171,102 research outputs found

    Contributions of the ventromedial prefrontal cortex to goal-directed action selection

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    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.

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    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

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    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

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    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

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    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

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    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

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    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

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    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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