575 research outputs found

    Grunt usage and social monitoring: Investigation of the signaller and the receiver perspectives in a tolerant species of baboons

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    La comprĂ©hension des sociĂ©tĂ©s, de la communication et de la cognition chez les primates non humains permet de mieux comprendre l'Ă©volution de notre propre espĂšce. Bien que la structure acoustique chez les primates soit principalement innĂ©e, leur utilisation vocale et leur comprĂ©hension / rĂ©ponse sont plus flexibles et fluctuent en fonction des expĂ©riences sociales. Comme les relations peuvent varier entre les individus d’un mĂȘme groupe et changer avec le temps, les contextes d’utilisation des vocalisations (perspective du signaleur) et les schĂ©mas de rĂ©ponse aux vocalisations (perspective du rĂ©cepteur) sont supposĂ©s diffĂ©rer mĂȘme entre espĂšces trĂšs proches. Mon projet de thĂšse s'inscrit dans le cadre actuel dĂ©terminant dans quelle mesure le systĂšme social façonne la communication et la cognition sociale chez les primates. Plus spĂ©cifiquement, j’ai Ă©tudiĂ© l’utilisation d’une vocalisation affiliative — le grognement — et la surveillance sociale d’une population sauvage de babouins de GuinĂ©e (Papio papio) vivant dans le parc national du Niokolo Koba, au SĂ©nĂ©gal. En combinant des observations comportementales et des designs expĂ©rimentaux, je me suis attachĂ©e Ă  investir le point de vue du signaleur et du receveur en utilisant le grognement, la vocalisation affiliative la plus commune chez les babouins. Les babouins de savane (P. ursinus, P. cynocephalus, P. kinda, P. anubis) vivent dans des groupes polygynandres caractĂ©risĂ©s par une forte compĂ©tition entre males et des relations sociales stables entre femelles. A l’inverse, l’organisation sociale des babouins de GuinĂ©e et hamadryas (P. hamadryas) est caractĂ©risĂ©e par une sociĂ©tĂ© Ă  plusieurs niveaux, une dispersion majoritaire des femelles et un systĂšme reproductif polygyny-monandre. Chez le babouin de GuinĂ©e, « l’unitĂ© » — i.e., un mĂąle « primaire », 1-6 femelle, leur progĂ©niture, et frĂ©quemment des mĂąles « secondaires » — reprĂ©sente le cƓur de la sociĂ©tĂ©, et l’agglomĂ©ration de plusieurs unitĂ©s s’appelle le « parti ». Les mĂąles sont majoritairement philopatriques au sein d’un parti et partage une grande tolĂ©rance spatiale, facilitant la formation de liens sociaux forts et durables. Afin d’évaluer si le systĂšme social du babouin de GuinĂ©e influence leur utilisation du grognement, j’ai collectĂ© des observations comportementales de mĂąles et de femelles sexuellement matures. Tout d’abord, j'ai examinĂ© si la nature des interactions suite Ă  une approche Ă©tait modulĂ©e par la production de grognements par l'animal approchant (i.e., le sujet). A la suite d’une approche avec grognement chez les deux sexes, la dyade Ă©tait plus susceptible d’interagir de maniĂšre affiliative. De plus, les grognements augmentaient la probabilitĂ© de manipulation du nourrisson du partenaire et rĂ©duisaient le risque de supplantation. Par la suite, j'ai testĂ© comment un nourrisson Ă  proximitĂ© du receveur et la qualitĂ© des liens sociaux entre partenaires pouvaient potentiellement influencer la dĂ©cision du sujet Ă  grogner ou rester silencieux. Les deux sexes Ă©taient plus susceptibles de grogner envers un partenaire fĂ©minin que masculin. Entre femelles, la probabilitĂ© d’émission vocale Ă©tait plus faible lorsqu’elles partageaient de forts liens sociaux, et ceci uniquement en prĂ©sence d’un nourrisson avec sa partenaire. L’appartenance Ă  une unitĂ© a Ă©galement eu un impact sur le grognement, car les femmes Ă©taient plus susceptibles de vocaliser lorsqu'elles approchent une femme d'une autre unitĂ©. Le statut de dominance et l’écart entre rang hiĂ©rarchique dyadique n’altĂ©raient pas la probabilitĂ© de grognement entre femelles, mĂȘme si une hiĂ©rarchie de dominance linĂ©aire a Ă©tĂ© dĂ©montrĂ©e. En accord avec la tolĂ©rance Ă©levĂ©e chez les mĂąles de cette espĂšce, la force