13,940 research outputs found

    Annotated Bibliography: Anticipation

    Get PDF

    Investigation of sequence processing: A cognitive and computational neuroscience perspective

    Get PDF
    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)

    Get PDF
    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)

    Get PDF
    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 ā€˜intelligentā€™ communicative systems

    No full text
    Recent years have witnessed increasing interest in ā€˜intelligentā€™ 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

    Get PDF
    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
    • ā€¦
    corecore