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Evolutionary robotics is the attempt to develop robots through a self-organized process based on artificial evolution. This approach stresses the importance of the study of systems that have a body and that are situated in a physical environment, and which autonomously develop their own skills in close interaction with the environment. In this review we briefly illustrate the method and the main concept of evolutionary robotics, and examine the most significant contribution in this area. We also discuss some of the contributions that this research area is making to the foundational debate in cognitive science.  相似文献   

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Speculation about key factors affecting home advantage still exists. The present study investigated aggressive behavior amongst English Football Premiership (soccer) players and its relation to home advantage. The frequency of aggressive behaviour, identified by the award of a penalty or disciplinary card (yellow for caution or red for dismissal) was analysed over 2000-2003. Chi-square analyses assessed whether a greater frequency of aggressive behavior was performed by teams away from home. In decided matches, teams playing away received significantly more cautions (yellow cards) than home teams. A further analysis of tied matches indicated that away teams received significantly more cautions (yellow cards) than home teams. No significant differences between home and away teams were found for dismissals and penalties awarded. Reasons for these findings are considered.  相似文献   

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Nowadays for robots, the notion of behavior is reduced to a simple factual concept at the level of the movements. On another hand, consciousness is a very cultural concept, founding the main property of human beings, according to themselves. We propose to develop a computable transposition of the consciousness concepts into artificial brains, able to express emotions and consciousness facts. The production of such artificial brains allows the intentional and really adaptive behavior for the autonomous robots. Such a system managing the robot’s behavior will be made of two parts: the first one computes and generates, in a constructivist manner, a representation for the robot moving in its environment, and using symbols and concepts. The other part achieves the representation of the previous one using morphologies in a dynamic geometrical way. The robot’s body will be seen for itself as the morphologic apprehension of its material substrata. The model goes strictly by the notion of massive multi-agent’s organizations with a morphologic control.  相似文献   

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The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, Cerevrum, on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing speed. Participants completed a pretest of cognitive assessments, played one of the two mini-games within Cerevrum (Stardust or Heroes) for 1.5 hr over three 30-min sessions and then completed a posttest of cognitive assessments and a questionnaire about interest and engagement during the game. An inactive control group completed only the pretest and posttest. Results showed no significant differences among the Heroes group, Stardust group, and control group on the posttest scores, even when controlled for pretest scores. These findings do not support the claim that playing brain-training games for a short period results in transfer of cognitive training to nongame venues.  相似文献   

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Abstract

This research investigates illness cognition and its relationship to the use of different types of medicine in three ethnic groups in Singapore. Four hundred and twenty-nine Chinese, Malay, and Indian Singaporeans rated 24 diseases as to their similarity. Multidimensional scaling (MDS) indicated three dimensions. Regression of these dimensions against 17 disease attributes suggested that these dimensions represented spiritual/psychological causation, disease severity, and viral causation. When the dimensions were related to the use of, preference for and perceived effectiveness of different types of medicine it was found that Indian medicine tended to be used, preferred and perceived to be most effective for diseases low in severity whereas Chinese medicine was viewed most favourably for diseases perceived to be low in spiritual/psychological causation as well as those not seen as virally caused. Malay medicine tended to used, preferred and perceived as most effective for conditions believed to be non-serious and not caused by a virus. Western medicine was most likely to be used, preferred, and seen as most effective for diseases viewed as serious as well as those believed to be virally caused.  相似文献   

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In this paper, we present a novel approach to human–robot control. Taking inspiration from behaviour-based robotics and self-organisation principles, we present an interfacing mechanism, with the ability to adapt both towards the user and the robotic morphology. The aim is for a transparent mechanism connecting user and robot, allowing for a seamless integration of control signals and robot behaviours. Instead of the user adapting to the interface and control paradigm, the proposed architecture allows the user to shape the control motifs in their way of preference, moving away from the case where the user has to read and understand an operation manual, or it has to learn to operate a specific device. Starting from a tabula rasa basis, the architecture is able to identify control patterns (behaviours) for the given robotic morphology and successfully merge them with control signals from the user, regardless of the input device used. The structural components of the interface are presented and assessed both individually and as a whole. Inherent properties of the architecture are presented and explained. At the same time, emergent properties are presented and investigated. As a whole, this paradigm of control is found to highlight the potential for a change in the paradigm of robotic control, and a new level in the taxonomy of human in the loop systems.  相似文献   

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Computational activity is now recognized as a natural science, and computational and information processes have been discovered in the deep structures of many areas. Computations in the natural world were present long before the invention of computers, but a remarkable shift in understanding its fundamental nature occurs, in fact, before our eyes. The present moment, in fact, is a transition from the concept of computer science as an artificial science to the understanding that information processes are abundant in nature. Computing is recognized as a natural science that studies natural and artificial information processes.In everyday computing, operations are performed on the individual generators, with little attention paid to their internal structure. However, many common operations consist of more primitive constructions connected by a combination mode. The interaction of information processes and corresponding structures is carried out in an environment of “applicative interaction”, their applications to each other, and the study of the properties of this environment allows us to understand the nature of the computations.In the present work, the main attention is paid to elucidating the technological features of computations with individual generators, or objects. Their interaction is considered in an applicative environment, which allows us to elucidate the internal structure of ordinary operations, the knowledge of which allows us to understand their properties. The choice of initial constant generators, considered as generic ones and expressed by combinators, is discussed. These initial generators are used as the main “building blocks” that occur within the larger blocks of the applicative environment in interaction with each other. As a result of the interaction, constructions arise that give representative sets of ordinary operators and embedded computing systems.  相似文献   