des liens sociaux n'a eu aucun impact sur la probabilitĂ© de grogner lors d'approches entre mĂąles. Enfin, les mĂąles Ă©taient plus prompts Ă  grogner lorsqu'un nourrisson Ă©tait Ă  proximitĂ© du partenaire fĂ©minin. Dans l’ensemble, ces rĂ©sultats indiquent que les babouins de GuinĂ©e utilisent les grognements de maniĂšre stratĂ©gique pour faire connaĂźtre leurs intentions bĂ©nigne lors de situations imprĂ©visibles spĂ©cifiques (par exemple, en s’approchant d’un partenaire non prĂ©fĂ©rentiel). Bien que les contraintes gĂ©nĂ©tiques limitent la structure et l'Ă©tendue du rĂ©pertoire vocal au sein d’un mĂȘme taxon, les babouins peuvent adapter leur utilisation vocale de maniĂšre flexible en fonction de leur environnement social. Dans une seconde Ă©tude, j'ai explorĂ© le point de vue du receveur en testant l'attention portĂ©e aux interactions sociales de tiers chez les mĂąles adultes babouins de GuinĂ©e. J'ai pratiquĂ© des expĂ©riences de repasse pour dĂ©terminer si les mĂąles suivaient les associations actuelles entre mĂąles et femelles au sein de leur parti (mais en dehors de leur propre unitĂ©). Tout d’abord, j'ai dĂ©montrĂ© que les grognements sont exprimĂ©s plus frĂ©quemment entre femelles et mĂąles primaires d'une mĂȘme unitĂ© que d'unitĂ©s diffĂ©rentes. Par la suite, j'ai rĂ©alisĂ© des sĂ©quences acoustiques congruentes et incongrues simulant un Ă©change de grognements entre une femelle et un mĂąle primaire appartenant respectivement Ă  la mĂȘme unitĂ© ou non. J’ai testĂ© ces sĂ©quences de grognements sur des mĂąles primaires et des mĂąles non primaires, comme le statut des mĂąles (association avec une femelle) pourrait influencer la valeur des informations sociales. Étonnamment, les babouins mĂąles regardaient plus longtemps vers le hautparleur lorsqu’ils Ă©taient exposĂ©s Ă  la condition congruente par rapport Ă  la condition incongrue, un rĂ©sultat opposĂ© Ă  une prĂ©cĂ©dente expĂ©rience de repasse chez le mĂąle babouin chacma. De plus, les mĂąles primaires rĂ©agissaient plus fortement que les mĂąles non primaires, quel que soit la condition expĂ©rimentale. Ainsi, ces rĂ©sultats rĂ©vĂšlent comment les diffĂ©rences du systĂšme reproductif et du degrĂ© de compĂ©tition entre mĂąles affectent la valeur allouĂ©e aux informations sociales mĂȘme entre espĂšces gĂ©nĂ©tiquement proches. En comparant mes rĂ©sultats avec la littĂ©rature chez les geladas et d’autres espĂšces de babouins, les variations observĂ©es lors de l'utilisation de vocalisations et la motivation Ă  suivre les interactions des autres chez les babouins de GuinĂ©e sont susceptibles d'ĂȘtre liĂ©es Ă  des caractĂ©ristiques propres Ă  leur systĂšme social. Bien que les babouins de GuinĂ©e utilisent des grognements de maniĂšre stratĂ©gique pour signaler leur intention bienveillante, comme c’est le cas chez plusieurs autres espĂšces de primates, l’absence de significativitĂ© de la force des liens sociaux entre males et males-femelles, ainsi que de la hiĂ©rarchie de dominance fĂ©minine sur la production de grognements pourrait ĂȘtre liĂ©e au faible niveau de compĂ©tition observĂ© Ă  la fois entre ou au sein d’un mĂȘme sexe chez cette espĂšce. Compte tenu du faible intĂ©rĂȘt que suscitent les enregistrements simulant des associations incongrues entre femelles et mĂąles, mes expĂ©riences de repasse supportent que l'attribution de l'attention sociale — et potentiellement l’étendue des connaissances sociales — dĂ©pend fortement du systĂšme reproductif et du degrĂ© de compĂ©tition/tolĂ©rance entre congĂ©nĂšres. De futures recherches devraient considĂ©rer un ensemble de mesures rĂ©vĂ©lant comment la compĂ©tition, la cohĂ©sion et la coopĂ©ration impact potentiellement l’évolution de la communication et de la cognition. De plus, le dĂ©veloppement de recherches comparatives entre espĂšces ou populations confrontĂ©es Ă  des fluctuations des diffĂ©rentes dimensions du systĂšme social est primordial, sachant que l’environnement social semble expliquer davantage de variation entre espĂšces que les relations gĂ©nĂ©tique

