689 research outputs found
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
Lonely hearts and angry minds: Online dating rejection increases male (but not female) hostility
The present work explores the hostile tendencies elicited by romantic rejection in the increasingly common context of online dating. To empirically investigate this issue, we created an ad hoc online dating platform in which fictitious online dating partners romantically rejected heterosexual male and female participants. Results revealed that male-but not female-participants who were rejected by desired dating partners displayed increased hostility. This pattern of findings was consistent across different measures, which considered both aggressive tendencies against the rejecting partners and hostile attitudes against the opposite gender. Further, increased feelings of anger explained the relationship between online romantic rejection and increased male hostility. Our work and its findings have both theoretical and methodological implications for the understanding of interpersonal processes in online interactions and the growing body of literature on online dating
The morphofunctional approach to emotion modelling in robotics
In this conceptual paper, we discuss two areas of research in robotics, robotic models of emotion and morphofunctional machines, and we explore the scope for potential cross-fertilization between them. We shift the focus in robot models of emotion from information-theoretic aspects of appraisal to the interactive significance of bodily dispositions. Typical emotional phenomena such as arousal and action readiness can be interpreted as morphofunctional processes, and their functionality may be replicated in robotic systems with morphologies that can be modulated for real-time adaptation. We investigate the control requirements for such systems, and present a possible bio-inspired architecture, based on the division of control between neural and endocrine systems in humans and animals. We suggest that emotional epi- sodes can be understood as emergent from the coordination of action control and action-readiness, respectively. This stress on morphology complements existing research on the information-theoretic aspects of emotion
Collective emotions online and their influence on community life
E-communities, social groups interacting online, have recently become an
object of interdisciplinary research. As with face-to-face meetings, Internet
exchanges may not only include factual information but also emotional
information - how participants feel about the subject discussed or other group
members. Emotions are known to be important in affecting interaction partners
in offline communication in many ways. Could emotions in Internet exchanges
affect others and systematically influence quantitative and qualitative aspects
of the trajectory of e-communities? The development of automatic sentiment
analysis has made large scale emotion detection and analysis possible using
text messages collected from the web. It is not clear if emotions in
e-communities primarily derive from individual group members' personalities or
if they result from intra-group interactions, and whether they influence group
activities. We show the collective character of affective phenomena on a large
scale as observed in 4 million posts downloaded from Blogs, Digg and BBC
forums. To test whether the emotions of a community member may influence the
emotions of others, posts were grouped into clusters of messages with similar
emotional valences. The frequency of long clusters was much higher than it
would be if emotions occurred at random. Distributions for cluster lengths can
be explained by preferential processes because conditional probabilities for
consecutive messages grow as a power law with cluster length. For BBC forum
threads, average discussion lengths were higher for larger values of absolute
average emotional valence in the first ten comments and the average amount of
emotion in messages fell during discussions. Our results prove that collective
emotional states can be created and modulated via Internet communication and
that emotional expressiveness is the fuel that sustains some e-communities.Comment: 23 pages including Supporting Information, accepted to PLoS ON
Hedonic Quality or Reward? A Study of Basic Pleasure in Homeostasis and Decision Making of a Motivated Autonomous Robot
© The Author (s) 2016. Published by SAGE. This is an Open Access article distributed under the terms of the Creative Commons Attribution 3.0 License (http://www.creativecommons.org/licenses/by/3.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage).We present a robot architecture and experiments to investigate some of the roles that pleasure plays in the decision making (action selection) process of an autonomous robot that must survive in its environment. We have conducted three sets of experiments to assess the effect of different types of pleasure---related versus unrelated to the satisfaction of physiological needs---under different environmental circumstances. Our results indicate that pleasure, including pleasure unrelated to need satisfaction, has value for homeostatic management in terms of improved viability and increased flexibility in adaptive behavior.Peer reviewedFinal Published versio
A new conceptual framework for revenge firesetting
Revenge has frequently been acknowledged to account for a relatively large proportion of motives in deliberate firesetting. However, very little is actually known about the aetiology of revenge firesetting. Theoretical approaches to revenge-seeking behaviour are discussed. A brief review of how revenge is accounted for in existing theoretical explanations of deliberate firesetting and the known characteristics of revenge firesetters are provided. On this basis, the authors suggest, as a motive, revenge firesetting has to date been misconceptualised. A new conceptual framework is thus proposed, paying particular attention to the contextual, affective, cognitive, volitional and behavioural factors which may influence and generate a single episode of revenge firesetting. Treatment implications and suggestions for future research are also provided
Tune in to your emotions: a robust personalized affective music player
The emotional power of music is exploited in a personalized affective music player (AMP) that selects music for mood enhancement. A biosignal approach is used to measure listeners’ personal emotional reactions to their own music as input for affective user models. Regression and kernel density estimation are applied to model the physiological changes the music elicits. Using these models, personalized music selections based on an affective goal state can be made. The AMP was validated in real-world trials over the course of several weeks. Results show that our models can cope with noisy situations and handle large inter-individual differences in the music domain. The AMP augments music listening where its techniques enable automated affect guidance. Our approach provides valuable insights for affective computing and user modeling, for which the AMP is a suitable carrier application
Following wrong suggestions: self-blame in human and computer scenarios
This paper investigates the specific experience of following a suggestion by
an intelligent machine that has a wrong outcome and the emotions people feel.
By adopting a typical task employed in studies on decision-making, we presented
participants with two scenarios in which they follow a suggestion and have a
wrong outcome by either an expert human being or an intelligent machine. We
found a significant decrease in the perceived responsibility on the wrong
choice when the machine offers the suggestion. At present, few studies have
investigated the negative emotions that could arise from a bad outcome after
following the suggestion given by an intelligent system, and how to cope with
the potential distrust that could affect the long-term use of the system and
the cooperation. This preliminary research has implications in the study of
cooperation and decision making with intelligent machines. Further research may
address how to offer the suggestion in order to better cope with user's
self-blame.Comment: To be published in the Proceedings of IFIP Conference on
Human-Computer Interaction (INTERACT)201
Making things happen : a model of proactive motivation
Being proactive is about making things happen, anticipating and preventing problems, and seizing opportunities. It involves self-initiated efforts to bring about change in the work environment and/or oneself to achieve a different future. The authors develop existing perspectives on this topic by identifying proactivity as a goal-driven process involving both the setting of a proactive goal (proactive goal generation) and striving to achieve that proactive goal (proactive goal striving). The authors identify a range of proactive goals that individuals can pursue in organizations. These vary on two dimensions: the future they aim to bring about (achieving a better personal fit within one’s work environment, improving the organization’s internal functioning, or enhancing the organization’s strategic fit with its environment) and whether the self or situation is being changed. The authors then identify “can do,” “reason to,” and “energized to” motivational states that prompt proactive goal generation and sustain goal striving. Can do motivation arises from perceptions of self-efficacy, control, and (low) cost. Reason to motivation relates to why someone is proactive, including reasons flowing from intrinsic, integrated, and identified motivation. Energized to motivation refers to activated positive affective states that prompt proactive goal processes. The authors suggest more distal antecedents, including individual differences (e.g., personality, values, knowledge and ability) as well as contextual variations in leadership, work design, and interpersonal climate, that influence the proactive motivational states and thereby boost or inhibit proactive goal processes. Finally, the authors summarize priorities for future researc
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