468 research outputs found

    Subjectivity, nature, existence: Foundational issues for enactive phenomenology

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    This thesis explores and discusses foundational issues concerning the relationship between phenomenological philosophy and the enactive approach to cognitive science, with the aim of clarifying, developing, and promoting the project of enactive phenomenology. This project is framed by three general ideas: 1) that the sciences of mind need a phenomenological grounding, 2) that the enactive approach is the currently most promising attempt to provide mind science with such a grounding, and 3) that this attempt involves both a naturalization of phenomenology and a phenomenologization of the concept of nature. More specifically, enactive phenomenology is the project of pursuing mutually illuminative exchanges between, on the one hand, phenomenological investigations of the structures of lived experience and embodied existence and, on the other, scientific accounts of mind and life – in particular those framed by theories of biological self-organization. The thesis consists of two parts. Part one is an introductory essay that seeks to clarify some of enactive phenomenology’s overarching philosophical commitments by tracing some of its historical roots. Part two is a compilation of four articles, each of which intervenes in a different contemporary debate relevant to the dissertation’s project

    Developmental Bootstrapping of AIs

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    Although some current AIs surpass human abilities in closed artificial worlds such as board games, their abilities in the real world are limited. They make strange mistakes and do not notice them. They cannot be instructed easily, fail to use common sense, and lack curiosity. They do not make good collaborators. Mainstream approaches for creating AIs are the traditional manually-constructed symbolic AI approach and generative and deep learning AI approaches including large language models (LLMs). These systems are not well suited for creating robust and trustworthy AIs. Although it is outside of the mainstream, the developmental bootstrapping approach has more potential. In developmental bootstrapping, AIs develop competences like human children do. They start with innate competences. They interact with the environment and learn from their interactions. They incrementally extend their innate competences with self-developed competences. They interact and learn from people and establish perceptual, cognitive, and common grounding. They acquire the competences they need through bootstrapping. However, developmental robotics has not yet produced AIs with robust adult-level competences. Projects have typically stopped at the Toddler Barrier corresponding to human infant development at about two years of age, before their speech is fluent. They also do not bridge the Reading Barrier, to skillfully and skeptically draw on the socially developed information resources that power current LLMs. The next competences in human cognitive development involve intrinsic motivation, imitation learning, imagination, coordination, and communication. This position paper lays out the logic, prospects, gaps, and challenges for extending the practice of developmental bootstrapping to acquire further competences and create robust, resilient, and human-compatible AIs.Comment: 102 pages, 29 figure

    Teaching Unknown Objects by Leveraging Human Gaze and Augmented Reality in Human-Robot Interaction

