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Uma arquitetura para agentes inteligentes com personalidade e emoção / An architecture for intelligent agents with personality and emotionAry Fagundes Bressane Neto 02 June 2010 (has links)
Uma das principais motivações da Inteligência Artificial no contexto dos sistemas de entretenimento digital é criar personagens adaptáveis a novas situações, pouco previsíveis, com aprendizado rápido, memória de situações passadas e uma grande diversidade de comportamentos consistente e convincente ao longo do tempo. De acordo com recentes estudos desenvolvidos nos campos da Neurociência e da Psicologia, a capacidade de resolução de problemas não está unicamente atrelada à facilidade na manipulação de símbolos, mas também à exploração das características do ambiente e à interação social, que pode ser expressa na forma de fenômenos emocionais. Os resultados desses estudos confirmam o papel fundamental que cumprem a personalidade e as emoções nas atividades de percepção, planejamento, raciocínio, criatividade, aprendizagem, memória e tomada de decisão. Quando módulos para a manipulação de personalidade e emoções são incorporados à teoria de agentes, é possível a construção de Agentes com Comportamento Convincente (Believable Agents). O objetivo principal deste trabalho é desenvolver e implementar uma arquitetura de agentes inteligentes para construir personagens sintéticos cujos estados afetivos influenciam em suas atividades cognitivas. Para o desenvolvimento de tal arquitetura utilizou-se o modelo BDI (Beliefs, Desires e Intentions) como base e aos módulos existentes em uma implementação desse modelo foi incluído um Módulo Afetivo. Esse Módulo Afetivo é constituído por três submódulos (Personalidade, Humor e Emoção) e deve impactar nas atividades cognitivas de percepção, memória e tomada de decisão do agente. Duas provas de conceito (experimentos) foram construídas : a simulação do problema do ``Dilema do Prisioneiro Iterado\'\' e a versão computadorizada do ``Jogo da Memória\'\'. A construção desses experimentos permitiu avaliar empiricamente a influência da personalidade, humor e emoção nas atividades cognitivas dos agentes, e consequentemente no seu comportamento. Os resultados evidenciam que a utilização da nova arquitetura permite a construção de agentes com comportamentos mais coerentes, adaptativos e cooperativos quando comparados aos de agentes construídos com arquiteturas cujas atividades cognitivas não consideram o estado afetivo, e também produz um comportamento mais próximo de um agente humano que de um comportamento ótimo ou aleatório. Essa evidência de sucesso, apresentada nos resultados, mostra que os agentes construídos com a arquitetura proposta nessa dissertação indicam um avanço na direção do desenvolvimento dos Agentes com Comportamento Convincente. / One of the main motivations of Artificial Intelligence in the context of the digital entertainment systems is to create characters that are adaptable to new situations, unpredictable, fast learners, enable with memory of past situations and a variety of consistent and convincing behavior over time. According to recent studies conducted in the fields of Neuroscience and Psychology, the ability to solve problems is not only related to the capacity to manipulate symbols, but also to the ability to explore the environment and to engage into social interaction, which can be expressed as emotional phenomena. The results of these studies confirm the key role the personality and emotions play in the activities of perception, attention, planning, reasoning, creativity, learning, memory and decision making. When modules for handling personality and emotion, are incorporated in a theory of agents, it is possible to build Believable Agents. The main objective of this work is to develop and implement an intelligent agent architecture to build synthetic characters whose affective states influence their cognitive activities. To develop such architecture the BDI model (Beliefs, Desires and Intentions) was used as a basis, to which an Affective Module was included. The Affective Module consists of three sub-modules (Personality, Mood and Emotion), which influence the cognitive activities of perception, memory and decision making. Finally, two proofs of concept were built: the simulation of the problem of ``Iterated Prisoner\'s Dilemma\'\' and the computerized version of the ``Memory Game.\'\' The construction of these experiments allowed to evaluate empirically the influence of personality, mood and emotion in cognitive activities of agents and consequently in their behavior. The results show that using the proposed architecture one can build agents with more consistent, adaptive and cooperative behaviors when compared to agents built with architectures whose affective states do not influence their cognitive activities. It also produces a behavior that is closer to a human user than that of optimal or random behavior. This evidence of success, presented in the obtained results, show that agents built with the proposed architecture indicate an advance towards the development of Believable Agents.