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Méthodes d'apprentissage inspirées de l'humain pour un tuteur cognitif artificiel

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    Les systĂšmes tuteurs intelligents sont considĂ©rĂ©s comme un remarquable concentrĂ© de technologies qui permettent un processus d'apprentissage. Ces systĂšmes sont capables de jouer le rĂŽle d'assistants voire mĂȘme de tuteur humain. Afin d'y arriver, ces systĂšmes ont besoin de maintenir et d'utiliser une reprĂ©sentation interne de l'environnement. Ainsi, ils peuvent tenir compte des Ă©vĂšnements passĂ©s et prĂ©sents ainsi que de certains aspects socioculturels. ParallĂšlement Ă  l'Ă©volution dynamique de l'environnement, un agent STI doit Ă©voluer en modifiant ses structures et en ajoutant de nouveaux phĂ©nomĂšnes. Cette importante capacitĂ© d'adaptation est observĂ©e dans le cas de tuteurs humains. Les humains sont capables de gĂ©rer toutes ces complexitĂ©s Ă  l'aide de l'attention et du mĂ©canisme de conscience (Baars B. J., 1983, 1988), et (Sloman, A and Chrisley, R., 2003). Toutefois, reconstruire et implĂ©menter des capacitĂ©s humaines dans un agent artificiel est loin des possibilitĂ©s actuelles de la connaissance de mĂȘme que des machines les plus sophistiquĂ©es. Pour rĂ©aliser un comportement humanoĂŻde dans une machine, ou simplement pour mieux comprendre l'adaptabilitĂ© et la souplesse humaine, nous avons Ă  dĂ©velopper un mĂ©canisme d'apprentissage proche de celui de l'homme. Ce prĂ©sent travail dĂ©crit quelques concepts d'apprentissage fondamentaux implĂ©mentĂ©s dans un agent cognitif autonome, nommĂ© CTS (Conscious Tutoring System) dĂ©veloppĂ© dans le GDAC (Dubois, D., 2007). Nous proposons un modĂšle qui Ă©tend un apprentissage conscient et inconscient afin d'accroĂźtre l'autonomie de l'agent dans un environnement changeant ainsi que d'amĂ©liorer sa finesse. ______________________________________________________________________________ MOTS-CLÉS DE L’AUTEUR : Apprentissage, Conscience, Agent cognitif, Codelet

    An original framework for understanding human actions and body language by using deep neural networks

