115 research outputs found

    Perceptual Learning and Abstraction in Machine Learning : an application to autonomous robotics

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    This paper deals with the possible benefits of Perceptual Learning in Artificial Intelligence. On the one hand, Perceptual Learning is more and more studied in neurobiology and is now considered as an essential part of any living system. In fact, Perceptual Learning and Cognitive Learning are both necessary for learning and often depends on each other. On the other hand, many works in Machine Learning are concerned with "Abstraction" in order to reduce the amount of complexity related to some learning tasks. In the Abstraction framework, Perceptual Learning can be seen as a specific process that learns how to transform the data before the traditional learning task itself takes place. In this paper, we argue that biologically-inspired Perceptual Learning mechanisms could be used to build efficient low-level Abstraction operators that deal with real world data. To illustrate this, we present an application where perceptual learning inspired meta-operators are used to perform an abstraction on an autonomous robot visual perception. The goal of this work is to enable the robot to learn how to identify objects it encounters in its environment

    Enaction as a Conceptual Framework for Developmental Cognitive Robotics

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    AbstractThis paper provides an accessible introduction to the cognitive systems paradigm of enaction and shows how it forms a practical framework for robotic systems that can develop cognitive abilities. The principal idea of enaction is that a cognitive system develops it own understanding of the world around it through its interactions with the environment. Thus, enaction entails that the cognitive system operates autonomously and that it generates its own models of how the world works. A discussion of the five key elements of enaction — autonomy, embodiment, emergence, experience, and sense-making — leads to a core set of functional, organizational, and developmental requirements which are then used in the design of a cognitive architecture for the iCub humanoid robot

    The Ontology of Vision. The Invisible, Consciousness of Living Matter

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    If I close my eyes, the absence of light activates the peripheral cells devoted to the perception of darkness. The awareness of ‘seeing oneself seeing’ is in its essence a thought, one that is internal to the vision and previous to any object of sight. To this amphibious faculty, the diaphanous color of darkness, Aristotle assigns the principle of knowledge. Vision is a whole perceptual system, not a channel of sense. Functions of vision are interweaved to the texture of human interaction within a terrestrial environment that is in turn contained into the cosmic order. Within the internal resonance of a double reflection, the living being is the transitive host between two orders of scale, both bigger and smaller than the individual and unity. In the perceptual integrative system of human vision, the convergence-divergence of the corporeal presence and the diffraction of its own appearance is the margin. The sensation of being no longer coincides with the breath of life, it does not seems ‘real’ without the trace of some visible evidence and its simultaneous ‘sharing.’ Without a shadow, without an imprint, and destined for multiple invisible witnesses, the numeric copia of the physical presence inhabits the transient memory of our electronic prostheses. A rudimentary ‘visuality’ replaces tangible experience dissipating its meaning and the awareness of being alive. Transversal to the civilizations of the ancient world, through different orders of function and status, the anthropomorphic figuration of archaic sculpture questions the idea of Being. Ancient statues do not appear in order to be visible as artworks, but rather to exist. The awareness of human finiteness seals the compulsion to ‘give body’ to an invisible apparition that shapes the figuration of Being as the corporeal expression of an ontogenetic waking of human consciousness.Subject and object, the term humanum fathoms the relationship between matter and its living dimension, this de facto vision and the ‘there is’ which it contains. The project reconsiders the rift between the terms vision–presence in the contemporary perception of anthropomorphic figuration according to the immaterial heritage of archaic human statuary and the esoteric legacy of its origins

    Development of a concept-based EMG-based speller

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    Physiological computing is a paradigm of computing that treats users’ physiological data as input during computing tasks in an Ambient Assisted Living (AAL) environment. By monitoring, analyzing and responding to such inputs, Physiological Computing Systems (PCS) are able to respond to the users’ cognitive, emotional and physical states. A specific case of PCS is Neural Computer Interface (NCI), which uses electrical signals governing users’ muscular activity (EMG data) to establish a direct communication pathway between the user and a computer. We present taxonomy of speller application parameters, propose a model of PCS, and describe the development of the EMG-based speller as a benchmark application. We analyze and develop an EMG-based speller application with a traditional letter-based as well as visual concept-based interface. Finally, we evaluate the performance and usability of the developed speller using empirical (accuracy, information transfer speed, input speed) metrics

    Microfunctionalism: Connectionism and the Scientific Explanation of Mental States

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    My goal in the present treatment is to sketch and compare two scientific approaches to understanding the mind. The first approach, that of classical cognitivism, depicts mind as a manipulator of chunky, quite high-level, symbols. The second approach, that of connectionism (Artificial Neural Networks, Parallel Distributed Processing) depicts mind as a product of the complex interactions between multiple so-called sub-symbolic elements. I shall try to clarify this contrast by associating classical cognitivism with the development of what I shall call semantically transparent systems, and connectionism with the deliberate eschewal of this strategy. Connectionism, I then argue, represents a subtle twist on the standard philosophical view of mental states as functional states. For it suggests a kind of microfunctionalism in which the inner roles do not map neatly onto roles determined by our everyday, contentful, purposive characterizations of the mental. (For the reader unfamiliar with some of these terms, such as functionalism, sub-symbolic, etc. don't worry: these will be explained as we go along)

    ADAPTr Exhibition

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    The book is one of the outcomes of the grant (funded by the EU seventh framework Programme grant number 317325. Period of grant 01.01.2013 to 31.12.20160. It describes the exhibition held in Ambika P3. It includes a double page statement from each of the seven partners and from each of the 42 research fellows employed under the scheme. There are four new essays (Prof Richard Blythe, Prof Kester Rattenbury, Prof Leon van Schaik, Dr Fleur Watson) a preface by Prof John Verbeke, and introduction by Prof Katharine Heron. It is included on the ADAPTr website and submitted to the EU as one of the deliverable outputs

