14 research outputs found

    Affective reactions towards socially interactive agents and their computational modeling

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    Over the past 30 years, researchers have studied human reactions towards machines applying the Computers Are Social Actors paradigm, which contrasts reactions towards computers with reactions towards humans. The last 30 years have also seen improvements in technology that have led to tremendous changes in computer interfaces and the development of Socially Interactive Agents. This raises the question of how humans react to Socially Interactive Agents. To answer these questions, knowledge from several disciplines is required, which is why this interdisciplinary dissertation is positioned within psychology and computer science. It aims to investigate affective reactions to Socially Interactive Agents and how these can be modeled computationally. Therefore, after a general introduction and background, this thesis first provides an overview of the Socially Interactive Agent system used in this work. Second, it presents a study comparing a human and a virtual job interviewer, which shows that both interviewers induce shame in participants to the same extent. Thirdly, it reports on a study investigating obedience towards Socially Interactive Agents. The results indicate that participants obey human and virtual instructors in similar ways. Furthermore, both types of instructors evoke feelings of stress and shame to the same extent. Fourth, a stress management training using biofeedback with a Socially Interactive Agent is presented. The study shows that a virtual trainer can teach coping techniques for emotionally challenging social situations. Fifth, it introduces MARSSI, a computational model of user affect. The evaluation of the model shows that it is possible to relate sequences of social signals to affective reactions, taking into account emotion regulation processes. Finally, the Deep method is proposed as a starting point for deeper computational modeling of internal emotions. The method combines social signals, verbalized introspection information, context information, and theory-driven knowledge. An exemplary application to the emotion shame and a schematic dynamic Bayesian network for its modeling are illustrated. Overall, this thesis provides evidence that human reactions towards Socially Interactive Agents are very similar to those towards humans, and that it is possible to model these reactions computationally.In den letzten 30 Jahren haben Forschende menschliche Reaktionen auf Maschinen untersucht und dabei das “Computer sind soziale Akteure”-Paradigma genutzt, in dem Reaktionen auf Computer mit denen auf Menschen verglichen werden. In den letzten 30 Jahren hat sich ebenfalls die Technologie weiterentwickelt, was zu einer enormen Veränderung der Computerschnittstellen und der Entwicklung von sozial interaktiven Agenten geführt hat. Dies wirft Fragen zu menschlichen Reaktionen auf sozial interaktive Agenten auf. Um diese Fragen zu beantworten, ist Wissen aus mehreren Disziplinen erforderlich, weshalb diese interdisziplinäre Dissertation innerhalb der Psychologie und Informatik angesiedelt ist. Sie zielt darauf ab, affektive Reaktionen auf sozial interaktive Agenten zu untersuchen und zu erforschen, wie diese computational modelliert werden können. Nach einer allgemeinen Einführung in das Thema gibt diese Arbeit daher, erstens, einen Überblick über das Agentensystem, das in der Arbeit verwendet wird. Zweitens wird eine Studie vorgestellt, in der eine menschliche und eine virtuelle Jobinterviewerin miteinander verglichen werden, wobei sich zeigt, dass beide Interviewerinnen bei den Versuchsteilnehmenden Schamgefühle in gleichem Maße auslösen. Drittens wird eine Studie berichtet, in der Gehorsam gegenüber sozial interaktiven Agenten untersucht wird. Die Ergebnisse deuten darauf hin, dass Versuchsteilnehmende sowohl menschlichen als auch virtuellen Anleiterinnen ähnlich gehorchen. Darüber hinaus werden durch beide Instruktorinnen gleiche Maße von Stress und Scham hervorgerufen. Viertens wird ein Biofeedback-Stressmanagementtraining mit einer sozial interaktiven Agentin vorgestellt. Die Studie zeigt, dass die virtuelle Trainerin Techniken zur Bewältigung von emotional herausfordernden sozialen Situationen vermitteln kann. Fünftens wird MARSSI, ein computergestütztes Modell des Nutzeraffekts, vorgestellt. Die Evaluation des Modells zeigt, dass es möglich ist, Sequenzen von sozialen Signalen mit affektiven Reaktionen unter Berücksichtigung von Emotionsregulationsprozessen in Beziehung zu setzen. Als letztes wird die Deep-Methode als Ausgangspunkt für eine tiefer gehende computergestützte Modellierung von internen Emotionen vorgestellt. Die Methode kombiniert soziale Signale, verbalisierte Introspektion, Kontextinformationen und theoriegeleitetes Wissen. Eine beispielhafte Anwendung auf die Emotion Scham und ein schematisches dynamisches Bayes’sches Netz zu deren Modellierung werden dargestellt. Insgesamt liefert diese Arbeit Hinweise darauf, dass menschliche Reaktionen auf sozial interaktive Agenten den Reaktionen auf Menschen sehr ähnlich sind und dass es möglich ist diese menschlichen Reaktion computational zu modellieren.Deutsche Forschungsgesellschaf

