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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
251

A step at a time: An investigation of preschoolers’ simulations of narrative events during story comprehension

Polanowski Fecica, Agnieszka January 2010 (has links)
A growing body of work suggests that narrative comprehension involves the simulation of the events and actions described in a narrative (e.g., Barsalou, 2008; Matlock, 2004). Preliterate children’s ability to simulate a narrative character’s movements is explored here in three studies. Children’s simulations of a character’s movements were found to be constrained by their expectation of the duration of the described activities (i.e., walking vs. driving) and by their expectations about the motivating influence of certain psychological factors (i.e., character being eager or not eager to get to a location). Using a novel methodology these findings reveal an ability among preliterate children to create impressively rich and dynamic mental representations of narrative events and address. The implications of the present investigation speak to the larger issue of how human minds comprehend narratives and represent narrative events.
252

Representing information using parametric visual effects on groupware avatars

Dielschneider, Shane 05 February 2010 (has links)
Parametric visual effects such as texture generation and shape grammars can be controlled to produce visually perceptible variation. This variation can be rendered on avatars in groupware systems in real time to represent user information in online environments. This type of extra information has been shown to enrich recognition and characterization, but has previously been limited to iconic representations. Modern, highly graphical virtual worlds require more naturalistic and stylistically consistent techniques to represent information.<p> A number of different parametric texture generation techniques are considered and a set of texture characteristics are developed. The variations of these texture characteristics are examined in a study to determine how well users can recognize the visual changes in each. Another study is done to determine how much screen space is required for users to recognize these visual changes in a subset of these texture characteristics.<p> Additionally, an example shape generation system is developed as an example of how shape grammars and L-systems can be used to represent information using a space ship metaphor.<p> These different parametric visual effects are implemented in an example prototype system using space ships. This prototype is a complete functioning groupware application developed in XNA that utilizes many parametric texture and shape effects.
253

Identitetens transparenta gränser : Iscensättning av identitet, begär och kroppslighet inom sociala medier.

Lindberg, Martin January 2012 (has links)
The aim for this master thesis is to create an understanding of the intersubjective processes of how individuals are experimenting with their identities in social media and the consequences for the identity and embodiment. The thesis is completed with the help of discourse analysis and a starting point in four complementary theories. Central to the implementation of the analysis is the concept of diffraction. Therefore the thesis is, which is reflected in the choice of theoretical approaches and methods, critical to many aspects of classical philosophy of science and method. The empirical material is based on interviews. During the analysis the theory is applied to empirical data received from the interviews, but the empirical data will also be used as inspiration for examining my chosen theories. The analysis covers several topics. First I discuss how a web-identity is constructed and how this can be considered as a process of negotiation with other users on the same website. Furthermore I discuss how my informants negotiate about boundaries conserning sexuality and corporeality, but that the subjective boundaries shift in the encounter between different discursive claim to legitimate expression of body and sexuality. In the final section, before the final discussion, I discuss the body's impacts on communication on a website. During the final discussion several questions are being raised. Centrally, however, is how the essays selected theories help to demonstrate how the negotiation of boundaries in social media is complex, and that experimentation with the identity of a website partly dependent on society's other discourses on gender, body and desires. But it is also discussed how discourses of gender, body and desire is shifted inside the selected websites, and that these sites creates new opportunities for identification and self-knowledge.
254

The body of the embodied body

Hyunjung, Cho January 2011 (has links)
By questioning the feeling of uneasiness coming from seeing the real body, I aim to cast a light upon the relation between the body and the objects that are displayed on it. Starting with a doubt that the object would not only change the surface of human, I investigate how the body of human totally embodies its representational object to itself.
255