    Affect Conveying Instant Messaging

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    Instant messaging applications cannot convey non-verbal communication through text-based messages. That can lead to an unpleasant misunderstanding between dyads when the discussion is held on a computer or smartphone. This study aims to determine if the affect conveying instant messaging applications has any usage within users who are daily users of instant messaging applications. Furthermore, does the application benefit the test users in the real variant group compared with the control group users? The tests were conducted with an instant messaging prototype application developed just for this experiment. To test the affect conveying instant messaging prototype, we gathered a test group, which were randomly divided into two different groups, those that tested the correct version and the control group. Both test groups tested the same application but with different affect conveying module or variant. The real group tested the real variant, and the random or control group tested the variant, which randomly chooses the conveyed affect or emotion. The affect is conveyed with emojis in both of the variants. After the tests were done, testers had to answer nine different interview questions. Finally, for three interview questions, testers give a grade on how satisfied they were with that particular function. The grades were analyzed with descriptive statistical methods, and the verbal interview answers were analyzed by gathering recurring themes across the answers. The study results show that the real variant of the affect conveying instant messaging prototype performed better overall than the random variant. Test users also think that the prototype and its affect conveying functionality was fun. However, they did not see any exact situations where they would use the affect conveying functionality in an instant messaging application. Testers thought that they would use it with friends and family rather than in professional life. Generally, the way emotions were conveyed in the prototype was well-received. Test users did not see any significant issues in it or if the same functionality would be used in applications like games.Pikaviestintäsovellukset eivät oletusarvoisesti välitä sanatonta viestintää tekstimuodossa olevien viestien mukana. Se on omiaan aiheuttamaan epämiellyttäviä väärinymmärryksiä keskusteluosapuolien välillä, kun keskustelu käydään tietokoneiden tai älypuhelimien avulla. Tämän tutkielman tavoitteena on selvittää, onko tunteita automaattisesti välittävällä pikaviestintäsovelluksella käyttöä niiden käyttäjien keskuudessa, jotka käyttävät pikaviestintäsovelluksia päivittäin omassa elämässä. Lisäksi selvitämme, tuoko testisovellus hyötyä sovelluksen oikeaa versiota testanneille verrattuna kontrolliryhmään. Testit ovat suoritettu sille erikseen luodulla pikaviestintäsovelluksella. Testatakseen testiin erikseen tehtyä pikaviestintäsovellus prototyyppiä, kokosimme testiryhmän, joka satunnaisesti jaettiin kahteen eri ryhmään, oikeaa versiota testanneisiin ja kontrolliryhmään. Molemmat testiryhmät testasivat samaa sovellusta, mutta joissa olivat kuitenkin eri affektiivinen moduuli. Todellisen testin suorittaneet testasivat niin sanottua oikeaa versiota, jossa tunteiden välitys toimi kuten sen oli tarkoitus toimia ja kontrolliryhmä testasi sovelluksen versiota, jossa tunteet, joita välitettiin, olivat sovelluksen satunnaisesti valitsemia tunteita, eivätkä oikeasti sovelluksen analysoimia tunteita käyttäjästä. Sovellusprototyypin testin jälkeen testaajat vastasivat yhdeksään haastattelukysymykseen, joista kolme kysymystä olivat sellaisia, joihin testaajan tuli antaa numeerinen arvosana siten kuinka tyytyväisiä he olivat kyseiseen toiminnallisuuteen. Numeeriset arvosanat analysoitiin kuvailevia tilastointimenetelmiä käyttäen ja sanalliset haastatteluvastaukset analysointiin teemoittamalla haastattelut ja löytämällä sieltä toistuvia teemoja. Tutkimustulokset osoittavat, että pikaviestintäsovellus prototyypin niin sanottu oikea versio toimi yleisesti paremmin mitä satunnaistettu tunteiden välitys. Testaajat myös ajattelivat, että prototyyppi ja sen automaattinen tunteidenvälitys oli hauskaa ja mielekästä seurattavaa keskustelun aikana. Testaajat eivät kuitenkaan haastattelun aikana löytäneet mitään tarkkaa reaalielämän käyttöä sovellukselle. Testaajat käyttäisivät sovellusta mieluimmin läheisten ja jo tuntemien ihmisten kanssa kuin esimerkiksi työelämässä. Testaajat yleisesti pitivät pikaviestintäsovelluksen tunteiden välityksestä, ja he eivät nähneet mitään suurta ongelmaa sen toiminnan kanssa tai että samanlainen toiminto olisi vapaaehtoisesti käytössä joissain muissa sovelluksissa, kuten videopeleissä

    A tablet computer-assisted motor and language skills training programme to promote communication development in children with autism: development and pilot study

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    Autism is a heterogenous condition, encompassing many different subtypes and presentations. Of those people with autism who lack communicative speech, some are more skilled at receptive language than their expressive difficulty might suggest. This disparity between what can be spoken and what can be understood correlates with motor and especially oral motor abilities, and thus may be a consequence of limits to oral motor skill. Point OutWords, tablet-based software targeted for this subgroup, builds on autistic perceptual and cognitive strengths to develop manual motor and oral motor skills prerequisite to communication by pointing or speaking. Although typical implementations of user-centred design rely on communicative speech, Point OutWords users were involved as co-creators both directly via their own nonverbal behavioural choices and indirectly via their communication therapists’ reports; resulting features include vectorised, high-contrast graphics, exogenous cues to help capture and maintain attention, customisable reinforcement prompts, and accommodation of open-loop visuomotor control
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