10,815 research outputs found

    When All Is Still Concealed: Are We Closer to Understanding the Mechanisms Underlying Evaluative Conditioning?

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    Fulcher and Hammerl's (2001) important exploration of the role of contingency awareness in evaluative conditioning (EC) raises a lot of issues for discussion: (1) what boundaries, if any, exist between EC and affective learning paradigms?; (2) if EC does occur without awareness does this mean it is nonpropositional learning?; (3) is EC driven by stimulus–response (S–R), rather than stimulus–stimulus (S–S), associations and if so should it then surprise us that contingency awareness is not important?; and (4) if S–R associations are at the heart of EC, should we automatically assume EC is part of a different learning mechanism to autonomic Pavlovian conditioning (Field, 2000a, 2000b)? This article, after a critical review of Fulcher and Hammerl's work, discusses these issues with reference to what can be realistically inferred about the mechanisms underlying EC

    Biofeedback systems for stress reduction: Towards a Bright Future for a Revitalized Field

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    Stress has recently been baptized as the black death of the 21st century, which illustrates its threat to current health standards. This article proposes biofeedback systems as a means to reduce stress. A concise state-ofthe-art introduction on biofeedback systems is given. The field of mental health informatics is introduced. A compact state-of-the-art introduction on stress (reduction) is provided. A pragmatic solution for the pressing societal problem of illness due to chronic stress is provided in terms of closed loop biofeedback systems. A concise set of such biofeedback systems for stress reduction is presented. We end with the identification of several development phases and ethical concerns

    Persons Versus Brains: Biological Intelligence in Human Organisms

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    I go deep into the biology of the human organism to argue that the psychological features and functions of persons are realized by cellular and molecular parallel distributed processing networks dispersed throughout the whole body. Persons supervene on the computational processes of nervous, endocrine, immune, and genetic networks. Persons do not go with brains

    Towards a Formal Model of Recursive Self-Reflection

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    Self-awareness holds the promise of better decision making based on a comprehensive assessment of a system\u27s own situation. Therefore it has been studied for more than ten years in a range of settings and applications. However, in the literature the term has been used in a variety of meanings and today there is no consensus on what features and properties it should include. In fact, researchers disagree on the relative benefits of a self-aware system compared to one that is very similar but lacks self-awareness. We sketch a formal model, and thus a formal definition, of self-awareness. The model is based on dynamic dataflow semantics and includes self-assessment, a simulation and an abstraction as facilitating techniques, which are modeled by spawning new dataflow actors in the system. Most importantly, it has a method to focus on any of its parts to make it a subject of analysis by applying abstraction, self-assessment and simulation. In particular, it can apply this process to itself, which we call recursive self-reflection. There is no arbitrary limit to this self-scrutiny except resource constraints

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation
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