53,214 research outputs found

    Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies

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    Abstract. Presence is widely accepted as the key concept to be considered in any research involving human interaction with Virtual Reality (VR). Since its original description, the concept of presence has developed over the past decade to be considered by many researchers as the essence of any experience in a virtual environment. The VR generating systems comprise two main parts: a technological component and a psychological experience. The different relevance given to them produced two different but coexisting visions of presence: the rationalist and the psychological/ecological points of view. The rationalist point of view considers a VR system as a collection of specific machines with the necessity of the inclusion \ud of the concept of presence. The researchers agreeing with this approach describe the sense of presence as a function of the experience of a given medium (Media Presence). The main result of this approach is the definition of presence as the perceptual illusion of non-mediation produced by means of the disappearance of the medium from the conscious attention of the subject. At the other extreme, there \ud is the psychological or ecological perspective (Inner Presence). Specifically, this perspective considers presence as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the control of the human activity. \ud Given its key role and the rate at which new approaches to understanding and examining presence are appearing, this chapter draws together current research on presence to provide an up to date overview of the most widely accepted approaches to its understanding and measurement

    IEST: WASSA-2018 Implicit Emotions Shared Task

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    Past shared tasks on emotions use data with both overt expressions of emotions (I am so happy to see you!) as well as subtle expressions where the emotions have to be inferred, for instance from event descriptions. Further, most datasets do not focus on the cause or the stimulus of the emotion. Here, for the first time, we propose a shared task where systems have to predict the emotions in a large automatically labeled dataset of tweets without access to words denoting emotions. Based on this intention, we call this the Implicit Emotion Shared Task (IEST) because the systems have to infer the emotion mostly from the context. Every tweet has an occurrence of an explicit emotion word that is masked. The tweets are collected in a manner such that they are likely to include a description of the cause of the emotion - the stimulus. Altogether, 30 teams submitted results which range from macro F1 scores of 21 % to 71 %. The baseline (MaxEnt bag of words and bigrams) obtains an F1 score of 60 % which was available to the participants during the development phase. A study with human annotators suggests that automatic methods outperform human predictions, possibly by honing into subtle textual clues not used by humans. Corpora, resources, and results are available at the shared task website at http://implicitemotions.wassa2018.com.Comment: Accepted at Proceedings of the 9th Workshop on Computational Approaches to Subjectivity, Sentiment and Social Media Analysi

    The Stores Model of Code Cognition

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    Program comprehension is perhaps one of the oldest topics within the psychology of programming. It addresses a central issue: how programmers work with and manipulate source code to construct effective software systems. Models can play an important role in understanding the challenges developers and engineers contend with. This paper presents a model of program comprehension, or code cognition, which has been derived from literature found within the disciplines of computing and psychology. Drawing on direct experimentation, this paper argues that a model of code cognition should take account of the visual, spatial and linguistic abilities of developers. The strengths and weaknesses of this model are discussed and further research directions presented

    On Cognitive Preferences and the Plausibility of Rule-based Models

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    It is conventional wisdom in machine learning and data mining that logical models such as rule sets are more interpretable than other models, and that among such rule-based models, simpler models are more interpretable than more complex ones. In this position paper, we question this latter assumption by focusing on one particular aspect of interpretability, namely the plausibility of models. Roughly speaking, we equate the plausibility of a model with the likeliness that a user accepts it as an explanation for a prediction. In particular, we argue that, all other things being equal, longer explanations may be more convincing than shorter ones, and that the predominant bias for shorter models, which is typically necessary for learning powerful discriminative models, may not be suitable when it comes to user acceptance of the learned models. To that end, we first recapitulate evidence for and against this postulate, and then report the results of an evaluation in a crowd-sourcing study based on about 3.000 judgments. The results do not reveal a strong preference for simple rules, whereas we can observe a weak preference for longer rules in some domains. We then relate these results to well-known cognitive biases such as the conjunction fallacy, the representative heuristic, or the recogition heuristic, and investigate their relation to rule length and plausibility.Comment: V4: Another rewrite of section on interpretability to clarify focus on plausibility and relation to interpretability, comprehensibility, and justifiabilit
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