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An integrative framework of time-varying affective robotic behaviorMoshkina, Lilia V. 04 April 2011 (has links)
As robots become more and more prevalent in our everyday life, making sure that our interactions with them are natural and satisfactory is of paramount importance. Given the propensity of humans to treat machines as social actors, and the integral role affect plays in human life, providing robots with affective responses is a step towards making our interaction with them more intuitive. To the end of promoting more natural, satisfying and effective human-robot interaction and enhancing robotic behavior in general, an integrative framework of time-varying affective robotic behavior was designed and implemented on a humanoid robot. This psychologically inspired framework (TAME) encompasses 4 different yet interrelated affective phenomena: personality Traits, affective Attitudes, Moods and Emotions. Traits determine consistent patterns of behavior across situations and environments and are generally time-invariant; attitudes are long-lasting and reflect likes or dislikes towards particular objects, persons, or situations; moods are subtle and relatively short in duration, biasing behavior according to favorable or unfavorable conditions; and emotions provide a fast yet short-lived response to environmental contingencies. The software architecture incorporating the TAME framework was designed as a stand-alone process to promote platform-independence and applicability to other domains.
In this dissertation, the effectiveness of affective robotic behavior was explored and evaluated in a number of human-robot interaction studies with over 100 participants. In one of these studies, the impact of Negative Mood and emotion of Fear was assessed in a mock-up search-and-rescue scenario, where the participants found the robot expressing affect more compelling, sincere, convincing and "conscious" than its non-affective counterpart. Another study showed that different robotic personalities are better suited for different tasks: an extraverted robot was found to be more welcoming and fun for a task as a museum robot guide, where an engaging and gregarious demeanor was expected; whereas an introverted robot was rated as more appropriate for a problem solving task requiring concentration. To conclude, multi-faceted robotic affect can have far-reaching practical benefits for human-robot interaction, from making people feel more welcome where gregariousness is expected to making unobtrusive partners for problem solving tasks to saving people's lives in dangerous situations.
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Selective Control of Attention to Emotionally Salient StimuliHudson, Amanda 18 August 2010 (has links)
Selective attention may be an effective strategy for regulating emotions. The current study measured selective attention to emotional pictures in healthy adults using a novel computerized task. Participants saw pictorial cues on the right or left of the screen, followed by target words on the same or opposite side. Participants were divided into two groups. The suppress group had to avoid looking at pictures (cues), whereas the attend group had to look at them. Both groups categorized targets as indoor or outdoor words. Subsequent cue/target recognition tests were administered. Performance on both tasks was assessed by picture valence, revealing reduced inhibitory control to negative picture and difficulties reorienting to negatively cued locations. These findings contribute to our understanding of affective-attentional interactions in healthy adults. Moreover, the apparent inability to avoid looking at negative items may highlight a need to explore other emotion regulation techniques.
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Selective Control of Attention to Emotionally Salient StimuliHudson, Amanda 18 August 2010 (has links)
Selective attention may be an effective strategy for regulating emotions. The current study measured selective attention to emotional pictures in healthy adults using a novel computerized task. Participants saw pictorial cues on the right or left of the screen, followed by target words on the same or opposite side. Participants were divided into two groups. The suppress group had to avoid looking at pictures (cues), whereas the attend group had to look at them. Both groups categorized targets as indoor or outdoor words. Subsequent cue/target recognition tests were administered. Performance on both tasks was assessed by picture valence, revealing reduced inhibitory control to negative picture and difficulties reorienting to negatively cued locations. These findings contribute to our understanding of affective-attentional interactions in healthy adults. Moreover, the apparent inability to avoid looking at negative items may highlight a need to explore other emotion regulation techniques.
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Three-Component Model (TCM) of commitment i svensk kontext : En undersökning av relationen mellan commitment gentemot organisation och närmaste chefPersson Brage, Hedvig, Olofsson, Andreas January 2014 (has links)
Syftet med studien var att undersöka relationen mellan commitment gentemot organisationen och chefs-commitment i en svensk kontext med hjälp av TCM Employee Commitment Survey. Metoden för att undersöka detta var en webbenkät som delades ut till sammanlagt 188 personer, med en svarsfrekvens på 35%. Respondenterna arbetade i tre olika organisationer inom offentlig sektor. I enkäten fick respondenterna ta ställning till påståenden rörande sin organisation och sin närmaste chef. Resultatet visade att ju lägre continuance commitment är gentemot närmaste chef, desto högre är affective commitment gentemot organisationen. Vidare visade resultatet att ju högre continuance commitment är gentemot närmaste chef, desto högre är continuance commitment gentemot organisationen. Dessutom visade resultatet att ju högre normative commitment gentemot närmaste chef är, desto högre är normative commitment gentemot organisationen. I motsats till tidigare studier fann vi ingen korrelation mellan affective commitment gentemot organisation och affective commitment gentemot närmaste chef. / The main purpose of this study was to examine the relationship between organizational commitment and supervisor commitment within a Swedish context using TCM Employee Commitment Survey. Measures were done via a questionnaire distributed to a total of 188 people, with a response rate of 35%. The respondents were employees from three different organizations within the public sector. They were asked to consider different statements regarding their organization, their supervisor and work-related identity. The results showed that if continuance commitment to supervisor is low, affective organizational commitment will be high. The results also showed that when continuance commitment to supervisor was high, continuance organizational commitment was also high. When normative supervisor commitment was high, so was normative organizational commitment. In contrast to previous studies, we found no correlation between affective organizational commitment and affective commitment to supervisor.
