163,653 research outputs found

    The Self-Organization of Speech Sounds

    Get PDF
    The speech code is a vehicle of language: it defines a set of forms used by a community to carry information. Such a code is necessary to support the linguistic interactions that allow humans to communicate. How then may a speech code be formed prior to the existence of linguistic interactions? Moreover, the human speech code is discrete and compositional, shared by all the individuals of a community but different across communities, and phoneme inventories are characterized by statistical regularities. How can a speech code with these properties form? We try to approach these questions in the paper, using the ``methodology of the artificial''. We build a society of artificial agents, and detail a mechanism that shows the formation of a discrete speech code without pre-supposing the existence of linguistic capacities or of coordinated interactions. The mechanism is based on a low-level model of sensory-motor interactions. We show that the integration of certain very simple and non language-specific neural devices leads to the formation of a speech code that has properties similar to the human speech code. This result relies on the self-organizing properties of a generic coupling between perception and production within agents, and on the interactions between agents. The artificial system helps us to develop better intuitions on how speech might have appeared, by showing how self-organization might have helped natural selection to find speech

    From Analogue to Digital Vocalizations

    Get PDF
    Sound is a medium used by humans to carry information. The existence of this kind of medium is a pre-requisite for language. It is organized into a code, called speech, which provides a repertoire of forms that is shared in each language community. This code is necessary to support the linguistic interactions that allow humans to communicate. How then may a speech code be formed prior to the existence of linguistic interactions? Moreover, the human speech code is characterized by several properties: speech is digital and compositional (vocalizations are made of units re-used systematically in other syllables); phoneme inventories have precise regularities as well as great diversity in human languages; all the speakers of a language community categorize sounds in the same manner, but each language has its own system of categorization, possibly very different from every other. How can a speech code with these properties form? These are the questions we will approach in the paper. We will study them using the method of the artificial. We will build a society of artificial agents, and study what mechanisms may provide answers. This will not prove directly what mechanisms were used for humans, but rather give ideas about what kind of mechanism may have been used. This allows us to shape the search space of possible answers, in particular by showing what is sufficient and what is not necessary. The mechanism we present is based on a low-level model of sensory-motor interactions. We show that the integration of certain very simple and non language-specific neural devices allows a population of agents to build a speech code that has the properties mentioned above. The originality is that it pre-supposes neither a functional pressure for communication, nor the ability to have coordinated social interactions (they do not play language or imitation games). It relies on the self-organizing properties of a generic coupling between perception and production both within agents, and on the interactions between agents

    Instructional strategies and tactics for the design of introductory computer programming courses in high school

    Get PDF
    This article offers an examination of instructional strategies and tactics for the design of introductory computer programming courses in high school. We distinguish the Expert, Spiral and Reading approach as groups of instructional strategies that mainly differ in their general design plan to control students' processing load. In order, they emphasize topdown program design, incremental learning, and program modification and amplification. In contrast, tactics are specific design plans that prescribe methods to reach desired learning outcomes under given circumstances. Based on ACT* (Anderson, 1983) and relevant research, we distinguish between declarative and procedural instruction and present six tactics which can be used both to design courses and to evaluate strategies. Three tactics for declarative instruction involve concrete computer models, programming plans and design diagrams; three tactics for procedural instruction involve worked-out examples, practice of basic cognitive skills and task variation. In our evaluation of groups of instructional strategies, the Reading approach has been found to be superior to the Expert and Spiral approaches

    How to Do Things Without Words: Infants, utterance-activity and distributed cognition

    Get PDF
    Clark and Chalmers (1998) defend the hypothesis of an ‘Extended Mind’, maintaining that beliefs and other paradigmatic mental states can be implemented outside the central nervous system or body. Aspects of the problem of ‘language acquisition’ are considered in the light of the extended mind hypothesis. Rather than ‘language’ as typically understood, the object of study is something called ‘utterance-activity’, a term of art intended to refer to the full range of kinetic and prosodic features of the on-line behaviour of interacting humans. It is argued that utterance activity is plausibly regarded as jointly controlled by the embodied activity of interacting people, and that it contributes to the control of their behaviour. By means of specific examples it is suggested that this complex joint control facilitates easier learning of at least some features of language. This in turn suggests a striking form of the extended mind, in which infants’ cognitive powers are augmented by those of the people with whom they interact

    The prospects for mathematical logic in the twenty-first century

    Get PDF
    The four authors present their speculations about the future developments of mathematical logic in the twenty-first century. The areas of recursion theory, proof theory and logic for computer science, model theory, and set theory are discussed independently.Comment: Association for Symbolic Logi

    Equality languages and fixed point languages

    Get PDF
    This paper considers equality languages and fixed-point languages of homomorphisms and deterministic gsm mappings. It provides some basic properties of these classes of languages. We introduce a new subclass of dgsm mappings, the so-called symmetric dgsm mappings. We prove that (unlike for arbitrary dgsm mappings) their fixed-point languages are regular but not effectively obtainable. This result has various consequences. In particular we strengthen a result from Ehrenfeucht, A., and Rozenberg, G. [(1978), Theor. Comp. Sci. 7, 169–184] by pointing out a class of homomorphisms which includes elementary homomorphisms but still has regular equality languages. Also we show that the result from Herman, G. T., and Walker, A. [(1976), Theor. Comp. Sci. 2, 115–130] that fixed-point languages of DIL mappings are regular, is not effective

    Model-driven design, simulation and implementation of service compositions in COSMO

    Get PDF
    The success of software development projects to a large extent depends on the quality of the models that are produced in the development process, which in turn depends on the conceptual and practical support that is available for modelling, design and analysis. This paper focuses on model-driven support for service-oriented software development. In particular, it addresses how services and compositions of services can be designed, simulated and implemented. The support presented is part of a larger framework, called COSMO (COnceptual Service MOdelling). Whereas in previous work we reported on the conceptual support provided by COSMO, in this paper we proceed with a discussion of the practical support that has been developed. We show how reference models (model types) and guidelines (design steps) can be iteratively applied to design service compositions at a platform independent level and discuss what tool support is available for the design and analysis during this phase. Next, we present some techniques to transform a platform independent service composition model to an implementation in terms of BPEL and WSDL. We use the mediation scenario of the SWS challenge (concerning the establishment of a purchase order between two companies) to illustrate our application of the COSMO framework

    A reflective characterisation of occasional user

    Get PDF
    This work revisits established user classifications and aims to characterise a historically unspecified user category, the Occasional User (OU). Three user categories, novice, intermediate and expert, have dominated the work of user interface (UI) designers, researchers and educators for decades. These categories were created to conceptualise user's needs, strategies and goals around the 80s. Since then, UI paradigm shifts, such as direct manipulation and touch, along with other advances in technology, gave new access to people with little computer knowledge. This fact produced a diversification of the existing user categories not observed in the literature review of traditional classification of users. The findings of this work include a new characterisation of the occasional user, distinguished by user's uncertainty of repetitive use of an interface and little knowledge about its functioning. In addition, the specification of the OU, together with principles and recommendations will help UI community to informatively design for users without requiring a prospective use and previous knowledge of the UI. The OU is an essential type of user to apply user-centred design approach to understand the interaction with technology as universal, accessible and transparent for the user, independently of accumulated experience and technological era that users live in
    • …
    corecore