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81.
Carpooling is a sustainable, economical, and environmental friendly solution that can significantly reduce air pollution and traffic congestion in urban areas. In spite of its numerous benefits, commuters are still skeptic about adopting it as a routine choice for transportation. This study attempts to map commuters’ attitude towards carpooling services. The study has focused on a few motivational constructs that can have an influence on commuters’ behavior. The study has looked at the role of cognitive complexity and empowerment perceptions of commuters to check if these constructs significantly intervene in the behavioral outcomes. The methodology used is a scenario-based 2 × 2 survey design where the sample is an individual who has experience with carpooling. The survey has used two levels (high, low) each of cognitive complexity and psychological empowerment to give rise to four scenarios. The final sample consisted of 400 carpoolers selected from an IT park having more than 5000 employees. MANOVA analysis showed that cognitive complexity and psychological empowerment had significant influence on the motivational constructs used in the study. Value beliefs, safety and platform quality perceptions were found to have a direct impact on attitude formation and intention to engage in carpooling behavior. The findings offer many implications for managers in the sense that that they can focus on creating suitable communication that creates favorable perceptions towards carpooling to bring about better adoption intentions. 相似文献
82.
Older adults are more likely to get severely injured or die in vehicle crashes. Advanced driver-assistance systems (ADAS) can reduce their risk of crashes; however, due to the lack of knowledge and training, usage rate of these systems among older drivers is limited. The objective of this study was to evaluate the impact of two ADAS training approaches (i.e., video-based and demonstration-based training) on older drivers’ subjective and objective measures of mental workload, knowledge and trust considering drivers’ demographic information. Twenty older adults, balanced by gender, participated in a driving simulation study. Results indicated that the video-based training might be more effective for females in reducing their mental workload while driving, whereas the demonstration-based training could be more beneficial for males. There was no significant difference between the video-based and demonstration-based trainings in terms of drivers’ trust and knowledge of automation. The findings suggested that ADAS training protocols can potentially be more effective if they are tailored to specific driver demographics. 相似文献
83.
Hand-free voice message apps are frequently used by young people while driving. Previous studies have identified voice message apps as a common source of driving distraction. To quantitatively evaluate the factors contributing to driving distractions, three simulated driving experiments were designed using a dual-task experimental paradigm. In Experiment 1, participants completed several common tasks related to voice messages in WeChat with or without manual operations (perceptual-motor distraction). Experiments 2 and 3 further took into consideration the cognitive distraction level, measured by task difficulty and task frequency. The results showed that, in comparison with undistracted driving, the perceptual-motor distraction related to voice message app use significantly (ps < 0.05) weakened young drivers’ driving performance with respect to the standard deviation of lateral position (SDLP) between two cars (0.24 m), response time (0.21 s) and error rate (0.12) to turning lights, and collision percentage (0.54%), similar to the effects induced by non-voice-based apps. There were also significant differences (ps < 0.05) between driving with secondary tasks with and without continuous manual operations in the SDLP between two cars (0.19 m) and in the response time (0.18 s) and error rate (0.10) to turning lights, which indicates that the distracting effect produced by voice-message apps comes from the related manual operations. The effects of cognitive distraction on driving performance mainly depended on task difficulty level. High-difficulty secondary tasks via a voice message app significantly (ps < 0.05) weakened the driving performance in response time (by 0.13 s and 0.13 s compared to low-difficulty and baseline conditions, respectively) and error rate (by 0.07 and 0.07 compared to low-difficulty and baseline conditions, respectively) to turning lights and collision percentage (by 0.90% and 0.80% compared to low-difficulty and baseline conditions, respectively). The findings provide a theoretical reference for analysing the distracting components of voice messages and suggest that drivers should limit the use of these kinds of apps during driving. 相似文献
84.
In this paper,we propose a random-access model for describing several wireless communication technologies. These networks have found application in the construction of wireless sensor networks, and the proposed model can be used for flows with different properties, considering the corresponding distribution functions. The model considers the technical features of the LoRa technology and subscriber traffic. We also address the management of random multiple wireless access in a Software-Defined Networking (SDN) like control architectures, and proposing a model for flows with different properties, considering the corresponding distribution functions. We develop a method for optimizing the parameters of an access network by the probability of data delivery. Then we describe the probability of bit error, frame loss, collision, and the choice of network parameters considering the heterogeneity of conditions for different users. Numerical results show the efficiency of our proposed scheme by maintaining the required network parameters in case of its function conditions changing. 相似文献
85.
Advances in applying statistical Machine Learning (ML) led to several claims of human-level or near-human performance in tasks such as image classification & speech recognition. Such claims are unscientific primarily for two reasons, (1) They incorrectly enforce the notion that task-specific performance can be treated as manifestation of General Intelligence and (2) They are not verifiable as currently there is no set benchmark for measuring human-like cognition in a machine learning agent. Moreover, ML agent’s performance is influenced by knowledge ingested in it by its human designers. Therefore, agent’s performance may not necessarily reflect its true cognition. In this paper, we propose a framework that draws parallels from human cognition to measure machine’s cognition. Human cognitive learning is quite well studied in developmental psychology with frameworks and metrics in place to measure actual learning. To either believe or refute the claims of human-level performance of machine learning agent, we need scientific methodology to measure its cognition. Our framework formalizes incremental implementation of human-like cognitive processes in ML agents with an implicit goal to measure it. The framework offers guiding principles for measuring, (1) Task-specific machine cognition and (2) General machine cognition that spans across tasks. The framework also provides guidelines for building domain-specific task taxonomies to cognitively profile tasks. We demonstrate application of the framework with a case study where two ML agents that perform Vision and NLP tasks are cognitively evaluated. 相似文献
86.
