141,776 research outputs found
Exposure to criminal environment and criminal social identity in a sample of adult prisoners: The moderating role of psychopathic traits
The purpose of this study was to investigate the role of period of incarceration, criminal friend index (a retrospective measure intended to quantify criminal associations before first incarceration), and four psychopathy factors (interpersonal manipulation, callous affect, erratic lifestyle, and antisocial behavior) in criminal social identity (CSI) while controlling for age and gender. Participants were a sample of 501 incarcerated offenders (males n = 293; females n = 208) from three prisons located in Pennsylvania Sate. Moderated regression analyses indicated no significant direct association between period of incarceration and CSI or between criminal friend index and CSI. However, a significant moderating effect of interpersonal manipulation on the relationship between period of incarceration and CSI was observed. Period of incarceration was significantly positively correlated with CSI (particularly with in-group ties subscale) only for those offenders who scored high (1 SD above the mean) on interpersonal manipulation and significantly negatively correlated for those who scored low (1 SD below the mean) on interpersonal manipulation. Also, criminal friend index was positively significantly associated with in-group ties for high levels (1 SD above the mean) of callous affect. The main findings provide evidence for the claim that prisoners are likely to simulate changes in identity through the formation of bonds with other offenders and that this can be achieved using interpersonal manipulation skills
Using Noninvasive Brain Measurement to Explore the Psychological Effects of Computer Malfunctions on Users during Human-Computer Interactions
In todayâs technologically driven world, there is a need to better understand the ways that common computer malfunctions affect computer users. These malfunctions may have measurable influences on computer userâs cognitive, emotional, and behavioral responses. An experiment was conducted where participants conducted a series of web search tasks while wearing functional nearinfrared spectroscopy (fNIRS) and galvanic skin response sensors. Two computer malfunctions were introduced during the sessions which had the potential to influence correlates of user trust and suspicion. Surveys were given after each session to measure userâs perceived emotional state, cognitive load, and perceived trust. Results suggest that fNIRS can be used to measure the different cognitive and emotional responses associated with computer malfunctions. These cognitive and emotional changes were correlated with usersâ self-report levels of suspicion and trust, and they in turn suggest future work that further explores the capability of fNIRS for the measurement of user experience during human-computer interactions
The Cognitive Basis of Computation: Putting Computation in Its Place
The mainstream view in cognitive science is that computation lies at the basis of and explains cognition. Our analysis reveals that there is no compelling evidence or argument for thinking that brains compute. It makes the case for inverting the explanatory order proposed by the computational basis of cognition thesis. We give reasons to reverse the polarity of standard thinking on this topic, and ask how it is possible that computation, natural and artificial, might be based on cognition and not the other way around
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Perception enhancement system for automotive steering
Laboratory-based experiments were conducted to
evaluate the effect of the frequency and scale of
transient vibration events on the human detection of
road surface type by means of steering wheel vibration.
The study used steering wheel tangential direction
acceleration time histories which had been measured in
a mid-sized European automobile that was driven over
three different types of road surface. The steering
acceleration stimuli were manipulated by means of the
mildly non-stationary mission synthesis (MNMS)
algorithm in order to produce test stimuli which were
selectively modified in terms of the number, and size, of
transient vibration events they contained. Fifteen test
participants were exposed to both unmanipulated and
manipulated steering wheel rotational vibration stimuli,
and were asked to indicate, by either âyes or noâ,
whether the test stimuli was from a target road surface
which was displayed on a board. The findings suggested
that transient vibration events play a key role in the
human detection of road surface type in driving
situations. Improvements of up to 20 percentage points
in the rate of correct detection were achieved by means
of selective manipulation of the steering vibration
stimuli. The results also suggested, however, that no single setting of the MNMS algorithm proved optimal
for all three road surface types that were investigated
Lower body design of the âiCubâ a human-baby like crawling robot
The development of robotic cognition and a greater understanding of human cognition form two of the current greatest challenges of science. Within the RobotCub project the goal is the development of an embodied robotic child (iCub) with the physical and ultimately cognitive abilities of a 2frac12 year old human baby. The ultimate goal of this project is to provide the cognition research community with an open human like platform for understanding of cognitive systems through the study of cognitive development. In this paper the design of the mechanisms adopted for lower body and particularly for the leg and the waist are outlined. This is accompanied by discussion on the actuator group realisation in order to meet the torque requirements while achieving the dimensional and weight specifications. Estimated performance measures of the iCub are presented