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Seasonal variation in adaptation to shiftwork /McLaughlin, Catherine A. January 2005 (has links)
Dissertation (Ph.D.) - Simon Fraser University, 2005. / Dissertation (Dept. of Psychology) / Simon Fraser University. Includes bibliographical references (leaves 86-93).
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Ensino de algoritmos : detecção do estado afetivo de frustração para apoio ao processo de aprendizagemIepsen, Edécio Fernando January 2013 (has links)
Esta tese apresenta uma pesquisa para detectar os alunos que evidenciam sinais de frustração em atividades de ensino e de aprendizagem na área de Algoritmos, para então, auxiliá-los com ações proativas de apoio. A motivação para o desenvolvimento deste trabalho advém da dificuldade dos alunos na aprendizagem dos conceitos e técnicas de construção de Algoritmos, que se constitui num dos principais fatores que levam os cursos de formação em Computação a atingir altas taxas de evasão. Na busca por diminuir tal evasão, esta pesquisa destaca a importância de considerar os estados afetivos dos alunos, procurando motivá-los a estudar e resolver suas dificuldades de entendimento da resolução de problemas usando como suporte os sistemas computacionais. Para fins de validação da pesquisa foi construída uma ferramenta para: a) inferir o estado afetivo de frustração do aluno durante a resolução dos exercícios de Algoritmos, b) ao detectar sinais associados à frustração, apresentar recursos de apoio ao aprendizado do aluno. A inferência da frustração ocorre a partir da análise das variáveis comportamentais produzidas pelas interações dos alunos com a ferramenta. O apoio consiste na exibição de um tutorial com a resolução passo a passo do exercício no qual o aluno apresenta dificuldades e na recomendação de um novo exercício com níveis de complexidade mais lineares aos conceitos trabalhados até aquele ponto da disciplina. A partir destas ações, pretende-se auxiliar a fazer com que a frustração do aluno possa ser transformada em uma oportunidade de aprendizado. Estudos de Caso foram realizados com alunos de Algoritmos do curso de Tecnologia em Análise e Desenvolvimento de Sistemas da Faculdade de Tecnologia Senac Pelotas durante os anos de 2011 e 2012. Para identificar os padrões de comportamento dos alunos foram utilizadas técnicas de Mineração de Dados. Os resultados dos experimentos demonstraram que evidências como, o alto número de tentativas de compilação de um programa sem sucesso, o grande número de erros em um mesmo programa ou a quantidade de tempo gasto na tentativa de resolver um algoritmo, podem estar relacionadas ao estado de frustração do aluno. Além disso, em um dos experimentos foi realizado um comparativo de pré e pós-teste que demonstrou importantes avanços no aprendizado dos alunos participantes da pesquisa. / This thesis presents a research work on the detection of students who show signs of frustration in learning activities in the area of algorithms, to then assist them with proactive support actions. Our motivation for the development of this work comes from students' difficulty in learning the concepts and techniques for building algorithms, which constitutes one of the main factors for the high dropout rates of computing courses. With the intent of giving a contribution to the reduction of such evasion, this research highlights the importance of considering students' affective states, trying to motivate them to study and work out their difficulties, with the assistance of computer systems. For research validation purposes, a tool was built to: a) infer the student’s affective state of frustration while solving exercises of algorithms; b) detect signs associated with frustration, to provide resources to support student learning. The inference of frustration comes from the analysis of behavioral variables produced by the interactions of students with the tool. The support consists in displaying a tutorial with a step by step solution for the exercise in which the student shows difficulties, and the recommendation of a new exercise with more linear levels of complexity than the concepts worked until that point in the course. With these actions, our intention is to turn student's frustration into a learning opportunity. Case studies were conducted with students of Algorithms at the Faculty of Technology Senac Pelotas, in 2011 and 2012. Data mining techniques were used to identify patterns of student behavior. The experiment results showed that evidence such as the high number of attempts to compile a program without success, the large number of errors in a program or even the amount of time spent trying to solve an algorithm, might be related to the student’s frustration state. Additionally, a pre and post-test comparison showed significant progress in students' learning.