Under numerous circumstances, humans recognize visual objects in their environment with remarkable response times and accuracy. Existing artificial visual object recognition systems have not yet surpassed human vision, especially in its universality of application. We argue that modeling the recognition process in an exclusive feedforward manner hinders those systems’ performance. To bridge that performance gap between them and human vision, we present a brief review of neuroscientific data, which suggests that considering an agent’s internal influences (from cognitive systems that peripherally interact with visual-perceptual processes) recognition can be improved. Then, we propose a model for visual object recognition which uses these systems’ information, such as affection, for generating expectation to prime the object recognition system, thus reducing its execution times. Later, an implementation of the model is described. Finally, we present and discuss an experiment and its results. 相似文献
87.
In this paper, I deploy Gallagher et al.’s theory of Direct Social Perception (DSP) to help explain how we perceive others’ subjective time. This process of second-person temporal perception plays an important role in interpersonal interaction, yet is often glossed over in discussions of intersubjectivity. Using A.D. Craig (2009) ‘awareness’ model of subjective time to unify converging evidence that subjective time is embodied, affective, and situated, I argue that subjective time cannot be considered as a hidden or invisible aspect of a private mind, but is partially externally visible through our gestures, expressions, and other behaviours as they unfold within a particular context. My central thesis is that, in face to face interactions, we are able to directly perceive these visible components of other people’s subjective time. This is made possible by our “enculturated” (Menary, 2015) and enactive perceptual faculties. The process of social perception is not a passive, unidirectional affair where static information about one person’s subjective time is transmitted to the other, but rather inextricably linked with action (both at the personal and subpersonal level) and interaction effects produced by a dynamic coupling between participants. Such an enactive perspective reveals how others’ subjective time can be perceived in everyday interactions. 相似文献
88.
Memory is considered one of the most important functions since it allows us to code, store and retrieve knowledge. These qualities make it an indispensable function for a virtual creature. In general, memory can be classified based on the durability of the stored data in working memory and long-term memory. Working memory refers to the capacity to maintain temporarily a limited amount of information in mind, which can then be used to support various abilities, including learning, reasoning, planning and decision-making. Unlike short-term memory, working memory is not only a storage site, but it is also a framework of interacting processes that involve the temporary storage and manipulation of information in the service of performing complex cognitive activities. Declarative memory is a type of long-term memory related with the storage of facts and events. This research focuses on the development of a cognitive architecture for the type of working memory that maintains and manipulates declarative information. The construction of the model was grounded in theoretical evidence taken from cognitive sciences such as neuroscience and psychology, which gave us the components and their processes. The model was evaluated through a case study that covers the encoding, storing, and retrieval stages. Our hypothesis is that a virtual creature endowed with our working memory model will provide faster access to the information needed for the ongoing task. Therefore, it improves the planning and decision-making processes. 相似文献
89.
In this work, we attempted to find out the relationship between different gait patterns and their corresponding cognitive states by using different statistical and machine learning approaches. This paper strongly focusses on the simulations followed by implementation of the proposed cognitive states i.e. (i) EmotionOriented State (EOS) (ii) Thinking Oriented State (TOS) (iii) Memory Oriented State(MOS) (iv) Simple Regular Oriented State (SROS). A novel approach was implemented by creating different environmental contexts for different gaits in our lab. An experimental method was performed to isolate movement artifact using Independent Component Analysis from recorded EEG(Electroencephalogram) signals. Measurement of joint angles from joint positions captured using Kinect V2 sensors was done with the help of OpenSim software. The relationship between different gaits and mental states was established using Pearsons Correlation Coefficient, ANOVA(Analysis of variance) and SVM(Support Vector Machine) classifier respectively. A strong relationship was found between them. The SVM classifier for the EOS and the non-EOS states based on joint angles inferred an accuracy of 81.08%. The ROC Curve for SVM classification depicted an AUC (area under the curve) of 0.9724. 相似文献
90.
拖延是指尽管预见到拖延会带来不利后果, 人们仍自愿推迟开始或完成某一计划好的任务。研究表明, 不同文化背景下有15%~20%的成年人存在慢性拖延, 超过70%的学生承认自己存在学业拖延, 部分学生还会形成特质性拖延。严重的拖延不仅影响人们的学业、工作和生活, 甚至还会危害到人们的身心健康。鉴于目前对于拖延产生的核心机制、形成的关键期以及发展认知神经机制还不是很清楚, 本项目拟从拖延的时间决策理论出发, 首先系统探明拖延决策的核心机制, 尤其是远期价值评估、延迟折扣和自我控制能力等在拖延决策过程中的认知加工机制和神经基础; 其次结合行为-环境变量-脑的多模态数据, 从发展角度探究拖延形成的关键期(敏感期)、影响因素以及发展认知神经机制; 最后从行为干预和脑的可塑性角度出发, 试图制定各关键年龄阶段拖延预防与干预的临床方案。本研究的开展对于把握拖延形成的认知机制、神经基础及其发展规律具有重要的科学价值, 对于拖延行为的预防和干预也具有直接的现实意义。 相似文献