2,793 research outputs found
How Do You Like Me in This: User Embodiment Preferences for Companion Agents
We investigate the relationship between the embodiment of an artificial companion and user perception and interaction with it. In a Wizard of Oz study, 42 users interacted with one of two embodiments: a physical robot or a virtual agent on a screen through a role-play of secretarial tasks in an office, with the companion providing essential assistance. Findings showed that participants in both condition groups when given the choice would prefer to interact with the robot companion, mainly for its greater physical or social presence. Subjects also found the robot less annoying and talked to it more naturally. However, this preference for the robotic embodiment is not reflected in the users’ actual rating of the companion or their interaction with it. We reflect on this contradiction and conclude that in a task-based context a user focuses much more on a companion’s behaviour than its embodiment. This underlines the feasibility of our efforts in creating companions that migrate between embodiments while maintaining a consistent identity from the user’s point of view
The scope of preserved procedural memory in amnesia
The finding that patients with amnesia retain the ability to
learn certain procedural skills has provided compelling
evidence of multiple memory systems in the human
brain, but the scope, defining features and ecological significance
of the preserved mnemonic abilities have not yet
been explored. Here, we tested the hypothesis that subjects
with amnesia would be able to learn and retain a broad
range of procedural skills, by examining their acquisition
and retention performance on five novel experimental
tasks. The tasks are based on real-world activities and
encompass a broad range of perceptual–motor demands:
(i) the weaving task involves weaving pieces of fabric from
woollen strings, using a manual weaver’s loom; (ii) the
geometric figures task consists of tracing geometric figures
with a stylus as they move horizontally across a touch
screen monitor; (iii) the control stick task involves tracking
a sequence of visual target locations using a joystick control;
(iv) the pouring task consists of pouring 200 ml of
water from a watering can into a series of graduated cylinders,
from a point 20 cm above the cylinders; and (v) the
spatial sequence task involves learning an ordered
sequence of pushing five spatially distributed buttons without
visual guidance. Ten chronic and stable amnesic subjects
(nine with bilateral medial temporal lobe damage due
to herpes simplex encephalitis or anoxia, and one with thalamic
stroke) and 25 matching normal comparison subjects
were tested on three occasions: initial learning at time 1;
retention at time 2 (24 h later); and retention at time
3 (2 months later). Despite impaired declarative memory
for the tasks, the amnesic subjects demonstrated acquisition
and retention of the five skills; their learning slopes
over repeated trials were comparable with those of comparison
subjects. These findings indicate that preserved
learning of complex perceptual–motor skills in patients
with amnesia is a robust phenomenon, and that it can be
demonstrated across a variety of conditions and perceptual–
motor demands. The comparability of the tasks
employed in this study with real-world activities highlights
the potential application of this memory dissociation in the
rehabilitation of patients with amnesi
The limits of process: On (re)reading Henri Bergson
This article offers a reading of the work of Henri Bergson as it pertains to organizations through the lens of ideas drawn from critical realism. It suggests an alternative to interpretations based on a stark division between process and realist perspectives. Much of the existing literature presents a rather partial view of Bergson’s work. A review suggests some interesting parallels with themes in critical realism, notably the emergence of mind. Critical realism has a focus on process at its heart, but is also concerned with how the products of such processes become stabilized and form the conditions for action. This suggests that attention might usefully be paid to the relationship between organizational action and the sedimented practices grouped under the heading of ‘routines’. More attention to Bergson’s account of the relationship between instinct, intuition and intelligence provides a link to the social character of thought, something which can be mapped on to Archer’s work on reflexivity and the ‘internal conversation’. This suggests that our analyses need to pay attention to both memory and history, to building and dwelling, rather than the one-sided focus found in some process theory accounts
Distributed neural system for general intelligence revealed by lesion mapping
General intelligence (g) captures the performance variance shared across cognitive tasks and correlates with real-world success. Yet it remains debated whether g reflects the combined performance of brain systems involved in these tasks or draws on specialized systems mediating their interactions. Here we investigated the neural substrates of g in 241 patients with focal brain damage using voxel-based lesion–symptom mapping. A hierarchical factor analysis across multiple cognitive tasks was used to derive a robust measure of g. Statistically significant associations were found between g and damage to a remarkably circumscribed albeit distributed network in frontal and parietal cortex, critically including white matter association tracts and frontopolar cortex. We suggest that general intelligence draws on connections between regions that integrate verbal, visuospatial, working memory, and executive processes