    Advances in Reinforcement Learning

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    Reinforcement Learning (RL) is a very dynamic area in terms of theory and application. This book brings together many different aspects of the current research on several fields associated to RL which has been growing rapidly, producing a wide variety of learning algorithms for different applications. Based on 24 Chapters, it covers a very broad variety of topics in RL and their application in autonomous systems. A set of chapters in this book provide a general overview of RL while other chapters focus mostly on the applications of RL paradigms: Game Theory, Multi-Agent Theory, Robotic, Networking Technologies, Vehicular Navigation, Medicine and Industrial Logistic

    Tätigkeitsbericht 2017-2019/20

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    Closed-Loop Quantitative Verification of Rate-Adaptive Pacemakers

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    Rate-adaptive pacemakers are cardiac devices able to automatically adjust the pacing rate in patients with chronotropic incompetence, i.e. whose heart is unable to provide an adequate rate at increasing levels of physical, mental or emotional activity. These devices work by processing data from physiological sensors in order to detect the patient’s activity and update the pacing rate accordingly. Rate-adaptation parameters depend on many patient-specific factors, and effective personalisation of such treatments can only be achieved through extensive exercise testing, which is normally intolerable for a cardiac patient. In this work, we introduce a data-driven and model-based approach for the automated verification of rate-adaptive pacemakers and formal analysis of personalised treatments. To this purpose, we develop a novel dual-sensor pacemaker model where the adaptive rate is computed by blending information from an accelerometer, and a metabolic sensor based on the QT interval. Our approach enables personalisation through the estimation of heart model parameters from patient data (electrocardiogram), and closed-loop analysis through the online generation of synthetic, model-based QT intervals and acceleration signals. In addition to personalisation, we also support the derivation of models able to account for the varied characteristics of a virtual patient population, thus enabling safety verification of the device. To capture the probabilistic and non-linear dynamics of the heart, we define a probabilistic extension of timed I/O automata with data and employ statistical model checking for quantitative verification of rate modulation. We evaluate our rate-adaptive pacemaker design on three subjects and a pool of virtual patients, demonstrating the potential of our approach to provide rigorous, quantitative insights into the closed-loop behaviour of the device under different exercise levels and heart conditions

    Ubiquitous Technology for Lifelong Learners

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    Nowadays, most people change their career throughout their lives, many times independently on what they learned during their formal education period. Therefore, the necessity to continually keep our skills sharp and up-to-date becomes increasingly important in a rapidly changing job market. The European Commission stressed the importance of lifelong learning as a key challenge for the knowledge society to adapt to the pace in which digital technology is transforming every aspect of people’s lives. Later on, the Commission published a reference framework comprising eight competences to flexibly adapt to a rapidly changing and highly interconnected world. In this thesis, we aim at supporting learners to understand the way they can better learn in-context using technology, therefore we focus on two specific competences, namely, learning to learn and digital competence