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    The evolution of both fields of Computer Vision (CV) and Artificial Neural Networks (ANNs) has allowed the development of efficient automatic systems for the analysis of people's behaviour. By studying hand movements it is possible to recognize gestures, often used by people to communicate information in a non-verbal way. These gestures can also be used to control or interact with devices without physically touching them. In particular, sign language and semaphoric hand gestures are the two foremost areas of interest due to their importance in Human-Human Communication (HHC) and Human-Computer Interaction (HCI), respectively. While the processing of body movements play a key role in the action recognition and affective computing fields. The former is essential to understand how people act in an environment, while the latter tries to interpret people's emotions based on their poses and movements; both are essential tasks in many computer vision applications, including event recognition, and video surveillance. In this Ph.D. thesis, an original framework for understanding Actions and body language is presented. The framework is composed of three main modules: in the first one, a Long Short Term Memory Recurrent Neural Networks (LSTM-RNNs) based method for the Recognition of Sign Language and Semaphoric Hand Gestures is proposed; the second module presents a solution based on 2D skeleton and two-branch stacked LSTM-RNNs for action recognition in video sequences; finally, in the last module, a solution for basic non-acted emotion recognition by using 3D skeleton and Deep Neural Networks (DNNs) is provided. The performances of RNN-LSTMs are explored in depth, due to their ability to model the long term contextual information of temporal sequences, making them suitable for analysing body movements. All the modules were tested by using challenging datasets, well known in the state of the art, showing remarkable results compared to the current literature methods

    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)

    Cognition, Affects et Interaction

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    International audienceCet ouvrage rassemble les travaux d’études et de recherche effectuĂ©s dans le cadre du cours «Cognition, Affects et Interaction » que nous avons animĂ© au 1er semestre 2015-2016. Cette deuxiĂšme Ă©dition de cours poursuit le principe inaugurĂ© en 2014 : aux cours magistraux donnĂ©s sur la thĂ©matique "Cognition, Interaction & Affects" qui donnent les outils mĂ©thodologiques des composantes de l’interaction socio-communicative, nous avons couplĂ© une introduction Ă  la robotique sociale et un apprentissage actif par travail de recherche en binĂŽmes. Le principe de ces travaux d’études et de recherche est d’effectuer une recherche bibliographique et de rĂ©diger un article de synthĂšse sur un aspect de l’interaction homme-robot. Si plusieurs sujets ont Ă©tĂ© proposĂ©s aux Ă©tudiants en dĂ©but d’annĂ©e, certains binĂŽmes ont choisi d’aborder l’interaction avec un angle original qui reflĂšte souvent les trajectoires de formation variĂ©s des Ă©tudiants en sciences cognitives (ingĂ©nierie, sociologie, psychologie, etc). Le rĂ©sultat dĂ©passe nos espĂ©rances : le lecteur trouvera une compilation d’articles argumentĂ©s de maniĂšre solide, rĂ©digĂ©s de maniĂšre claire et prĂ©sentĂ©s avec soin. Ces premiĂšres «publications» reflĂštent les capacitĂ©s singuliĂšres de rĂ©flexion de cette promotion en nette augmentation par rapport Ă  l’annĂ©e prĂ©cĂ©dente. Nous espĂ©rons que cette sĂ©rie d’ouvrages disponibles sous HAL puisse servir de point d’entrĂ©e Ă  des Ă©tudiants ou chercheurs intĂ©ressĂ©s Ă  explorer ce champ de recherches pluri-disciplinaire

    French Roadmap for complex Systems 2008-2009

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    This second issue of the French Complex Systems Roadmap is the outcome of the Entretiens de Cargese 2008, an interdisciplinary brainstorming session organized over one week in 2008, jointly by RNSC, ISC-PIF and IXXI. It capitalizes on the first roadmap and gathers contributions of more than 70 scientists from major French institutions. The aim of this roadmap is to foster the coordination of the complex systems community on focused topics and questions, as well as to present contributions and challenges in the complex systems sciences and complexity science to the public, political and industrial spheres

