132,362 research outputs found

    Attention modulates the specificity of automatic imitation to human actors

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    The perception of actions performed by others activates one’s own motor system. Recent studies disagree as to whether this effect is specific to actions performed by other humans, an issue complicated by differences in perceptual salience between human and non-human stimuli. We addressed this issue by examining the automatic imitation of actions stimulated by viewing a virtual, computer generated, hand. This stimulus was held constant across conditions, but participants’ attention to the virtualness of the hand was manipulated by informing some participants during instructions that they would see a “computer-generated model of a hand,” while making no mention of this to others. In spite of this attentional manipulation, participants in both conditions were generally aware of the virtualness of the hand. Nevertheless, automatic imitation of the virtual hand was significantly reduced––but not eliminated––when participants were told they would see a virtual hand. These results demonstrate that attention modulates the “human bias” of automatic imitation to non-human actors

    Brain–computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum

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    Individuals with Autism Spectrum Disorder (ASD) show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underlying cause for ASD is discussed in this review. Neurofeedback interventions have reduced symptoms in children with ASD by self-regulation of brain rhythms. However, cortical deficiencies are not the only cause of these symptoms. Peripheral physiological activity, such as the heart rate, is closely linked to neurophysiological signals and associated with social engagement. Therefore, a combined approach targeting the interplay between brain, body and behavior could be more effective. Brain-computer interface applications for combined neurofeedback and biofeedback treatment for children with ASD are currently nonexistent. To facilitate their use, we have designed an innovative game that includes social interactions and provides neural- and body-based feedback that corresponds directly to the underlying significance of the trained signals as well as to the behavior that is reinforced

    Validation of Simulation: Patterns in the Social and Natural Sciences

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    In most cases, the meaning of computer simulation is strongly connected to the idea numerical calculations. A computer simulation is a numerical solution of a complex mathematical problem. Therefore, the problem of validation of its results should be only a problem of judging the underlying computational methods. However, it will be argued, that this is not the case. It is consensus in literature that validation constitutes one of the central epistemological problems of computer simulation methods. Especially in the case of simulations in the social sciences the answers given by many authors are not satisfactory. The following paper attempts to show how the characteristics of simulation, i.e. the imitation of a dynamic, constitute the problem of validation even in the case of the natural sciences and what consequences arise. Differences as well as common grounds between social and natural sciences will be discussed.Generative Mechanism, Imitation, Patterns, Simulation, Validation

    Towards a more natural and intelligent interface with embodied conversation agent

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    Conversational agent also known as chatterbots are computer programs which are designed to converse like a human as much as their intelligent allows. In many ways, they are the embodiment of Turing's vision. The ability for computers to converse with human users using natural language would arguably increase their usefulness. Recent advances in Natural Language Processing (NLP) and Artificial Intelligence (AI) in general have advances this field in realizing the vision of a more humanoid interactive system. This paper presents and discusses the use of embodied conversation agent (ECA) for the imitation games. This paper also presents the technical design of our ECA and its performance. In the interactive media industry, it can also been observed that the ECA are getting popular

    Rage Against the Machines: How Subjects Learn to Play Against Computers

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    We use an experiment to explore how subjects learn to play against computers which are programmed to follow one of a number of standard learning algorithms. The learning theories are (unbeknown to subjects) a best response process, fictitious play, imitation, reinforcement learning, and a trial & error process. We test whether subjects try to influence those algorithms to their advantage in a forward-looking way (strategic teaching). We find that strategic teaching occurs frequently and that all learning algorithms are subject to exploitation with the notable exception of imitation. The experiment was conducted, both, on the internet and in the usual laboratory setting. We find some systematic differences, which however can be traced to the different incentives structures rather than the experimental environment
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