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    Roboter finden aufgrund ihrer außergewöhnlichen Arbeitsleistung, Präzision, Effizienz und Skalierbarkeit immer mehr Verwendung in den verschiedensten Anwendungsbereichen. Diese Entwicklung wurde zusätzlich begünstigt durch Fortschritte in der Künstlichen Intelligenz (KI), insbesondere im Maschinellem Lernen (ML). Mit Hilfe moderner neuronaler Netze sind Roboter in der Lage, Objekte in ihrer Umgebung zu erkennen und mit ihnen zu interagieren. Ein erhebliches Manko besteht jedoch darin, dass das Training dieser Objekterkennungsmodelle, in aller Regel mit einer zugrundeliegenden Abhängig von umfangreichen Datensätzen und der Verfügbarkeit großer Datenmengen einhergeht. Dies ist insbesondere dann problematisch, wenn der konkrete Einsatzort des Roboters und die Umgebung, einschließlich der darin befindlichen Objekte, nicht im Voraus bekannt sind. Die breite und ständig wachsende Palette von Objekten macht es dabei praktisch unmöglich, das gesamte Spektrum an existierenden Objekten allein mit bereits zuvor erstellten Datensätzen vollständig abzudecken. Das Ziel dieser Dissertation war es, einem Roboter unbekannte Objekte mit Hilfe von Human-Robot Interaction (HRI) beizubringen, um ihn von seiner Abhängigkeit von Daten sowie den Einschränkungen durch vordefinierte Szenarien zu befreien. Die Synergie von Eye Tracking und Augmented Reality (AR) ermöglichte es dem als Lehrer fungierenden Menschen, mit dem Roboter zu kommunizieren und ihn mittels des menschlichen Blickes auf Objekte hinzuweisen. Dieser holistische Ansatz ermöglichte die Konzeption eines multimodalen HRI-Systems, durch das der Roboter Objekte identifizieren und dreidimensional segmentieren konnte, obwohl sie ihm zu diesem Zeitpunkt noch unbekannt waren, um sie anschließend aus unterschiedlichen Blickwinkeln eigenständig zu inspizieren. Anhand der Klasseninformationen, die ihm der Mensch mitteilte, war der Roboter daraufhin in der Lage, die entsprechenden Objekte zu erlernen und später wiederzuerkennen. Mit dem Wissen, das dem Roboter durch diesen auf HRI basierenden Lehrvorgang beigebracht worden war, war dessen Fähigkeit Objekte zu erkennen vergleichbar mit den Fähigkeiten modernster Objektdetektoren, die auf umfangreichen Datensätzen trainiert worden waren. Dabei war der Roboter jedoch nicht auf vordefinierte Klassen beschränkt, was seine Vielseitigkeit und Anpassungsfähigkeit unter Beweis stellte. Die im Rahmen dieser Dissertation durchgeführte Forschung leistete bedeutende Beiträge an der Schnittstelle von Machine Learning (ML), AR, Eye Tracking und Robotik. Diese Erkenntnisse tragen nicht nur zum besseren Verständnis der genannten Felder bei, sondern ebnen auch den Weg für weitere interdisziplinäre Forschung. Die in dieser Dissertation enthalten wissenschaftlichen Artikel wurden auf hochrangigen Konferenzen in den Bereichen Robotik, Eye Tracking und HRI veröffentlicht.Robots are becoming increasingly popular in a wide range of environments due to their exceptional work capacity, precision, efficiency, and scalability. This development has been further encouraged by advances in Artificial Intelligence (AI), particularly Machine Learning (ML). By employing sophisticated neural networks, robots are given the ability to detect and interact with objects in their vicinity. However, a significant drawback arises from the underlying dependency on extensive datasets and the availability of substantial amounts of training data for these object detection models. This issue becomes particularly problematic when the specific deployment location of the robot and the surroundings, including the objects within it, are not known in advance. The vast and ever-expanding array of objects makes it virtually impossible to comprehensively cover the entire spectrum of existing objects using preexisting datasets alone. The goal of this dissertation was to teach a robot unknown objects in the context of Human-Robot Interaction (HRI) in order to liberate it from its data dependency, unleashing it from predefined scenarios. In this context, the combination of eye tracking and Augmented Reality (AR) created a powerful synergy that empowered the human teacher to seamlessly communicate with the robot and effortlessly point out objects by means of human gaze. This holistic approach led to the development of a multimodal HRI system that enabled the robot to identify and visually segment the Objects of Interest (OOIs) in three-dimensional space, even though they were initially unknown to it, and then examine them autonomously from different angles. Through the class information provided by the human, the robot was able to learn the objects and redetect them at a later stage. Due to the knowledge gained from this HRI based teaching process, the robot’s object detection capabilities exhibited comparable performance to state-of-the-art object detectors trained on extensive datasets, without being restricted to predefined classes, showcasing its versatility and adaptability. The research conducted within the scope of this dissertation made significant contributions at the intersection of ML, AR, eye tracking, and robotics. These findings not only enhance the understanding of these fields, but also pave the way for further interdisciplinary research. The scientific articles included in this dissertation have been published at high-impact conferences in the fields of robotics, eye tracking, and HRI

    The Self The Soul and The World: Affect Reason and Complexity

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    This book looks at the affective-cognitive roots of how the human mind inquires into the workings of nature and, more generally, how the mind confronts reality. Reality is an infinitely complex system, in virtue of which the mind can comprehend it only in bits and pieces, by making up interpretations of the myriads of signals received from the world by way of integrating those with information stored from the past. This constitutes a piecemeal interpretation by which we assemble our phenomenal reality. In perceiving the complex world and responding to it, the mind invokes the logic of affect and the logic of reason, the former mostly innate and implicit, and the latter generated consciously in explicit terms with reference to mind-independent relations between entities in nature. It is a strange combination of affect and reason that enables us to make decisions and inferences, --- the latter mostly of the inductive type --- thereby making possible the development of theories. Theories are our tool-kits for explaining and predicting phenomena, guiding us along in our journey in life. Theories, however, are defeasible, and need to be constantly updated, at times even radically. In this, the self and the soul are of enormous relevance. The former is the affect-based psychological engine driving all our mental processes, while the latter is the capacity of the conscious mind to examine and reconstruct the self by modulating repressed conflicts. If the soul remains inoperative, all our theories become misdirected and a rot spreads inexorably all around us

    COVID-19 Booster Vaccine Acceptance in Ethnic Minority Individuals in the United Kingdom: a mixed-methods study using Protection Motivation Theory

