a lightweight, accessible, and portable workflow.Comment: Workshop on Innovation and Applications in Speech Technology (2012
Genisa: A web-based interactive learning environment for teaching simulation modelling
Intelligent Tutoring Systems (ITS) provide students with adaptive instruction and can facilitate the acquisition of problem solving skills in an interactive environment. This paper discusses the role of pedagogical strategies that have been implemented to facilitate the development of simulation modelling knowledge. The learning environment integrates case-based reasoning with interactive tools to guide tutorial remediation. The evaluation of the system shows that the model for pedagogical activities is a useful method for providing efficient simulation modelling instruction
Toward a second-person neuroscience
LS & BT : equal contributions (shared first-authorship)Peer reviewedPreprin
The neural representation of mental beliefs held by two agents
Neuroimaging research has demonstrated that mentalizing about false beliefs held by other people recruits the temporo-parietal junction (TPJ). However, earlier work was limited to a single agent that held a false belief. We investigated the effect of two agents that held similar or mixed false and/or true beliefs. Participants saw animated stories with two smurfs holding true or false beliefs (Story phase). At the end of each trial, they were requested to take the perspective of the self or one of the smurfs (Question phase). We predicted that an increasing number of smurfs holding a false belief would increase activation in the TPJ when participants have to report the belief of the smurf, because the incongruent belief should have a stronger influence if it is held by two compared with one agent. This prediction was confirmed as activation in the TPJ during the Story and Question phase increased when more smurfs held a false belief. Taking the perspective of the self led to stronger activation of the TPJ in the two conditions that involved a true belief and weakest activation in the condition of two false beliefs. These data suggest that activation in TPJ depends on the perspective participants take, and that the number of agents holding a false belief influences activation in the TPJ only when taking the agent's perspective
Research in the Language, Information and Computation Laboratory of the University of Pennsylvania
This report takes its name from the Computational Linguistics Feedback Forum (CLiFF), an informal discussion group for students and faculty. However the scope of the research covered in this report is broader than the title might suggest; this is the yearly report of the LINC Lab, the Language, Information and Computation Laboratory of the University of Pennsylvania.
It may at first be hard to see the threads that bind together the work presented here, work by faculty, graduate students and postdocs in the Computer Science and Linguistics Departments, and the Institute for Research in Cognitive Science. It includes prototypical Natural Language fields such as: Combinatorial Categorial Grammars, Tree Adjoining Grammars, syntactic parsing and the syntax-semantics interface; but it extends to statistical methods, plan inference, instruction understanding, intonation, causal reasoning, free word order languages, geometric reasoning, medical informatics, connectionism, and language acquisition.
Naturally, this introduction cannot spell out all the connections between these abstracts; we invite you to explore them on your own. In fact, with this issue it’s easier than ever to do so: this document is accessible on the “information superhighway”. Just call up http://www.cis.upenn.edu/~cliff-group/94/cliffnotes.html
In addition, you can find many of the papers referenced in the CLiFF Notes on the net. Most can be obtained by following links from the authors’ abstracts in the web version of this report.
The abstracts describe the researchers’ many areas of investigation, explain their shared concerns, and present some interesting work in Cognitive Science. We hope its new online format makes the CLiFF Notes a more useful and interesting guide to Computational Linguistics activity at Penn
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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