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Ensino de algoritmos : detecção do estado afetivo de frustração para apoio ao processo de aprendizagemIepsen, Edécio Fernando January 2013 (has links)
Esta tese apresenta uma pesquisa para detectar os alunos que evidenciam sinais de frustração em atividades de ensino e de aprendizagem na área de Algoritmos, para então, auxiliá-los com ações proativas de apoio. A motivação para o desenvolvimento deste trabalho advém da dificuldade dos alunos na aprendizagem dos conceitos e técnicas de construção de Algoritmos, que se constitui num dos principais fatores que levam os cursos de formação em Computação a atingir altas taxas de evasão. Na busca por diminuir tal evasão, esta pesquisa destaca a importância de considerar os estados afetivos dos alunos, procurando motivá-los a estudar e resolver suas dificuldades de entendimento da resolução de problemas usando como suporte os sistemas computacionais. Para fins de validação da pesquisa foi construída uma ferramenta para: a) inferir o estado afetivo de frustração do aluno durante a resolução dos exercícios de Algoritmos, b) ao detectar sinais associados à frustração, apresentar recursos de apoio ao aprendizado do aluno. A inferência da frustração ocorre a partir da análise das variáveis comportamentais produzidas pelas interações dos alunos com a ferramenta. O apoio consiste na exibição de um tutorial com a resolução passo a passo do exercício no qual o aluno apresenta dificuldades e na recomendação de um novo exercício com níveis de complexidade mais lineares aos conceitos trabalhados até aquele ponto da disciplina. A partir destas ações, pretende-se auxiliar a fazer com que a frustração do aluno possa ser transformada em uma oportunidade de aprendizado. Estudos de Caso foram realizados com alunos de Algoritmos do curso de Tecnologia em Análise e Desenvolvimento de Sistemas da Faculdade de Tecnologia Senac Pelotas durante os anos de 2011 e 2012. Para identificar os padrões de comportamento dos alunos foram utilizadas técnicas de Mineração de Dados. Os resultados dos experimentos demonstraram que evidências como, o alto número de tentativas de compilação de um programa sem sucesso, o grande número de erros em um mesmo programa ou a quantidade de tempo gasto na tentativa de resolver um algoritmo, podem estar relacionadas ao estado de frustração do aluno. Além disso, em um dos experimentos foi realizado um comparativo de pré e pós-teste que demonstrou importantes avanços no aprendizado dos alunos participantes da pesquisa. / This thesis presents a research work on the detection of students who show signs of frustration in learning activities in the area of algorithms, to then assist them with proactive support actions. Our motivation for the development of this work comes from students' difficulty in learning the concepts and techniques for building algorithms, which constitutes one of the main factors for the high dropout rates of computing courses. With the intent of giving a contribution to the reduction of such evasion, this research highlights the importance of considering students' affective states, trying to motivate them to study and work out their difficulties, with the assistance of computer systems. For research validation purposes, a tool was built to: a) infer the student’s affective state of frustration while solving exercises of algorithms; b) detect signs associated with frustration, to provide resources to support student learning. The inference of frustration comes from the analysis of behavioral variables produced by the interactions of students with the tool. The support consists in displaying a tutorial with a step by step solution for the exercise in which the student shows difficulties, and the recommendation of a new exercise with more linear levels of complexity than the concepts worked until that point in the course. With these actions, our intention is to turn student's frustration into a learning opportunity. Case studies were conducted with students of Algorithms at the Faculty of Technology Senac Pelotas, in 2011 and 2012. Data mining techniques were used to identify patterns of student behavior. The experiment results showed that evidence such as the high number of attempts to compile a program without success, the large number of errors in a program or even the amount of time spent trying to solve an algorithm, might be related to the student’s frustration state. Additionally, a pre and post-test comparison showed significant progress in students' learning.