    Model Checking Stochastic Systems in PAT

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    Ph.DDOCTOR OF PHILOSOPH

    Proceedings of the 8th international conference on disability, virtual reality and associated technologies (ICDVRAT 2010)

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    The proceedings of the conferenc

    Agent-based management of clinical guidelines

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    Les guies de pràctica clínica (GPC) contenen un conjunt d'accions i dades que ajuden a un metge a prendre decisions sobre el diagnòstic, tractament o qualsevol altre procediment a un pacient i sobre una determinada malaltia. És conegut que l'adopció d'aquestes guies en la vida diària pot millorar l'assistència mèdica als pacients, pel fet que s'estandarditzen les pràctiques. Sistemes computeritzats que utilitzen GPC poden constituir part de sistemes d'ajut a la presa de decisions més complexos amb la finalitat de proporcionar el coneixement adequat a la persona adequada, en un format correcte i en el moment precís. L'automatització de l'execució de les GPC és el primer pas per la seva implantació en els centres mèdics.Per aconseguir aquesta implantació final, hi ha diferents passos que cal solucionar com per exemple, l'adquisició i representació de les GPC, la seva verificació formal, i finalment la seva execució. Aquesta Tesi està dirigida en l'execució de GPC i proposa la implementació d'un sistema multi-agent. En aquest sistema els diferents actors dels centres mèdics coordinen les seves activitats seguint un pla global determinat per una GPC. Un dels principals problemes de qualsevol sistema que treballa en l'àmbit mèdic és el tractament del coneixement. En aquest cas s'han hagut de tractar termes mèdics i organitzatius, que s'ha resolt amb la implementació de diferents ontologies. La separació de la representació del coneixement del seu ús és intencionada i permet que el sistema d'execució de GPC sigui fàcilment adaptable a les circumstàncies concretes dels centres, on varien el personal i els recursos disponibles.En paral·lel a l'execució de GPC, el sistema proposat manega preferències del pacient per tal d'implementar serveis adaptats al pacient. En aquesta àrea concretament, a) s'han definit un conjunt de criteris, b) aquesta informació forma part del perfil de l'usuari i serveix per ordenar les propostes que el sistema li proposa, i c) un algoritme no supervisat d'aprenentatge permet adaptar les preferències del pacient segons triï.Finalment, algunes idees d'aquesta Tesi actualment s'estan aplicant en dos projectes de recerca. Per una banda, l'execució distribuïda de GPC, i per altra banda, la representació del coneixement mèdic i organitzatiu utilitzant ontologies.Clinical guidelines (CGs) contain a set of directions or principles to assist the health care practitioner with patient care decisions about appropriate diagnostic, therapeutic, or other clinical procedures for specific clinical circumstances. It is widely accepted that the adoption of guideline-execution engines in daily practice would improve the patient care, by standardising the care procedures. Guideline-based systems can constitute part of a knowledge-based decision support system in order to deliver the right knowledge to the right people in the right form at the right time. The automation of the guideline execution process is a basic step towards its widespread use in medical centres.To achieve this general goal, different topics should be tackled, such as the acquisition of clinical guidelines, its formal verification, and finally its execution. This dissertation focuses on the execution of CGs and proposes the implementation of an agent-based platform in which the actors involved in health care coordinate their activities to perform the complex task of guideline enactment. The management of medical and organizational knowledge, and the formal representation of the CGs, are two knowledge-related topics addressed in this dissertation and tackled through the design of several application ontologies. The separation of the knowledge from its use is fully intentioned, and allows the CG execution engine to be easily customisable to different medical centres with varying personnel and resources.In parallel with the execution of CGs, the system handles citizen's preferences and uses them to implement patient-centred services. With respect this issue, the following tasks have been developed: a) definition of the user's criteria, b) use of the patient's profile to rank the alternatives presented to him, c) implementation of an unsupervised learning method to adapt dynamically and automatically the user's profile.Finally, several ideas of this dissertation are being directly applied in two ongoing funded research projects, including the agent-based execution of CGs and the ontological management of medical and organizational knowledge
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