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    Background: Uptake of the COVID-19 booster vaccine among ethnic minority individuals has been lower than in the general population. However, there is little research examining the psychosocial factors that contribute to COVID-19 booster vaccine hesitancy in this population.Aim: Our study aimed to determine which factors predicted COVID-19 vaccination intention in minority ethnic individuals in Middlesbrough, using Protection Motivation Theory (PMT) and COVID-19 conspiracy beliefs, in addition to demographic variables.Method: We used a mixed-methods approach. Quantitative data were collected using an online survey. Qualitative data were collected using semi-structured interviews. 64 minority ethnic individuals (33 females, 31 males; mage = 31.06, SD = 8.36) completed the survey assessing PMT constructs, COVID-19conspiracy beliefs and demographic factors. 42.2% had received the booster vaccine, 57.6% had not. 16 survey respondents were interviewed online to gain further insight into factors affecting booster vaccineacceptance.Results: Multiple regression analysis showed that perceived susceptibility to COVID-19 was a significant predictor of booster vaccination intention, with higher perceived susceptibility being associated with higher intention to get the booster. Additionally, COVID-19 conspiracy beliefs significantly predictedintention to get the booster vaccine, with higher conspiracy beliefs being associated with lower intention to get the booster dose. Thematic analysis of the interview data showed that barriers to COVID-19 booster vaccination included time constraints and a perceived lack of practical support in the event ofexperiencing side effects. Furthermore, there was a lack of confidence in the vaccine, with individuals seeing it as lacking sufficient research. Participants also spoke of medical mistrust due to historical events involving medical experimentation on minority ethnic individuals.Conclusion: PMT and conspiracy beliefs predict COVID-19 booster vaccination in minority ethnic individuals. To help increase vaccine uptake, community leaders need to be involved in addressing people’s concerns, misassumptions, and lack of confidence in COVID-19 vaccination

    Offene-Welt-Strukturen: Architektur, Stadt- und Naturlandschaft im Computerspiel

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    Welche Rolle spielen Algorithmen für den Bildbau und die Darstellung von Welt und Wetter in Computerspielen? Wie beeinflusst die Gestaltung der Räume, Level und Topografien die Entscheidungen und das Verhalten der Spieler_innen? Ist der Brutalismus der erste genuine Architekturstil der Computerspiele? Welche Bedeutung haben Landschaftsgärten und Nationalparks im Strukturieren von Spielwelten? Wie wird Natur in Zeiten des Klimawandels dargestellt? Insbesondere in den letzten 20 Jahren adaptieren digitale Spielwelten akribischer denn je Merkmale der physisch-realen Welt. Durch aufwändige Produktionsverfahren und komplexe Visualisierungsstrategien wird die Angleichung an unsere übrige Alltagswelt stets in Abhängigkeit von Spielmechanik und Weltlichkeit erzeugt. Wie sich spätestens am Beispiel der Open-World-Spiele zeigt, führt die Übernahme bestimmter Weltbilder und Bildtraditionen zu ideologischen Implikationen, die weit über die bisher im Fokus der Forschung stehenden, aus anderen Medienformaten transferierten Erzählkonventionen hinausgehen. Mit seiner Theorie der Architektur als medialem Scharnier legt der Autor offen, dass digitale Spielwelten medienspezifische Eigenschaften aufweisen, die bisher nicht zu greifen waren und der Erforschung harrten. Durch Verschränken von Konzepten aus u.a. Medienwissenschaft, Game Studies, Philosophie, Architekturtheorie, Humangeografie, Landschaftstheorie und Kunstgeschichte erarbeitet Bonner ein transdisziplinäres Theoriemodell und ermöglicht anhand der daraus entwickelten analytischen Methoden erstmals, die komplexe Struktur heutiger Computerspiele - vom Indie Game bis zur AAA Open World - zu verstehen und zu benennen. Mit "Offene-Welt-Strukturen" wird die Architektonik digitaler Spielwelten umfassend zugänglich

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data

    Iterative musical collaboration as palimpsest: Suite Inversée and The Headroom Project

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    Suite inversée is a musical work, co-composed by the two authors asynchronously online by means of file transfer alone and digitally presented using a self-made web app called The Headroom Project. The Headroom Project mediates the compositional project during creation as well as allowing the listener to browse a historical thread that weaves through the developmental process: through this app, each audio file that was shared between the two composers can be heard and considered both in and out of the context of its creation. The framework of the project provided the opportunity for the authors to reflect on issues of remote digital collaboration and the palimpsest nature of a work revealed in varying stages of evolution through a novel mode of presentation. This paper discusses the mode of creation by situating it within narratives of composition and technology

    Brain Computations and Connectivity [2nd edition]

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    This is an open access title available under the terms of a CC BY-NC-ND 4.0 International licence. It is free to read on the Oxford Academic platform and offered as a free PDF download from OUP and selected open access locations. Brain Computations and Connectivity is about how the brain works. In order to understand this, it is essential to know what is computed by different brain systems; and how the computations are performed. The aim of this book is to elucidate what is computed in different brain systems; and to describe current biologically plausible computational approaches and models of how each of these brain systems computes. Understanding the brain in this way has enormous potential for understanding ourselves better in health and in disease. Potential applications of this understanding are to the treatment of the brain in disease; and to artificial intelligence which will benefit from knowledge of how the brain performs many of its extraordinarily impressive functions. This book is pioneering in taking this approach to brain function: to consider what is computed by many of our brain systems; and how it is computed, and updates by much new evidence including the connectivity of the human brain the earlier book: Rolls (2021) Brain Computations: What and How, Oxford University Press. Brain Computations and Connectivity will be of interest to all scientists interested in brain function and how the brain works, whether they are from neuroscience, or from medical sciences including neurology and psychiatry, or from the area of computational science including machine learning and artificial intelligence, or from areas such as theoretical physics
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