    The Encyclopedia of Neutrosophic Researchers - vol. 3

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    This is the third volume of the Encyclopedia of Neutrosophic Researchers, edited from materials offered by the authors who responded to the editor’s invitation. The authors are listed alphabetically. The introduction contains a short history of neutrosophics, together with links to the main papers and books. Neutrosophic set, neutrosophic logic, neutrosophic probability, neutrosophic statistics, neutrosophic measure, neutrosophic precalculus, neutrosophic calculus and so on are gaining significant attention in solving many real life problems that involve uncertainty, impreciseness, vagueness, incompleteness, inconsistent, and indeterminacy. In the past years the fields of neutrosophics have been extended and applied in various fields, such as: artificial intelligence, data mining, soft computing, decision making in incomplete / indeterminate / inconsistent information systems, image processing, computational modelling, robotics, medical diagnosis, biomedical engineering, investment problems, economic forecasting, social science, humanistic and practical achievements

    Computer Game Innovation

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    Faculty of Technical Physics, Information Technology and Applied Mathematics. Institute of Information TechnologyWydziaƂ Fizyki Technicznej, Informatyki i Matematyki Stosowanej. Instytut InformatykiThe "Computer Game Innovations" series is an international forum designed to enable the exchange of knowledge and expertise in the field of video game development. Comprising both academic research and industrial needs, the series aims at advancing innovative industry-academia collaboration. The monograph provides a unique set of articles presenting original research conducted in the leading academic centres which specialise in video games education. The goal of the publication is, among others, to enhance networking opportunities for industry and university representatives seeking to form R&D partnerships. This publication covers the key focus areas specified in the GAMEINN sectoral programme supported by the National Centre for Research and Development

    A cognitive ego-vision system for interactive assistance

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    With increasing computational power and decreasing size, computers nowadays are already wearable and mobile. They become attendant of peoples' everyday life. Personal digital assistants and mobile phones equipped with adequate software gain a lot of interest in public, although the functionality they provide in terms of assistance is little more than a mobile databases for appointments, addresses, to-do lists and photos. Compared to the assistance a human can provide, such systems are hardly to call real assistants. The motivation to construct more human-like assistance systems that develop a certain level of cognitive capabilities leads to the exploration of two central paradigms in this work. The first paradigm is termed cognitive vision systems. Such systems take human cognition as a design principle of underlying concepts and develop learning and adaptation capabilities to be more flexible in their application. They are embodied, active, and situated. Second, the ego-vision paradigm is introduced as a very tight interaction scheme between a user and a computer system that especially eases close collaboration and assistance between these two. Ego-vision systems (EVS) take a user's (visual) perspective and integrate the human in the system's processing loop by means of a shared perception and augmented reality. EVSs adopt techniques of cognitive vision to identify objects, interpret actions, and understand the user's visual perception. And they articulate their knowledge and interpretation by means of augmentations of the user's own view. These two paradigms are studied as rather general concepts, but always with the goal in mind to realize more flexible assistance systems that closely collaborate with its users. This work provides three major contributions. First, a definition and explanation of ego-vision as a novel paradigm is given. Benefits and challenges of this paradigm are discussed as well. Second, a configuration of different approaches that permit an ego-vision system to perceive its environment and its user is presented in terms of object and action recognition, head gesture recognition, and mosaicing. These account for the specific challenges identified for ego-vision systems, whose perception capabilities are based on wearable sensors only. Finally, a visual active memory (VAM) is introduced as a flexible conceptual architecture for cognitive vision systems in general, and for assistance systems in particular. It adopts principles of human cognition to develop a representation for information stored in this memory. So-called memory processes continuously analyze, modify, and extend the content of this VAM. The functionality of the integrated system emerges from their coordinated interplay of these memory processes. An integrated assistance system applying the approaches and concepts outlined before is implemented on the basis of the visual active memory. The system architecture is discussed and some exemplary processing paths in this system are presented and discussed. It assists users in object manipulation tasks and has reached a maturity level that allows to conduct user studies. Quantitative results of different integrated memory processes are as well presented as an assessment of the interactive system by means of these user studies
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