30,228 research outputs found

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Program on application of communications satellites to educational development. Computer-based instruction: A background paper on its status, cost/effectiveness and telecommunications requirements

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    Status, cost/effectiveness, and telecommunication/satellite requirements of computer-based instructio

    Beyond ‘Interaction’: How to Understand Social Effects on Social Cognition

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    In recent years, a number of philosophers and cognitive scientists have advocated for an ‘interactive turn’ in the methodology of social-cognition research: to become more ecologically valid, we must design experiments that are interactive, rather than merely observational. While the practical aim of improving ecological validity in the study of social cognition is laudable, we think that the notion of ‘interaction’ is not suitable for this task: as it is currently deployed in the social cognition literature, this notion leads to serious conceptual and methodological confusion. In this paper, we tackle this confusion on three fronts: 1) we revise the ‘interactionist’ definition of interaction; 2) we demonstrate a number of potential methodological confounds that arise in interactive experimental designs; and 3) we show that ersatz interactivity works just as well as the real thing. We conclude that the notion of ‘interaction’, as it is currently being deployed in this literature, obscures an accurate understanding of human social cognition

    Going Beyond the "Synthetic Method": New Paradigms Cross-Fertilizing Robotics and Cognitive Neuroscience

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    In so-called ethorobotics and robot-supported social cognitive neurosciences, robots are used as scientific tools to study animal behavior and cognition. Building on previous epistemological analyses of biorobotics, in this article it is argued that these two research fields, widely differing from one another in the kinds of robots involved and in the research questions addressed, share a common methodology, which significantly differs from the "synthetic method" that, until recently, dominated biorobotics. The methodological novelty of this strategy, the research opportunities that it opens, and the theoretical and technological challenges that it gives rise to, will be discussed with reference to the peculiarities of the two research fields. Some broad methodological issues related to the generalization of results concerning robot-animal interaction to theoretical conclusions on animal-animal interaction will be identified and discussed

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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