Toward the neurocomputer: goal-directed learning in embodied cultured networks

Chao, Zenas C. 23 October 2007 (has links)
Brains display very high-level parallel computation, fault-tolerance, and adaptability, all of which are what we struggle to recreate in engineered systems. The neurocomputer (an organic computer built from living neurons) seems possible and may lead to a new generation of computing device that can operate in a brain-like manner. Cultured neuronal networks on multi-electrode arrays (MEAs) are one of the best candidates for the neurocomputer for their controllability, accessibility, flexibility, and the ability to self-organize. I explored the possibility of the neurocomputer by studying whether we can show goal-directed learning, one of the most fascinating behavior of brains, in cultured networks. Inspired by the brain, which needs to be embodied in some way and interact with its surroundings in order to give a purpose to its activities, we have developed tools for closing the sensory-motor loop between a cultured network and a robot or an artificial animal (an animat), termed a ¡§hybrot¡¨. In order to efficiently find an effective closed-loop design among infinite potential options, I constructed a biologically-inspired simulated network. By using this simulated network, I designed: (1) a statistic that can effectively and efficiently decode network functional plasticity, and (2) feedback stimulations and an adaptive training algorithm to encode sensory information and to direct network plasticity. By closing the sensory-motor loop with these decoding and encoding designs, we successfully demonstrated a simple adaptive goal-directed behavior: learning to move in a user-defined direction, and further showed that multiple tasks could be learned simultaneously. These results suggest that even though a cultured network lacks the 3-D structure of the brain, it still can be functionally shaped and show meaningful behavior. To our knowledge, this is the first demonstration of goal-directed learning in embodied cultured networks. Extending from these findings, I further proposed a research plan to optimize closed-loop designs for evaluating the maximal learning capacity (or even true intelligence) of the cultured network. Knowledge gained from effective closed-loop designs provides insights about learning and memory in the nervous system, which could influence the design of neurocomputers, future artificial neural networks, and more effective neuroprosthetics.
256

Emergence Of Verb And Object Concepts Through Learning Affordances

Dag, Nilgun 01 October 2010 (has links) (PDF)
Researchers are still far from thoroughly understanding and building accurate computational models of the mechanisms in human mind that give rise to cognitive processes such as emergence of concepts and language acquisition. As a new attempt to give an insight into this issue, in this thesis, we are concerned about developing a computational model that leads to the emergence of concepts. Specically, we investigate how a robot can acquire verb and object concepts through learning affordances, a notion first proposed by J. J. Gibson in 1986. Using the affordance formalization framework of Sahin et al. in 2007, a humanoid robot acquires concepts through interactions in an embodied environment. For the acquisition of verb concepts, we take an alternative approach to the literature, which generally links verbs to specific behaviors of the robot, by linking them to specific effects that different behaviors may generate. We show how our robot can learn effect prototypes, represented in terms of feature changes in the perception vector of the robot, through demonstrations made by a human supervisor. As for the object concepts, we use the affordance relations of objects to create object concepts based on their functional relevance. Additionally, we show that the extracted eect prototypes corresponding to verb concepts can also be utilized to discover stable and variable properties of objects which can be associated to stable and variable affordances. Moreover, we show that the acquired concepts provide a suitable basis for communication with humans or other agents, for example to understand and imitate others&#039 / behaviors or for goal specication tasks. These capabilities are demonstrated in simple interaction games on the iCub humanoid robot platform.
257

Function And Appearance-based Emergence Of Object Concepts Through Affordances

Atil, Ilkay 01 November 2010 (has links) (PDF)
One view to cognition is that the symbol manipulating brain interprets the symbols of language based on the sensori-motor experiences of the agent. Such symbols, for example, what we refer to as nouns and verbs, are generalizations that the agent discovers through interactions with the environment. Given that an important subset of nouns correspond to objects (and object concepts), in this thesis, how function and appearance-based object concepts can be created through affordances has been studied. For this, a computational system, which is able to create object concepts through simple interactions with the objects in the environment, is proposed. Namely, the robot applies a set of built-in behaviors (such as pushing, lifting, grasping) on a set of objects to learn their aordances, through which objects affording similar functions are grouped into object concepts. Moreover, the thesis demonstrates that the discovered object concepts are beneficial for learning new tasks by analyzing the learning performance of learning a new task with and without object concepts.
258

