3,213 research outputs found

    Biologically inspired distributed machine cognition: a new formal approach to hyperparallel computation

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    The irresistable march toward multiple-core chip technology presents currently intractable pdrogramming challenges. High level mental processes in many animals, and their analogs for social structures, appear similarly massively parallel, and recent mathematical models addressing them may be adaptable to the multi-core programming problem

    Lurching Toward Chernobyl: Dysfunctions of Real-Time Computation

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    Cognitive biological structures, social organizations, and computing machines operating in real time are subject to Rate Distortion Theorem constraints driven by the homology between information source uncertainty and free energy density. This exposes the unitary structure/environment system to a relentless entropic torrent compounded by sudden large deviations causing increased distortion between intent and impact, particularly as demands escalate. The phase transitions characteristic of information phenomena suggest that, rather than graceful decay under increasing load, these structures will undergo punctuated degradation akin to spontaneous symmetry breaking in physical systems. Rate distortion problems, that also affect internal structural dynamics, can become synergistic with limitations equivalent to the inattentional blindness of natural cognitive process. These mechanisms, and their interactions, are unlikely to scale well, so that, depending on architecture, enlarging the structure or its duties may lead to a crossover point at which added resources must be almost entirely devoted to ensuring system stability -- a form of allometric scaling familiar from biological examples. This suggests a critical need to tune architecture to problem type and system demand. A real-time computational structure and its environment are a unitary phenomenon, and environments are usually idiosyncratic. Thus the resulting path dependence in the development of pathology could often require an individualized approach to remediation more akin to an arduous psychiatric intervention than to the traditional engineering or medical quick fix. Failure to recognize the depth of these problems seems likely to produce a relentless chain of the Chernobyl-like failures that are necessary, bot often insufficient, for remediation under our system

    Lifeworld Analysis

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    We argue that the analysis of agent/environment interactions should be extended to include the conventions and invariants maintained by agents throughout their activity. We refer to this thicker notion of environment as a lifeworld and present a partial set of formal tools for describing structures of lifeworlds and the ways in which they computationally simplify activity. As one specific example, we apply the tools to the analysis of the Toast system and show how versions of the system with very different control structures in fact implement a common control structure together with different conventions for encoding task state in the positions or states of objects in the environment.Comment: See http://www.jair.org/ for any accompanying file

    Designing a novel virtual collaborative environment to support collaboration in design review meetings

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    Project review meetings are part of the project management process and are organised to assess progress and resolve any design conflicts to avoid delays in construction. One of the key challenges during a project review meeting is to bring the stakeholders together and use this time effectively to address design issues as quickly as possible. At present, current technology solutions based on BIM or CAD are information-centric and do not allow project teams to collectively explore the design from a range of perspectives and brainstorm ideas when design conflicts are encountered. This paper presents a system architecture that can be used to support multi-functional team collaboration more effectively during such design review meetings. The proposed architecture illustrates how information-centric BIM or CAD systems can be made human- and team-centric to enhance team communication and problem solving. An implementation of the proposed system architecture has been tested for its utility, likability and usefulness during design review meetings. The evaluation results suggest that the collaboration platform has the potential to enhance collaboration among multi-functional teams

    CERA-CRANIUM: a test bed for machine consciousness research

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    Proceeding of: International Workshop on Machine Consciousness 2009. Hong Kong, China. 15-17. June, 2009.This paper describes a novel framework designed as a test bed for machine consciousness cognitive models (MCCM). This MCCM experimentation framework is based on a generalpurpose cognitive architecture that can be integrated in different environments and confronted with different problem domains. The definition of a generic cognitive control system for abstract agents is the root of the versatility of the presented framework. The proposed control system, which is inspired in the major cognitive theories of consciousness, provides mechanisms for both sensory data acquisition and motor action execution. Sensory and motor data is represented in the proposed architecture using different level workspaces where percepts and actions are generated thanks to the competition and collaboration of specialized processors. Additionally, this cognitive architecture provides the means to modulate perception and behavior; in other words, it offers an interface for a higher control layer to drive the way percepts and actions are generated and how they interact with each other. This mechanism permits the experimentation with virtually any high level cognitive model of consciousness. An illustrative application scenario, autonomous explorer robots, is also reviewed in this work.This research has been supported by the Spanish Ministry of Science and Innovation under CICYT grant TRA2007-67374-C02-02.No publicad

    A framework for design engineering education in a global context

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    This paper presents a framework for teaching design engineering in a global context using innovative technologies to enable distributed teams to work together effectively across international and cultural boundaries. The DIDET Framework represents the findings of a 5-year project conducted by the University of Strathclyde, Stanford University and Olin College which enhanced student learning opportunities by enabling them to partake in global, team based design engineering projects, directly experiencing different cultural contexts and accessing a variety of digital information sources via a range of innovative technology. The use of innovative technology enabled the formalization of design knowledge within international student teams as did the methods that were developed for students to store, share and reuse information. Coaching methods were used by teaching staff to support distributed teams and evaluation work on relevant classes was carried out regularly to allow ongoing improvement of learning and teaching and show improvements in student learning. Major findings of the 5 year project include the requirement to overcome technological, pedagogical and cultural issues for successful eLearning implementations. The DIDET Framework encapsulates all the conclusions relating to design engineering in a global context. Each of the principles for effective distributed design learning is shown along with relevant findings and suggested metrics. The findings detailed in the paper were reached through a series of interventions in design engineering education at the collaborating institutions. Evaluation was carried out on an ongoing basis and fed back into project development, both on the pedagogical and the technological approaches

    The Action Execution Process Implemented in Different Cognitive Architectures: A Review

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    Mobility, physical space and learning

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    Our biological inheritance is to sense the world through many channels including the non verbal. Learning theory, in both organizational and pedagogic contexts, has come to recognise as much, yet the dominant physical expressions given to learning space in both contexts remain rooted in linear arrangements. The advent of contemporary human processing tools and artefacts have the potential to liberate the learner yet space designs, driven by dictates of notional efficiency and a view of work and learning as separate, stationary processes, constrain through a reduction in the natural reliance on sensorial, embodied human capacities. With an example of case material, we suggest an asynchronous co-evolutionary process, a syncretisation of learning theories and space design. Granting physical expression to modern views of the learning process as mobile and corporeal can, accelerate learning. Key words Workspace, workplace, learning, complexity, organizational ecology, mobilit
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