114,654 research outputs found

    Square bananas, blue horses: the relative weight of shape and color in concept recognition and representation

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    The present study investigates the role that shape and color play in the representation of animate (i.e., animals) and inanimate manipulable entities (i.e., fruits), and how the importance of these features is modulated by different tasks. Across three experiments participants were shown either images of entities (e.g., a sheep or a pineapple) or images of the same entities modified in color (e.g., a blue pineapple) or in shape (e.g., an elongated pineapple). In Experiment 1 we asked participants to categorize the entities as fruit or animal. Results showed that with animals color does not matter, while shape modifications determined a deterioration of the performance - stronger for fruit than for animals. To better understand our findings, in Experiments 2 we asked participants to judge if entities were graspable (manipulation evaluation task). Participants were faster with manipulable entities (fruit) than with animals; moreover alterations in shape affected the response latencies more for animals than for fruit. In Experiment 3 (motion evaluation task), we replicated the disadvantage for shape-altered animals, while with fruits shape and color modifications produced no effect. By contrasting shape- and color- alterations the present findings provide information on shape/color relative weight, suggesting that the action based property of shape is more crucial than color for fruit categorization, while with animals it is critical for both manipulation and motion tasks. This contextual dependency is further revealed by explicit judgments on similarity - between the altered entities and the prototypical ones - provided after the different tasks. These results extend current literature on affordances and biofunctionally embodied understanding, revealing the relative robustness of biofunctional activity compared to intellectual one

    How active perception and attractor dynamics shape perceptual categorization: A computational model

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    We propose a computational model of perceptual categorization that fuses elements of grounded and sensorimotor theories of cognition with dynamic models of decision-making. We assume that category information consists in anticipated patterns of agent–environment interactions that can be elicited through overt or covert (simulated) eye movements, object manipulation, etc. This information is firstly encoded when category information is acquired, and then re-enacted during perceptual categorization. The perceptual categorization consists in a dynamic competition between attractors that encode the sensorimotor patterns typical of each category; action prediction success counts as ‘‘evidence’’ for a given category and contributes to falling into the corresponding attractor. The evidence accumulation process is guided by an active perception loop, and the active exploration of objects (e.g., visual exploration) aims at eliciting expected sensorimotor patterns that count as evidence for the object category. We present a computational model incorporating these elements and describing action prediction, active perception, and attractor dynamics as key elements of perceptual categorizations. We test the model in three simulated perceptual categorization tasks, and we discuss its relevance for grounded and sensorimotor theories of cognition.Peer reviewe

    The very same thing: Extending the object token concept to incorporate causal constraints on individual identity

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    The contributions of feature recognition, object categorization, and recollection of episodic memories to the re-identification of a perceived object as the very same thing encountered in a previous perceptual episode are well understood in terms of both cognitive-behavioral phenomenology and neurofunctional implementation. Human beings do not, however, rely solely on features and context to re-identify individuals; in the presence of featural change and similarly-featured distractors, people routinely employ causal constraints to establish object identities. Based on available cognitive and neurofunctional data, the standard object-token based model of individual re-identification is extended to incorporate the construction of unobserved and hence fictive causal histories (FCHs) of observed objects by the pre-motor action planning system. Cognitive-behavioral and implementation-level predictions of this extended model and methods for testing them are outlined. It is suggested that functional deficits in the construction of FCHs are associated with clinical outcomes in both Autism Spectrum Disorders and later-stage stage Alzheimer's disease.\u

    How watching Pinocchio movies changes our subjective experience of extrapersonal space

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    The way we experience the space around us is highly subjective. It has been shown that motion potentialities that are intrinsic to our body influence our space categorization. Furthermore, we have recently demonstrated that in the extrapersonal space, our categorization also depends on the movement potential of other agents. When we have to categorize the space as "Near" or "Far" between a reference and a target, the space categorized as "Near" is wider if the reference corresponds to a biological agent that has the potential to walk, instead of a biological and non-biological agent that cannot walk. But what exactly drives this "Near space extension"? In the present paper, we tested whether abstract beliefs about the biological nature of an agent determine how we categorize the space between the agent and an object. Participants were asked to first read a Pinocchio story and watch a correspondent video in which Pinocchio acts like a real human, in order to become more transported into the initial story. Then they had to categorize the location ("Near" or "Far") of a target object located at progressively increasing or decreasing distances from a non-biological agent (i.e., a wooden dummy) and from a biological agent (i.e., a human-like avatar). The results indicate that being transported into the Pinocchio story, induces an equal "Near" space threshold with both the avatar and the wooden dummy as reference frames

    Beyond Gazing, Pointing, and Reaching: A Survey of Developmental Robotics

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    Developmental robotics is an emerging field located at the intersection of developmental psychology and robotics, that has lately attracted quite some attention. This paper gives a survey of a variety of research projects dealing with or inspired by developmental issues, and outlines possible future directions

    What Emotions Really Are (In the Theory of Constructed Emotion)

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    Recently, Lisa Feldman Barrett and colleagues have introduced the Theory of Constructed Emotions (TCE), in which emotions are constituted by a process of categorizing the self as being in an emotional state. The view, however, has several counterintuitive implications: for instance, a person can have multiple distinct emotions at once. Further, the TCE concludes that emotions are constitutively social phenomena. In this article, I explicate the TCE*, which, while substantially similar to the TCE, makes several distinct claims aimed at avoiding the counterintuitive implications plaguing the TCE. Further, because of the changes that comprise the TCE*, emotions are not constitutively social phenomena

    Multimodal Hierarchical Dirichlet Process-based Active Perception

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    In this paper, we propose an active perception method for recognizing object categories based on the multimodal hierarchical Dirichlet process (MHDP). The MHDP enables a robot to form object categories using multimodal information, e.g., visual, auditory, and haptic information, which can be observed by performing actions on an object. However, performing many actions on a target object requires a long time. In a real-time scenario, i.e., when the time is limited, the robot has to determine the set of actions that is most effective for recognizing a target object. We propose an MHDP-based active perception method that uses the information gain (IG) maximization criterion and lazy greedy algorithm. We show that the IG maximization criterion is optimal in the sense that the criterion is equivalent to a minimization of the expected Kullback--Leibler divergence between a final recognition state and the recognition state after the next set of actions. However, a straightforward calculation of IG is practically impossible. Therefore, we derive an efficient Monte Carlo approximation method for IG by making use of a property of the MHDP. We also show that the IG has submodular and non-decreasing properties as a set function because of the structure of the graphical model of the MHDP. Therefore, the IG maximization problem is reduced to a submodular maximization problem. This means that greedy and lazy greedy algorithms are effective and have a theoretical justification for their performance. We conducted an experiment using an upper-torso humanoid robot and a second one using synthetic data. The experimental results show that the method enables the robot to select a set of actions that allow it to recognize target objects quickly and accurately. The results support our theoretical outcomes.Comment: submitte
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