171,102 research outputs found
Contributions of the ventromedial prefrontal cortex to goal-directed action selection
In this article, it will be argued that one of the key contributions of the ventromedial prefrontal cortex (vmPFC) to goal-directed action selection lies both in retrieving the value of goals that are the putative outcomes of the decision process and in establishing a relative preference ranking for these goals by taking into account the value of each of the different goals under consideration in a given decision-making scenario. These goal-value signals are then suggested to be used as an input into the on-line computation of action values mediated by brain regions outside of the vmPFC, such as parts of the parietal cortex, supplementary motor cortex, and dorsal striatum. Collectively, these areas can be considered to be constituent elements of a multistage decision process whereby the values of different goals must first be represented and ranked before the value of different courses of action available for the pursuit of those goals can be computed
The motivation and pleasure dimension of negative symptoms: neural substrates and behavioral outputs.
A range of emotional and motivation impairments have long been clinically documented in people with schizophrenia, and there has been a resurgence of interest in understanding the psychological and neural mechanisms of the so-called "negative symptoms" in schizophrenia, given their lack of treatment responsiveness and their role in constraining function and life satisfaction in this illness. Negative symptoms comprise two domains, with the first covering diminished motivation and pleasure across a range of life domains and the second covering diminished verbal and non-verbal expression and communicative output. In this review, we focus on four aspects of the motivation/pleasure domain, providing a brief review of the behavioral and neural underpinnings of this domain. First, we cover liking or in-the-moment pleasure: immediate responses to pleasurable stimuli. Second, we cover anticipatory pleasure or wanting, which involves prediction of a forthcoming enjoyable outcome (reward) and feeling pleasure in anticipation of that outcome. Third, we address motivation, which comprises effort computation, which involves figuring out how much effort is needed to achieve a desired outcome, planning, and behavioral response. Finally, we cover the maintenance emotional states and behavioral responses. Throughout, we consider the behavioral manifestations and brain representations of these four aspects of motivation/pleasure deficits in schizophrenia. We conclude with directions for future research as well as implications for treatment
Instructional strategies and tactics for the design of introductory computer programming courses in high school
This article offers an examination of instructional strategies and tactics for the design of introductory computer programming courses in high school. We distinguish the Expert, Spiral and Reading approach as groups of instructional strategies that mainly differ in their general design plan to control students' processing load. In order, they emphasize topdown program design, incremental learning, and program modification and amplification. In contrast, tactics are specific design plans that prescribe methods to reach desired learning outcomes under given circumstances. Based on ACT* (Anderson, 1983) and relevant research, we distinguish between declarative and procedural instruction and present six tactics which can be used both to design courses and to evaluate strategies. Three tactics for declarative instruction involve concrete computer models, programming plans and design diagrams; three tactics for procedural instruction involve worked-out examples, practice of basic cognitive skills and task variation. In our evaluation of groups of instructional strategies, the Reading approach has been found to be superior to the Expert and Spiral approaches
A Role-Based Approach for Orchestrating Emergent Configurations in the Internet of Things
The Internet of Things (IoT) is envisioned as a global network of connected
things enabling ubiquitous machine-to-machine (M2M) communication. With
estimations of billions of sensors and devices to be connected in the coming
years, the IoT has been advocated as having a great potential to impact the way
we live, but also how we work. However, the connectivity aspect in itself only
accounts for the underlying M2M infrastructure. In order to properly support
engineering IoT systems and applications, it is key to orchestrate
heterogeneous 'things' in a seamless, adaptive and dynamic manner, such that
the system can exhibit a goal-directed behaviour and take appropriate actions.
Yet, this form of interaction between things needs to take a user-centric
approach and by no means elude the users' requirements. To this end,
contextualisation is an important feature of the system, allowing it to infer
user activities and prompt the user with relevant information and interactions
even in the absence of intentional commands. In this work we propose a
role-based model for emergent configurations of connected systems as a means to
model, manage, and reason about IoT systems including the user's interaction
with them. We put a special focus on integrating the user perspective in order
to guide the emergent configurations such that systems goals are aligned with
the users' intentions. We discuss related scientific and technical challenges
and provide several uses cases outlining the concept of emergent
configurations.Comment: In Proceedings of the Second International Workshop on the Internet
of Agents @AAMAS201
Beyond representations: towards an action-centric perspective on tangible interaction
In the light of theoretical as well as concrete technical development, we discuss a conceptual shift from an information-centric to an action-centric perspective on tangible interactive technology. We explicitly emphasise the qualities of shareable use, and the importance of designing tangibles that allow for meaningful manipulation and control of the digital material. This involves a broadened focus from studying properties of the interface, to instead aim for qualities of the activity of using a system, a general tendency towards designing for social and sharable use settings and an increased openness towards multiple and subjective interpretations. An effect of this is that tangibles are not designed as representations of data, but as resources for action. We discuss four ways that tangible artefacts work as resources for action: (1) for physical manipulation; (2) for referential, social and contextually oriented action; (3) for perception and sensory experience; (4) for digitally mediated action
Privacy Mining from IoT-based Smart Homes
Recently, a wide range of smart devices are deployed in a variety of
environments to improve the quality of human life. One of the important
IoT-based applications is smart homes for healthcare, especially for elders.
IoT-based smart homes enable elders' health to be properly monitored and taken
care of. However, elders' privacy might be disclosed from smart homes due to
non-fully protected network communication or other reasons. To demonstrate how
serious this issue is, we introduce in this paper a Privacy Mining Approach
(PMA) to mine privacy from smart homes by conducting a series of deductions and
analyses on sensor datasets generated by smart homes. The experimental results
demonstrate that PMA is able to deduce a global sensor topology for a smart
home and disclose elders' privacy in terms of their house layouts.Comment: This paper, which has 11 pages and 7 figures, has been accepted BWCCA
2018 on 13th August 201
Using motivation derived from computer gaming in the context of computer based instruction
This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning
Subjective information visualizations
Information Visualizations (InfoViz) are systems that require high levels of cognitive processing. They
revolve around the notion of decoding and interpreting visual patterns in order to achieve certain
goals. We argue that purely designing for the visual will not allow for optimum experiences since there
is more to InfoViz than just the visual. Interaction is a key to achieving higher levels of knowledge. In
this position paper we present a different perspective on the underlying meaning of interaction, where
we describe it as incorporating both the visual and the physical activities. By physical activities we
mean the physical actions upon the physical input device/s. We argue that interaction is the key
element for supporting users’ subjective experiences hence these experiences should first be
understood. All the discussions in this paper are based upon on going work in the field of visualizing
the literature knowledge domain (LKDViz)
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