20,816 research outputs found

    Specification and Animation of Reactive Systems

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    SOLVE (Specification using an Object-based, LOTOS-defined, Visual language) is designed to allow formal requirements capture, particularly for reactive systems. The SOLVE language is object-based, and formally defined using LOTOS (Language Of Temporal Ordering Specification). SOLVE is supported by tools that allow direct visual animation of systems specified in this language. Animation is supported by translating a SOLVE specification automatically into a LOTOS specification, and then graphically simulating this. A further application is embodied in the XDILL tool that supports requirements specification and visual animation of digital logic circuits. Several illustrative SOLVE examples are given

    An embodied and grounded perspective on concepts

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    By the mainstream view in psychology and neuroscience, concepts are informational units, rather stable, and are represented in propositional format. In the view I will outline, instead, concepts correspond to patterns of activation of the perception, action and emotional systems which are typically activated when we interact with the entities they refer to. Starting from this embodied and grounded approach to concepts, I will focus on different research lines and present some experimental evidence concerning concepts of objects, concepts of actions, and abstract concepts. I will argue that, in order to account for abstract concepts, embodied and grounded theories should be extended

    Reenactment: An embodied cognition approach to meaning and linguistic content

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    A central finding in experimental research identified with Embodied Cognition (EC) is that understanding actions involves their embodied simulation, i.e. executing some processes involved in performing these actions. Extending these findings, I argue that reenactment – the overt embodied simulation of actions and practices, including especially communicative actions and practices, within utterances – makes it possible to forge an integrated EC-based account of linguistic meaning. In particular, I argue: (a) that remote entities can be referred to by reenacting actions performed with them; (b) that the use of grammatical constructions can be conceived of as the reenactment of linguistic action routines; (c) that complex enunciational structures (reported speech, irony, etc.) involve a separate level of reenactment, on which characters are presented as interacting with one another within the utterance; (d) that the segmentation of long utterances into shorter units involves the reenactment of brief audience interventions between units; and (e) that the overall meaning of an utterance can be stated in reenactment terms. The notion of reenactment provides a conceptual framework for accounting for aspects of language that are usually thought to be outside the reach of EC in an EC framework, thus supporting a view of meaning and linguistic content as thoroughly grounded in action and interaction

    An Open-Source Simulator for Cognitive Robotics Research: The Prototype of the iCub Humanoid Robot Simulator

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    This paper presents the prototype of a new computer simulator for the humanoid robot iCub. The iCub is a new open-source humanoid robot developed as a result of the “RobotCub” project, a collaborative European project aiming at developing a new open-source cognitive robotics platform. The iCub simulator has been developed as part of a joint effort with the European project “ITALK” on the integration and transfer of action and language knowledge in cognitive robots. This is available open-source to all researchers interested in cognitive robotics experiments with the iCub humanoid platform

    The CHREST architecture of cognition : the role of perception in general intelligence

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    Original paper can be found at: http://www.atlantis-press.com/publications/aisr/AGI-10/ Copyright Atlantis Press. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits non-commercial use, distribution and reproduction in any medium, provided the original work is properly cited.This paper argues that the CHREST architecture of cognition can shed important light on developing artificial general intelligence. The key theme is that "cognition is perception." The description of the main components and mechanisms of the architecture is followed by a discussion of several domains where CHREST has already been successfully applied, such as the psychology of expert behaviour, the acquisition of language by children, and the learning of multiple representations in physics. The characteristics of CHREST that enable it to account for empirical data include: self-organisation, an emphasis on cognitive limitations, the presence of a perception-learning cycle, and the use of naturalistic data as input for learning. We argue that some of these characteristics can help shed light on the hard questions facing theorists developing artificial general intelligence, such as intuition, the acquisition and use of concepts and the role of embodiment

    Visual animation of LOTOS using SOLVE (extended version)

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    SOLVE (Specification using an Object-based, LOTOS-defined, Visual language) is designed to allow formal requirements capture, particularly for interactive systems. The SOLVE language is object-based, and formally defined using LOTOS (Language Of Temporal Ordering Specification). SOLVE is also a set of software tools that allow direct visual animation of systems specified in this language. Communicating objects control onscreen icons that can be manipulated directly by the user. Animation is supported by translating a SOLVE specification automatically into a LOTOS specification, and then simulating this using standard LOTOS tools. A VCR (Video Cassette Recorder) clock controller is used to illustrate the SOLVE approach. A further application is embodied in the XDILL tool that supports requirements specification and animation of digital logic circuits. The architecture of the SOLVE toolset is described

    The particularity of emotional words. A grounded approach

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    This work focuses on emotional concepts. We define concepts as patterns of neural activation that re-enact a given external or internal experience, for example the interoceptive experience related to fear. Concepts are mediated and expressed through words. In the following, we will use “words” to refer to word meanings, assuming that words mediate underlying concepts. Since emotional concepts and the words that mediate them are less related to the physical environment than concrete ones, at first sight they might be depicted as abstract concepts. Evidence coming from several studies shows, instead, that the issue is more complex. In this work, we will briefly outline the debate and illustrate results from recent studies on comprehension of concrete, emotional and abstract words in children and adults. We will argue that emotional words can be accounted for from a grounded perspective and will contend that emotional words represent a particular set of words that differs from both the concrete and purely abstract ones

    The Mechanics of Embodiment: A Dialogue on Embodiment and Computational Modeling

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    Embodied theories are increasingly challenging traditional views of cognition by arguing that conceptual representations that constitute our knowledge are grounded in sensory and motor experiences, and processed at this sensorimotor level, rather than being represented and processed abstractly in an amodal conceptual system. Given the established empirical foundation, and the relatively underspecified theories to date, many researchers are extremely interested in embodied cognition but are clamouring for more mechanistic implementations. What is needed at this stage is a push toward explicit computational models that implement sensory-motor grounding as intrinsic to cognitive processes. In this article, six authors from varying backgrounds and approaches address issues concerning the construction of embodied computational models, and illustrate what they view as the critical current and next steps toward mechanistic theories of embodiment. The first part has the form of a dialogue between two fictional characters: Ernest, the �experimenter�, and Mary, the �computational modeller�. The dialogue consists of an interactive sequence of questions, requests for clarification, challenges, and (tentative) answers, and touches the most important aspects of grounded theories that should inform computational modeling and, conversely, the impact that computational modeling could have on embodied theories. The second part of the article discusses the most important open challenges for embodied computational modelling
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