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Serious Games and Affective Gaming : Affective avatars and the play-motivation in serious gamingHöschele Modic, Bernard January 2017 (has links)
This study aims to explore the question, how the use of applied gaming aspects through affective gaming, specifically as affective avatars, can promote an increment in play-motivation compared to today’s serious gaming. Similar studies in different fields have already shown, that the use of serious gaming can have a very positive impact on the motivation. This study should provide an initial step towards applying serious gaming and gamification through affective computing, for a more efficient motivational educating. By combining the fun of gaming, serious part and the affective avatar gaming, a much higher informational and motivational result could be achieved. A quantitative method was used to collect the data from 18 participants, participating in the research study. The participants were separated into three groups, equally distributed between experienced video game players and non-experienced ones, playing three different game versions, including and excluding affective elements. The collected and analysed data indicates, that participants do seemingly show a slightly higher play-motivation by having an affective avatar interaction. The gained result from this study could potentially show a new path of using affective avatars in a serious gaming setting and strengthen its possible potential.
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Ensino de algoritmos : detecção do estado afetivo de frustração para apoio ao processo de aprendizagemIepsen, Edécio Fernando January 2013 (has links)
Esta tese apresenta uma pesquisa para detectar os alunos que evidenciam sinais de frustração em atividades de ensino e de aprendizagem na área de Algoritmos, para então, auxiliá-los com ações proativas de apoio. A motivação para o desenvolvimento deste trabalho advém da dificuldade dos alunos na aprendizagem dos conceitos e técnicas de construção de Algoritmos, que se constitui num dos principais fatores que levam os cursos de formação em Computação a atingir altas taxas de evasão. Na busca por diminuir tal evasão, esta pesquisa destaca a importância de considerar os estados afetivos dos alunos, procurando motivá-los a estudar e resolver suas dificuldades de entendimento da resolução de problemas usando como suporte os sistemas computacionais. Para fins de validação da pesquisa foi construída uma ferramenta para: a) inferir o estado afetivo de frustração do aluno durante a resolução dos exercícios de Algoritmos, b) ao detectar sinais associados à frustração, apresentar recursos de apoio ao aprendizado do aluno. A inferência da frustração ocorre a partir da análise das variáveis comportamentais produzidas pelas interações dos alunos com a ferramenta. O apoio consiste na exibição de um tutorial com a resolução passo a passo do exercício no qual o aluno apresenta dificuldades e na recomendação de um novo exercício com níveis de complexidade mais lineares aos conceitos trabalhados até aquele ponto da disciplina. A partir destas ações, pretende-se auxiliar a fazer com que a frustração do aluno possa ser transformada em uma oportunidade de aprendizado. Estudos de Caso foram realizados com alunos de Algoritmos do curso de Tecnologia em Análise e Desenvolvimento de Sistemas da Faculdade de Tecnologia Senac Pelotas durante os anos de 2011 e 2012. Para identificar os padrões de comportamento dos alunos foram utilizadas técnicas de Mineração de Dados. Os resultados dos experimentos demonstraram que evidências como, o alto número de tentativas de compilação de um programa sem sucesso, o grande número de erros em um mesmo programa ou a quantidade de tempo gasto na tentativa de resolver um algoritmo, podem estar relacionadas ao estado de frustração do aluno. Além disso, em um dos experimentos foi realizado um comparativo de pré e pós-teste que demonstrou importantes avanços no aprendizado dos alunos participantes da pesquisa. / This thesis presents a research work on the detection of students who show signs of frustration in learning activities in the area of algorithms, to then assist them with proactive support actions. Our motivation for the development of this work comes from students' difficulty in learning the concepts and techniques for building algorithms, which constitutes one of the main factors for the high dropout rates of computing courses. With the intent of giving a contribution to the reduction of such evasion, this research highlights the importance of considering students' affective states, trying to motivate them to study and work out their difficulties, with the assistance of computer systems. For research validation purposes, a tool was built to: a) infer the student’s affective state of frustration while solving exercises of algorithms; b) detect signs associated with frustration, to provide resources to support student learning. The inference of frustration comes from the analysis of behavioral variables produced by the interactions of students with the tool. The support consists in displaying a tutorial with a step by step solution for the exercise in which the student shows difficulties, and the recommendation of a new exercise with more linear levels of complexity than the concepts worked until that point in the course. With these actions, our intention is to turn student's frustration into a learning opportunity. Case studies were conducted with students of Algorithms at the Faculty of Technology Senac Pelotas, in 2011 and 2012. Data mining techniques were used to identify patterns of student behavior. The experiment results showed that evidence such as the high number of attempts to compile a program without success, the large number of errors in a program or even the amount of time spent trying to solve an algorithm, might be related to the student’s frustration state. Additionally, a pre and post-test comparison showed significant progress in students' learning.
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