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131.
Human beings can effortlessly perceive stimuli through their sensory systems to learn, understand, recognize and act on our environment or context. Over the years, efforts have been made to enable cybernetic entities to be close to performing human perception tasks; and in general, to bring artificial intelligence closer to human intelligence.Neuroscience and other cognitive sciences provide evidence and explanations of the functioning of certain aspects of visual perception in the human brain. Visual perception is a complex process, and its has been divided into several parts. Object classification is one of those parts; it is necessary for carrying out the declarative interpretation of the environment. This article deals with the object classification problem.In this article, we propose a computational model of visual classification of objects based on neuroscience, it consists of two modular systems: a visual processing system, in charge of the extraction of characteristics; and a perception sub-system, which performs the classification of objects based on the features extracted by the visual processing system.With the results obtained, a set of aspects are analyzed using similarity and dissimilarity matrices. Also based on the neuroscientific evidence and the results obtained from this research, some aspects are suggested for consideration to improve the work in the future and bring us closer to performing the task of visual classification as humans do. 相似文献
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以946名大学生为被试进行问卷调查,探讨暴力视频游戏接触对大学生网络攻击行为的影响机制。结果表明:(1) 暴力视频游戏接触正向预测大学生网络攻击行为;(2) 特质愤怒在大学生暴力视频游戏接触与其网络攻击行为及暴力态度的关系中均具有调节作用;(3) 暴力态度不仅部分中介了大学生暴力视频游戏接触对其网络攻击行为的影响,而且部分中介了特质愤怒与暴力视频游戏接触的交互作用对大学生网络攻击行为的影响。 相似文献
134.
Emily Collins Jonathan FreemanTomas Chamarro-Premuzic 《Personality and individual differences》2012,52(2):133-138
This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs. Correlational analyses indicated that low levels of functional impulsivity and agreeableness alongside high levels of verbal aggression and video game dependency were associated with greater amount of time spent playing MMORPGs. When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use. 相似文献
135.
Ketti Mazzocco Anna Maria Cherubini Paolo Cherubini 《Organizational behavior and human decision processes》2013
A reasoning strategy is iterative when the initial conclusion suggested by a set of premises is integrated into that set of premises in order to yield additional conclusions. Previous experimental studies on game theory-based strategic games (such as the beauty contest game) observed difficulty in reasoning iteratively, which has been partly attributed to bounded individual rationality. However, this difficulty has also been attributed to problems in adequately representing the beliefs, actions, and goals of other agents involved in the games. In four experiments, we observed similar difficulties in iterative reasoning in a variety of puzzles and games that did not involve social interactions with other agents, where they can only be caused by individual cognitive boundaries. Our findings are consistent with the hypothesis that an intrinsic difficulty in iterative reasoning originates from a tendency not to revise our initial mental representation of a problem in light of the initial conclusions that it implies. 相似文献
136.
The social skills model of generalized problematic internet use predicts that individuals who perceive themselves as having low social competencies are at risk to develop a preference for online social interactions (POSI), which, in turn, might lead to compulsive use of Internet communication services. The present study aims to investigate if self-reported emotional intelligence (EI)—interpersonal and intrapersonal abilities—has an effect on POSI levels, and if this effect is mediated by the subjective importance attached to the major controllability (RC) and reduced non-verbal cues (RNVC) of computer mediated communication. 192 high schools and college students were recruited. Results from structural equation modeling show that Intrapersonal EI predicts both RC and RNVC, which, in turn, predicts the level of POSI. A partial mediation effect was found. On the other hand, Interpersonal EI is significantly associated with POSI, but this association cannot be explained by RC and RNVC. Its effect on POSI seems to be either direct or explained by variables not considered in the present study. 相似文献
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Marina Cujzek 《Neuropsychology, development, and cognition. Section B, Aging, neuropsychology and cognition》2017,24(6):631-648
This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (N = 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice – cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants. A pretest, posttest and a 4-month follow-up measurement was conducted. Results revealed improvements in both groups, except for improved reasoning found only in trained participants. These results suggest that: (1) improvements are dependent on the complexity of the program, (2) cognitively stimulating activity are a valid training procedure for old-old, (3) novelty of computer use is an important factor in determining training efficacy. 相似文献
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