279 research outputs found

    Computing point-of-view : modeling and simulating judgments of taste

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.Includes bibliographical references (p. 153-163).People have rich points-of-view that afford them the ability to judge the aesthetics of people, things, and everyday happenstance; yet viewpoint has an ineffable quality that is hard to articulate in words, let alone capture in computer models. Inspired by cultural theories of taste and identity, this thesis explores end-to-end computational modeling of people's tastes-from model acquisition, to generalization, to application- under various realms. Five aesthetical realms are considered-cultural taste, attitudes, ways of perceiving, taste for food, and sense-of-humor. A person's model is acquired by reading her personal texts, such as a weblog diary, a social network profile, or emails. To generalize a person model, methods such as spreading activation, analogy, and imprimer supplementation are applied to semantic resources and search spaces mined from cultural corpora. Once a generalized model is achieved, a person's tastes are brought to life through perspective-based applications, which afford the exploration of someone else's perspective through interactivity and play. The thesis describes model acquisition systems implemented for each of the five aesthetical realms.(cont.) The techniques of 'reading for affective themes' (RATE), and 'culture mining' are described, along with their enabling technologies, which are commonsense reasoning and textual affect analysis. Finally, six perspective-based applications were implemented to illuminate a range of real-world beneficiaries to person modeling-virtual mentoring, self-reflection, and deep customization.by Xinyu Hugo Liu.Ph.D

    Gaining Insight into Determinants of Physical Activity using Bayesian Network Learning

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    Contains fulltext : 228326pre.pdf (preprint version ) (Open Access) Contains fulltext : 228326pub.pdf (publisher's version ) (Open Access)BNAIC/BeneLearn 202

    Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation

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    This paper surveys the current state of the art in Natural Language Generation (NLG), defined as the task of generating text or speech from non-linguistic input. A survey of NLG is timely in view of the changes that the field has undergone over the past decade or so, especially in relation to new (usually data-driven) methods, as well as new applications of NLG technology. This survey therefore aims to (a) give an up-to-date synthesis of research on the core tasks in NLG and the architectures adopted in which such tasks are organised; (b) highlight a number of relatively recent research topics that have arisen partly as a result of growing synergies between NLG and other areas of artificial intelligence; (c) draw attention to the challenges in NLG evaluation, relating them to similar challenges faced in other areas of Natural Language Processing, with an emphasis on different evaluation methods and the relationships between them.Comment: Published in Journal of AI Research (JAIR), volume 61, pp 75-170. 118 pages, 8 figures, 1 tabl

    Neuroeconomics: How Neuroscience Can Inform Economics

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    Neuroeconomics uses knowledge about brain mechanisms to inform economic analysis, and roots economics in biology. It opens up the "black box" of the brain, much as organizational economics adds detail to the theory of the firm. Neuroscientists use many tools— including brain imaging, behavior of patients with localized brain lesions, animal behavior, and recording single neuron activity. The key insight for economics is that the brain is composed of multiple systems which interact. Controlled systems ("executive function") interrupt automatic ones. Emotions and cognition both guide decisions. Just as prices and allocations emerge from the interaction of two processes—supply and demand— individual decisions can be modeled as the result of two (or more) processes interacting. Indeed, "dual-process" models of this sort are better rooted in neuroscientific fact, and more empirically accurate, than single-process models (such as utility-maximization). We discuss how brain evidence complicates standard assumptions about basic preference, to include homeostasis and other kinds of state-dependence. We also discuss applications to intertemporal choice, risk and decision making, and game theory. Intertemporal choice appears to be domain-specific and heavily influenced by emotion. The simplified ß-d of quasi-hyperbolic discounting is supported by activation in distinct regions of limbic and cortical systems. In risky decision, imaging data tentatively support the idea that gains and losses are coded separately, and that ambiguity is distinct from risk, because it activates fear and discomfort regions. (Ironically, lesion patients who do not receive fear signals in prefrontal cortex are "rationally" neutral toward ambiguity.) Game theory studies show the effect of brain regions implicated in "theory of mind", correlates of strategic skill, and effects of hormones and other biological variables. Finally, economics can contribute to neuroscience because simple rational-choice models are useful for understanding highly-evolved behavior like motor actions that earn rewards, and Bayesian integration of sensorimotor information