An Inquiry Into The Ontology Of Responsiveness: Assessing Embodiment And Human-machine Interaction In Responsive Environments

Ucar Kirmizigul, Basak 01 September 2011 (has links) (PDF)
Advances in communication and information technologies, as well as recent developments in computer technology, material research and sensor networks instigate the studies on active and dynamic environments, which call for the participation of the human and the machine in the definition of responsiveness in architecture. The thesis aims to provide for an ontological inquiry on responsiveness and responsive environments by undertaking an overview of the extensive interest in the responsive experience in architecture. It scrutinizes the field of responsive environments with a particular focus on the machinic approaches that (re)problematize the human-machine interaction. For this purpose, the thesis relates the concept of responsiveness with the machinism debate and considers the associations between the body, the human-machine interaction and the condition of embodiment in responsive environments. The machinism debate is discussed in reference to responsiveness and assesses the issue of embodiment and human-machine interaction in responsive environments. By reflecting on the human-machine interaction, the re-conceptualization of the issue of embodiment is rendered in reference to the body, the definition of which arises from the relations between the body, the environment and the machine, continuously updated during their interaction. The thesis identifies this altered concept of the body as a significant stimulation for new modes of human-machine interaction as it enables the embodiment of relations in relation to the body and initiates the re-conceptualization of both embodiment and human-machine interaction. In this respect, the thesis presents an assessment of the nature of human-machine interaction and its re-problematization in responsive environments, where the challenged conditions of body and embodiment are discussed in reference to debates in the philosophy of mind on different interpretations of the mind-body relationship. Referring to particular examples from different periods and contexts, the consequences of embracing machinic approaches in the definition of responsive environments are considered, where the dissolution of dichotomies between human and machine, subject and object, human and non-human, and mind and body are questioned in line with these transformations.
259

Notions of Embodiment in Cognitive Science

Svensson, Henrik January 2001 (has links)
<p>Cognitive science has traditionally viewed the mind as essentially disembodied, that is, the nature of mind and cognition is neither affected by the ¡Èsystem¡É it is implemented in nor affected by the environment that the system is situated in. But since the mid-1980s a new approach emerged in artificial intelligence that emphasized the importance of embodiment and situatedness and since then terms like embodied cognition, embodied intelligence have become more and more apparent in discussions of cognition. As embodied cognition has increased in interest so have the notions of embodiment and situatedness and they are not always compatible. This report has found that there are, at least, four notions of embodiment in the discussions of embodied cognition: software embodiment, physical embodiment, biological embodiment and human(oid) embodiment.</p>
260

Påverkar animerade agenter minneskapaciteten hos användaren?

Pettersson, Erik January 2005 (has links)
<p>Under de senaste åren har det blivit allt tydligare och fler resultat pekar på att kroppsliga tillstånd, såsom ansiktsuttryck, och människans informationsbearbetning är sammankopplade. Det har även visat sig att människor härmar varandras ansiktsuttryck och därigenom förändrar sina emotionella tillstånd. På senare år har det även börjat dyka upp allt fler animerade agenter som ska hjälpa användaren med datorprogram, hemsidor och lärande datorspel. Härmar en användare då även en animerad agents ansiktsuttryck precis som en verklig människa? Den här studien ska undersöka huruvida användaren till ett datorspel härmar den animerade agentens ansiktsuttryck och om det i sin tur påverkar dennes informationsbearbetning. I studien användes ett datorspel där en agent som hade antingen ett glatt, neutralt eller ledset ansiktsuttryck presenterade negativa, neutrala och positiva ord i en pratbubbla. Användarna fick sedan skriva ner så många ord som de kom ihåg. Resultaten visade att deltagarna inte härmade agentens ansiktsuttryck och att agenten inte hade påverkat deras informationsbearbetning.</p>

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