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Prefrontal control of familiarity and recollection in working memory
Left inferior frontal gyrus (IFG) is a critical neural substrate for the resolution of proactive interference (PI) in working memory. We hypothesized that left IFG achieves this by controlling the influence of familiarity- versus recollection-based information about memory probes. Consistent with this idea, we observed evidence for an early (200 msec)-peaking signal corresponding to memory probe familiarity and a late (500 msec)-resolving signal corresponding to full accrual of trial-related contextual ("recollection-based") information. Next, we applied brief trains of repetitive transcranial magnetic stimulation (rTMS) time locked to these mnemonic signals, to left IFG and to a control region. Only early rTMS of left IFG produced a modulation of the false alarm rate for high-PI probes. Additionally, the magnitude of this effect was predicted by individual differences in susceptibility to PI. These results suggest that left IFG-based control may bias the influence of familiarity- and recollection-based signals on recognition decisions
What does touch tell us about emotions in touchscreen-based gameplay?
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence
A Robot Model of OC-Spectrum Disorders : Design Framework, Implementation and First Experiments
© 2019 Massachusetts Institute of TechnologyComputational psychiatry is increasingly establishing itself as valuable discipline for understanding human mental disorders. However, robot models and their potential for investigating embodied and contextual aspects of mental health have been, to date, largely unexplored. In this paper, we present an initial robot model of obsessive-compulsive (OC) spectrum disorders based on an embodied motivation-based control architecture for decision making in autonomous robots. The OC family of conditions is chiefly characterized by obsessions (recurrent, invasive thoughts) and/or compulsions (an urge to carry out certain repetitive or ritualized behaviors). The design of our robot model follows and illustrates a general design framework that we have proposed to ground research in robot models of mental disorders, and to link it with existing methodologies in psychiatry, and notably in the design of animal models. To test and validate our model, we present and discuss initial experiments, results and quantitative and qualitative analysis regarding the compulsive and obsessive elements of OC-spectrum disorders. While this initial stage of development only models basic elements of such disorders, our results already shed light on aspects of the underlying theoretical model that are not obvious simply from consideration of the model.Peer reviewe
Oscillator neural network model with distributed native frequencies
We study associative memory of an oscillator neural network with distributed
native frequencies. The model is based on the use of the Hebb learning rule
with random patterns (), and the distribution function of
native frequencies is assumed to be symmetric with respect to its average.
Although the system with an extensive number of stored patterns is not allowed
to get entirely synchronized, long time behaviors of the macroscopic order
parameters describing partial synchronization phenomena can be obtained by
discarding the contribution from the desynchronized part of the system. The
oscillator network is shown to work as associative memory accompanied by
synchronized oscillations. A phase diagram representing properties of memory
retrieval is presented in terms of the parameters characterizing the native
frequency distribution. Our analytical calculations based on the
self-consistent signal-to-noise analysis are shown to be in excellent agreement
with numerical simulations, confirming the validity of our theoretical
treatment.Comment: 9 pages, revtex, 6 postscript figures, to be published in J. Phys.
Under pressure: Response urgency modulates striatal and insula activity during decision-making under risk
When deciding whether to bet in situations that involve potential monetary loss or gain (mixed gambles), a subjective sense of pressure can influence the evaluation of the expected utility associated with each choice option. Here, we explored how gambling decisions, their psychophysiological and neural counterparts are modulated by an induced sense of urgency to respond. Urgency influenced decision times and evoked heart rate responses, interacting with the expected value of each gamble. Using functional MRI, we observed that this interaction was associated with changes in the activity of the striatum, a critical region for both reward and choice selection, and within the insula, a region implicated as the substrate of affective feelings arising from interoceptive signals which influence motivational behavior. Our findings bridge current psychophysiological and neurobiological models of value representation and action-programming, identifying the striatum and insular cortex as the key substrates of decision-making under risk and urgency
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