Improving Usability of Interactive Graphics Specification and Implementation with Picking Views and Inverse Transformations
Specifying and programming graphical interactions are difficult tasks,
notably because designers have difficulties to express the dynamics of the
interaction. This paper shows how the MDPC architecture improves the usability
of the specification and the implementation of graphical interaction. The
architecture is based on the use of picking views and inverse transforms from
the graphics to the data. With three examples of graphical interaction, we show
how to express them with the architecture, how to implement them, and how this
improves programming usability. Moreover, we show that it enables implementing
graphical interaction without a scene graph. This kind of code prevents from
errors due to cache consistency management
Selection for cognitive control: a functional magnetic resonance imaging study on the selection of task-relevant information
The complex environment we live in makes it necessary to distinguish relevant from irrelevant information constantly and reliably. The aim of the present study was to investigate the neural substrate underlying the selection of task-relevant information. We devised a new paradigm in which participants had to switch between two different tasks that were instructed by task cues. The task cues had a relevant and an irrelevant cue dimension. In congruent trials, both cue dimensions indicated the same task; in incongruent trials, they indicated different tasks; and in neutral trials, only the relevant dimension indicated a task. By comparing trials in which both cue dimensions were informative (congruent and incongruent trials) with trials in which only the relevant dimension was informative (neutral trials), we were able to show that the lateral prefrontal cortex and a region in the intraparietal sulcus are involved in the selection of task-relevant information. Furthermore, the present paradigm allows the influence of the selected task and stimulus dimension to be investigated. No significant influence was found in the prefrontal cortex, indicating that this region serves a very abstract role in the selection of task-relevant information
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Effect of transient event frequency content and scale on the human detection of road surface type
This paper describes two laboratory-based experiments which evaluate the effect of transient event frequency
content and scale on the human detection of road surface type by means of steering wheel vibration. This study
used steering wheel tangential direction acceleration time histories which had been measured in a mid-sized
European automobile that was driven over two different types of road surface. The steering acceleration stimuli
were manipulated by means of the mildly non-stationary mission synthesis (MNMS) algorithm in order to
produce test stimuli which were selectively modified in terms of the number, and size, of transient vibration
events they contained. Fifteen test participants were exposed to both unmanipulated and manipulated steering
wheel rotational stimuli by means of a steering wheel vibration simulator. For each road surface type a total of
45 vibration test stimuli were presented to each participant. Each participant was asked to state, by means of a
simple "yes" or "no" answer, whether each individual stimuli was from a road surface which was being
presented in front of the simulator as a picture on a large board. Using Signal Detection Theory as the
analytical framework the results were summarized by means of the detectability index d' and by means of
receiver operating curve (ROC) points. Improvements of up to 20 percentage points in the rate of correct
detection were achieved by means of selective manipulation of the steering vibration stimuli. The results
suggested that no single setting of the MNMS algorithm proved optimal for both two road surface types that
were investigated
Minds, Brains and Programs
This article can be viewed as an attempt to explore the consequences of two propositions. (1) Intentionality in human beings (and animals) is a product of causal features of the brain I assume this is an empirical fact about the actual causal relations between mental processes and brains It says simply that certain brain processes are sufficient for intentionality. (2) Instantiating a computer program is never by itself a sufficient condition of intentionality The main argument of this paper is directed at establishing this claim The form of the argument is to show how a human agent could instantiate the program and still not have the relevant intentionality. These two propositions have the following consequences (3) The explanation of how the brain produces intentionality cannot be that it does it by instantiating a computer program. This is a strict logical consequence of 1 and 2. (4) Any mechanism capable of producing intentionality must have causal powers equal to those of the brain. This is meant to be a trivial consequence of 1. (5) Any attempt literally to create intentionality artificially (strong AI) could not succeed just by designing programs but would have to duplicate the causal powers of the human brain. This follows from 2 and 4
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