3,718 research outputs found

    Andy Clark and his Critics

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    In this volume, a range of high-profile researchers in philosophy of mind, philosophy of cognitive science, and empirical cognitive science, critically engage with Clark's work across the themes of: Extended, Embodied, Embedded, Enactive, and Affective Minds; Natural Born Cyborgs; and Perception, Action, and Prediction. Daniel Dennett provides a foreword on the significance of Clark's work, and Clark replies to each section of the book, thus advancing current literature with original contributions that will form the basis for new discussions, debates and directions in the discipline

    The Ecological Approach to Information Processing

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    Imagine a 5-stone weakling whose brain has been loaded with all the knowledge of a champion tennis player. He goes to serve in his first match – Wham! – His arm falls off. The 5-stone weakling just doesn’t have the bone structure or muscular development to serve that hard. There are, clearly, different types of knowledge/ability/skill, only some of which are a matter of what can be transferred simply by passing signals down a wire from one brain (or computer) to another. Sometimes it is the body (the hardware) which knows

    The Extended Mind and Network-Enabled Cognition

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    In thinking about the transformative potential of network technologies with respect to human cognition, it is common to see network resources as playing a largely assistive or augmentative role. In this paper we propose a somewhat more radical vision. We suggest that the informational and technological elements of a network system can, at times, constitute part of the material supervenience base for a human agent’s mental states and processes. This thesis (called the thesis of network-enabled cognition) draws its inspiration from the notion of the extended mind that has been propounded in the philosophical and cognitive science literature. Our basic claim is that network systems can do more than just augment cognition; they can also constitute part of the physical machinery that makes mind and cognition mechanistically possible. In evaluating this hypothesis, we identify a number of issues that seem to undermine the extent to which contemporary network systems, most notably the World Wide Web, can legitimately feature as part of an environmentally-extended cognitive system. Specific problems include the reliability and resilience of network-enabled devices, the accessibility of online information content, and the extent to which network-derived information is treated in the same way as information retrieved from biological memory. We argue that these apparent shortfalls do not necessarily merit the wholesale rejection of the network-enabled cognition thesis; rather, they point to the limits of the current state-of-the-art and identify the targets of many ongoing research initiatives in the network and information sciences. In addition to highlighting the importance of current research and technology development efforts, the thesis of network-enabled cognition also suggests a number of areas for future research. These include the formation and maintenance of online trust relationships, the subjective assessment of information credibility and the long-term impact of network access on human psychological and cognitive functioning. The nascent discipline of web science is, we suggest, suitably placed to begin an exploration of these issues

    Multi-robot taboo-list exploration of unknown structured environments

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    International audienceThis paper presents a new taboo-list approach for multi-robot exploration of unknown structured environments, in which agents are implicitly guided in their navigation on a globally shared map. Agents have a local view of their environment, inside which they navigate in a asynchronous manner. When the exploration is complete, agents gather at a rendezvous point. The novelty consists in using a distributed exploration algorithm which is not guided by frontiers to perform this task. Using the Brick&Mortar Improved ant-algorithm as a base, we add robot-perspective vision, variable vision range, and an optimization which prevents agents from going to the rendezvous point before exploration is complete. The algorithm was evaluated in simulation on a set of standard maps

    Multi-robot exploration of unknown environments with identification of exploration completion and post-exploration rendez-vous using ant algorithms

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    International audienceThis paper presents a new ant algorithm for the navigation of several robots, whose objective is to autonomously explore an unknown environment. When the coverage is com- pleted, all robots move to a previously defined meeting point. The approach that we propose in this paper for solving this problem, considers that the robots build, while moving, a common and shared representation of the environment. In this representation, the environment is viewed as a graph (typically a set of connected cells in a regular grid), each grid cell having a local memory able to store a limited amount of data. A robot can write numbers on the cell on which it is lying. It can also read the values of the cells in its neighborhood, and perform some simple operations, such as computing the minimum of a set of values. Each robot is capable, contrary to most ant- based approaches, to determine, in a distributed way, when the environment coverage has completed. Few ant algorithms can do that. Brick&Mortar is one of them and this is why it retains a central place in our proposition. The novelty of our approach is that, due to an emerging property of the underlying algorithm, agents will finish their exploration at a pre-defined evacuation point. In addition, several improvements of the original Brick&Mortar algorithm are proposed in this paper, such as the possibility to use better local strategies at the robot level (using, for example, LRTA*). The paper also presents a set of benchmarks against the best existing ant algorithms on several widespread graph topologies

    Learning to Speak and Act in a Fantasy Text Adventure Game

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    We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue. In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game. We describe the results of training state-of-the-art generative and retrieval models in this setting. We show that in addition to using past dialogue, these models are able to effectively use the state of the underlying world to condition their predictions. In particular, we show that grounding on the details of the local environment, including location descriptions, and the objects (and their affordances) and characters (and their previous actions) present within it allows better predictions of agent behavior and dialogue. We analyze the ingredients necessary for successful grounding in this setting, and how each of these factors relate to agents that can talk and act successfully

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Modeling human and organizational behavior using a relation-centric multi-agent system design paradigm

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    Today's modeling and simulation communities are being challenged to create rich, detailed models incorporating human decision-making and organizational behavior. Recent advances in distributed artificial intelligence and complex systems theory have demonstrated that such ill-defined problems can be effectively modeled with agent-based simulation techniques using multiple, autonomoous, adaptive entities. RELATE, a relation-centric design paradigm for multi-agent systems (MAS), is presented to assist developers incorporate MAS solutions into their simulations. RELATe focuses the designer on six key concepts of MAS simulations: relationships, environment, laws, agents, things, and effectors. A library of Java classes is presented which enables the user to rapidly prototype an agent-based simulation. This library utilizes the Java programming language to support cross-platform and web based designs. All Java classes and interfaces are fully documented using HTML Javadoc format. Two reference cases are provided that allow for easy code reuse and modification. Finally, an existing metworked DIS-Java-VRML simulation was modified to demonstrate the ability to utilize the RELATE library to add agents to existing applications. LCDR Kim Roddy focused on the development and refinement of the RELATE design paradigm, while LT Mike Dickson focused on the actual Java implementation. Joint work was conducted on all research and reference caseshttp://www.archive.org/details/modelinghumanorg00roddU.S. Navy (U.S.N.) author

    High resolution pressure sensing using sub-pixel shifts on low resolution load-sensing tiles

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    International audienceIn ambient intelligence, pressure sensing can be used for detecting and recognizing objects based on their load profile. This paper presents a pressure scanning technique that improves weight-based object recognition, by adding information about the surface of the object in contact with the floor. The new high-resolution pressure scanning technique employs sub-pixel shifting to assemble a series of low-resolution scans into an aggregated high-resolution scan. The proposed scanning device is composed of 4 load-sensing tiles, on which the scanned object slides in regular movements. The result is a regular grid image of the object's contact surface, containing the weight of each section of the grid, as well as the corresponding centers of mass. A formal proof-of-concept is provided, together with experimental results obtained both on a noiseless simulated platform, and on a noisy physical platform
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