    Communication, Affect, & Learning in the Classroom

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    The purpose of the handbook was to synthesize the first three decades of research in instructional communication into a single volume that could help both researchers and instructors understand the value of communication in the instructional process.Preface1.Teaching As a Communication Process The Instructional Communication Process The Teacher The Content The Instructional Strategy The Student The Feedback/Evaluation The Learning Environment/Instructional Context Kibler’s Model of Instruction The ADDIE Model of Instructional Design2.Communicating With Instructional Objectives Why Some Teachers Resent Objectives The Value of Objectives What Objectives Should Communicate3.Instructional Communication Strategies The Teacher As a Speaker The Teacher As a Moderator The Teacher As a Trainer The Teacher As a Manager The Teacher As a Coordinator & Innovator4.Communication, Affect, and Student Needs Measuring Student Affect Basic Academic Needs of Students Traditional Interpersonal Need Models Outcomes of Meeting Student Needs5.Learning Styles What is Learning Style? Dimensions of Learning Style and Their Assessment Matching, Bridging, and Style-Flexing6.Classroom Anxieties and Fears Communication Apprehension Receiver Apprehension Writing Apprehension Fear of Teacher Evaluation Apprehension Classroom Anxiety Probable Causes of Classroom Anxiety Communication Strategies for Reducing Classroom Anxiety7.Communication And Student Self-Concept Student Self-Concept: Some Definitions Characteristics of the Self Development of Student Self-Concept Dimensions of Student Self-Concept Self-Concept and Academic Achievement Effects of Self-Concept on Achievement Poker Chip Theory of Learning Communication Strategies for Nurturing and Building Realistic Student Self-Concept8.Instructional Assessment:Feedback,Grading, and Affect Defining the Assessment Process Evaluative Feedback Descriptive Feedback Assessment and Affect Competition and Cooperation in Learning Environments9.Traditional and Mastery Learning Systems Traditional Education Systems Mastery Learning Modified Mastery Learning10.Student Misbehavior and Classroom Management Why Students Misbehave Categories of Student Behaviors Students’ Effects on Affect in the Classroom Communication, Affect, and Classroom Management Communication Techniques for Increasing or Decreasing Student Behavior11.Teacher Misbehaviors and Communication Why Teachers Misbehave Common Teacher Misbehaviors Implications for the Educational Systems12.Teacher Self-Concept and Communication Dimensions of Teacher Self-Concept Development of Teacher Self-Concept Strategies for Increasing Teacher Self-Concept13.Increasing Classroom Affect Through Teacher Communication Style Communicator Style Concept Types of Communicator Styles Teacher Communication Style Teacher Communicator Behaviors That Build Affect14.Teacher Temperament in the Classroom Four Personality Types Popular Sanguine Perfect Melancholy Powerful Choleric Peaceful Phlegmatic Personality Blends15.Teacher Communication: Performance and Burnout Teaching: A Multifaceted Job Roles of an Instructional Manager Teacher Burnout Symptoms of Teacher Burnout Causes of Teacher Burnout Methods for Avoiding Burnout Mentoring to Prevent BurnoutAppendix A To Mrs. Russell: Without You This Never Would Have HappenedGlossaryInde

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Can Inform Economics

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    Who knows what I want to do? Who knows what anyone wants to do? How can you be sure about something like that? Isn’t it all a question of brain chemistry, signals going back and forth, electrical energy in the cortex? How do you know whether something is really what you want to do or just some kind of nerve impulse in the brain. Some minor little activity takes place somewhere in this unimportant place in one of the brain hemispheres and suddenly I want to go to Montana or I don’t want to go to Montana. (White Noise, Don DeLillo) 1

    It takes two flints to make a fire: Understanding work engagement at the team level

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    The main goal of the present thesis is to propose, validate and understand the construct of team work engagement. The thesis includes one theoretical article and five empirical articles. Theoretically, team work engagement is defined as a shared emergent state that mediates the relationship between interpersonal team processes and team effectiveness. In studies 1 and 2, we aimed at validating the construct. Our results indicate that work engagement can be empirically assessed at the individual and team levels. Moreover, the findings support the proposed mediation role of team work engagement. Study 3 was aimed at investigating a specific interpersonal team process variable, team conflict, in the relationship between team resources and team effectiveness. Results show that task and relationship conflict are contextual variables that have a negative impact on team work engagement. Task conflict, however, can strengthen the positive relationship between team work engagement and team performance. In study 4 we investigated the cross-level influence of team work engagement and individual positive emotions on perceptions of team viability. Our results indicate that team-level states have a “protective” effect on this specific outcome. Finally, study 5 takes a qualitative look at team members’ interactions, looking for patterns that characterize highly engaged teams. We found that positive affective interactions are frequent within these teams, but that the relationship between affective interactions and team objective performance is not linear. This work contributes to our understanding of teamwork, particularly its affective properties. The thesis also feeds the discussion of multilevel phenomena in organizational life, highlighting relevant clues for managing teams.A presente tese tem como objectivo propor, validar e explorar a emergência do constructo de “work engagement” de equipa. Apresenta-se uma proposta teórica, e cinco estudos empíricos. Teoricamente, define-se “work engagement” de equipa como um estado emergente partilhado, mediador da relação entre processos interpessoais de equipa e a eficácia da mesma. Os dois primeiros estudos procuraram validar o constructo. Os resultados mostram que este é distinto ao nível individual e de equipa, e suportam o referido papel mediador. O estudo 3 analisa um processo interpessoal específico, o conflito, na relação entre os recursos da equipa e a sua eficácia, mediada pelo “work engagement” de equipa. O conflito relacional e de tarefa apresentam uma relação negativa com o “work engagement” de equipa. Porém, o conflito de tarefa influencia positivamente a relação entre o “work engagement” de equipa e o seu desempenho. No estudo 4 investigou-se a influência “cross-level” entre o “work engagement” de equipa e as emoções positivas individuais para a percepção da viabilidade da equipa. Os resultados indicam que os estados colectivos têm um efeito “protector” para esta variável. Finalmente, o estudo 5 apresenta uma abordagem qualitativa, procurando padrões de interacção que caracterizam equipas de elevado “engagement”. Estas equipas demonstram frequentes interacções afectivas com valência positiva, mas a relação entre estas e a performance objectiva das equipas não é linear. Este trabalho contribui simultaneamente para a compreensão do trabalho em equipa, nomeadamente da sua dimensão afectiva, e para a discussão de constructos de natureza multinível, salientando pistas relevantes para a gestão de equipas
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