13,940 research outputs found
Investigation of sequence processing: A cognitive and computational neuroscience perspective
Serial order processing or sequence processing underlies
many human activities such as speech, language, skill
learning, planning, problem-solving, etc. Investigating
the neural bases of sequence processing enables us to
understand serial order in cognition and also helps in
building intelligent devices. In this article, we review
various cognitive issues related to sequence processing
with examples. Experimental results that give evidence
for the involvement of various brain areas will be described.
Finally, a theoretical approach based on statistical
models and reinforcement learning paradigm is
presented. These theoretical ideas are useful for studying
sequence learning in a principled way. This article
also suggests a two-way process diagram integrating
experimentation (cognitive neuroscience) and theory/
computational modelling (computational neuroscience).
This integrated framework is useful not only in the present
study of serial order, but also for understanding
many cognitive processes
Aerospace medicine and biology: A continuing bibliography with indexes (supplement 333)
This bibliography lists 122 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during January, 1990. Subject coverage includes: aerospace medicine and psychology, life support systems and controlled environments, safety equipment, exobiology and extraterrestrial life, and flight crew behavior and performance
Aerospace medicine and biology: A continuing bibliography with indexes (supplement 324)
This bibliography lists 200 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during May, 1989. Subject coverage includes: aerospace medicine and psychology, life support systems and controlled environments, safety equipment, exobiology and extraterrestrial life, and flight crew behavior and performance
PCT and beyond: toward a computational framework for āintelligentā communicative systems
Recent years have witnessed increasing interest in āintelligentā autonomous machines such as robots. However, there is a long way to go before autonomous systems reach the level of capabilities required for even the simplest of tasks involving human-robot interaction - especially if it involves communicative behavior such as speech and language. The field of Artificial Intelligence (AI) has made great strides in these areas, and has graduated from high-level rule-based paradigms to embodied architectures whose operations are grounded in real physical environments. What is still missing, however, is an overarching theory of intelligent communicative behavior that informs system-level design decisions. This chapter introduces a framework that extends the principles of Perceptual Control Theory (PCT) toward a remarkably symmetric architecture for a needs-driven communicative agent. It is concluded that, if behavior is the control of perception (the central tenet of PCT), then perception (for communicative agents) is the simulation of behavior
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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