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贺晓玲  陈俊 《心理学报》2020,52(2):149-161
为考察3~5岁幼儿“权力”概念的大小、垂直空间和重量多重隐喻的认知发展进程, 研究采用了将权力人物和无权力人物图片放置大圆形或小圆形、垂直空间的上方框或下方框和不平衡跷跷板重端或轻端的图片迫选任务。通过3个实验及综合分析发现:3岁幼儿尚不具备权力隐喻理解能力; 4岁是幼儿权力隐喻理解能力的重要发展时期, 具备正极权力概念的隐喻理解能力, 建立起有权力为“大、高、重”的多重隐喻联结; 5岁幼儿的权力隐喻理解能力进一步增强, 已具备较完整的多重隐喻理解能力, 建立起有权力为“大、高、重”、无权力为“小、下、轻”的多重隐喻联结。3~5岁幼儿“权力”概念的大小、垂直空间和重量多重隐喻理解能力同步发展, 不受隐喻靶域习得时间早晚的影响。系列研究表明, 学龄前幼儿的权力隐喻理解能力发展趋势符合隐喻一致性理论, 隐喻表征的产生并非“有或无”的模式, 而是“渐进”呈现发展。  相似文献   

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Presents results of free-recall experiments conducted in France, Gabon and Nepal, to test predictions of a cognitive model of religious concepts. The world over, these concepts include violations of conceptual expectations at the level of domain knowledge (e.g., about 'animal' or 'artifact' or 'person') rather than at the basic level. In five studies we used narratives to test the hypothesis that domain-level violations are recalled better than other conceptual associations. These studies used material constructed in the same way as religious concepts, but not used in religions familiar to the subjects. Experiments 1 and 2 confirmed a distinctiveness effect for such material. Experiment 3 shows that recall also depends on the possibility to generate inferences from violations of domain expectations. Replications in Gabon (Exp. 4) and Nepal (Exp. 5) showed that recall for domain-level violations is better than for violations of basic-level expectations. Overall sensitivity to violations is similar in different cultures and produces similar recall effects, despite differences in commitment to religious belief, in the range of local religious concepts or in their mode of transmission. However, differences between Gabon and Nepal results suggest that familiarity with some types of domain-level violations may paradoxically make other types more salient. These results suggest that recall effects may account for the recurrent features found in religious concepts from different cultures.  相似文献   

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Home advantage is known to play an important role in the outcome of professional soccer games and to vary considerably worldwide. In the Turkish Super League over the last 12 years, 61.5% of the total points gained have been won by the home team, a figure similar to the worldwide average and to the Premier League in England. It is lower (57.7%) for games played between teams from Istanbul and especially high for games involving teams from cities in the more remote and ethnically distinct parts of Turkey (Van and Diyarbakir). Match performance data show that although home teams in Turkey take 26% more shots at goal than away teams, the success rates for shots do not differ. For fouls and disciplinary cards, home and away teams do not differ significantly in Turkey, a finding that differs from games in England, perhaps due to less referee bias.  相似文献   

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Women who were exposed to advertisements that portrayed women in their traditional role as homemakers reported less favorable attitudes toward political participation than women who were not exposed to advertisements. Exposure to portrayals of women as sex objects, on the other hand, did not affect women's attitudes. In contrast, men reported less favorable attitudes toward political participation after exposure to advertisements that portrayed women as sex objects, but were not affected by portrayals of women as homemakers. Implications for the influence of sex roles on political participation and the impact of sexist advertisements are discussed.  相似文献   

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A case of an adult who stutters and complains of a similar fluency problem when playing the trombone is reported. This is the fourth such report, with previous cases involving trumpet, flute, and horn playing.  相似文献   

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Artificial intelligences (AIs) are widely used in tasks ranging from transportation to healthcare and military, but it is not yet known how people prefer them to act in ethically difficult situations. In five studies (an anthropological field study, n = 30, and four experiments, total n = 2150), we presented people with vignettes where a human or an advanced robot nurse is ordered by a doctor to forcefully medicate an unwilling patient. Participants were more accepting of a human nurse's than a robot nurse's forceful medication of the patient, and more accepting of (human or robot) nurses who respected patient autonomy rather than those that followed the orders to forcefully medicate (Study 2). The findings were robust against the perceived competence of the robot (Study 3), moral luck (whether the patient lived or died afterwards; Study 4), and command chain effects (Study 5; fully automated supervision or not). Thus, people prefer robots capable of disobeying orders in favour of abstract moral principles like valuing personal autonomy. Our studies fit in a new era in research, where moral psychological phenomena no longer reflect only interactions between people, but between people and autonomous AIs.  相似文献   

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