Results 1 - 10
of
280
Building Brains for Bodies
- Autonomous Robots
, 1994
"... We describe a project to capitalize on newly available levels of computational resources in order to understand human cognition. We are building an integrated physical system including vision, sound input and output, and dextrous manipulation, all controlled by a continuously operating large scale p ..."
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Cited by 134 (8 self)
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We describe a project to capitalize on newly available levels of computational resources in order to understand human cognition. We are building an integrated physical system including vision, sound input and output, and dextrous manipulation, all controlled by a continuously operating large scale parallel MIMD computer. The resulting system will learn to "think " by building on its bodily experiences to accomplish progressively more abstract tasks. Past experience suggests that in attempting to build such an integrated system we will have to fundamentally change the way artificial intelligence, cognitive science, linguistics, and philosophy think about the organization of intelligence. We expect to be able to better reconcile the theories that will be developed with current work in neuroscience.
Information Foraging
- Psychological Review
, 1999
"... Information foraging theory is an approach to understanding how strategies and technologies for information seeking, gathering, and consumption are adapted to the flux of information in the environment. The theory assumes that people, when possible, will modify their strategies or the structure of t ..."
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Cited by 93 (7 self)
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Information foraging theory is an approach to understanding how strategies and technologies for information seeking, gathering, and consumption are adapted to the flux of information in the environment. The theory assumes that people, when possible, will modify their strategies or the structure of the environment to maximize their rate of gaining valuable information. The theory is developed by (a) adaptation (rational) analysis of information foraging problems and (b) a detailed process model (adaptive control of thought in information foraging [ACT-IF]). The adaptation analysis develops (a) information patch models, which deal with time allocation and information filtering and enrichment activities in environments in which information is encountered in clusters; (b) information scent models, which address the identification of information value from proximal cues; and (c) information diet models, which address decisions about the selection and pursuit of information items. ACT-IF is instantiated as a production system model of people interacting with complex information technology. Humans actively seek, gather, share, and consume information to a degree unapproached by other organisms. Ours might properly be characterized as a species of informavores (Dennett, 1991). Our adaptive success depends to a large extent on a vast and complex
Facing up to the problem of consciousness
- Journal of Consciousness Studies
, 1995
"... Consciousness poses the most baffling problems in the science of the mind. There is nothing that we know more intimately than conscious experience, but there is nothing that is harder to explain. All sorts of mental phenomena have yielded to scientific investigation in recent years, but consciousnes ..."
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Cited by 83 (1 self)
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Consciousness poses the most baffling problems in the science of the mind. There is nothing that we know more intimately than conscious experience, but there is nothing that is harder to explain. All sorts of mental phenomena have yielded to scientific investigation in recent years, but consciousness has stubbornly resisted. Many have tried to explain it, but the
The GAZE Groupware System: Mediating Joint Attention in Multiparty Communication and Collaboration
, 1999
"... In this paper, we discuss why, in designing multiparty mediated systems, we should focus first on providing non-verbal cues which are less redundantly coded in speech than those normally conveyed by video. We show how conveying one such cue, gaze direction, may solve two problems in multiparty media ..."
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Cited by 63 (7 self)
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In this paper, we discuss why, in designing multiparty mediated systems, we should focus first on providing non-verbal cues which are less redundantly coded in speech than those normally conveyed by video. We show how conveying one such cue, gaze direction, may solve two problems in multiparty mediated communication and collaboration: knowing who is talking to whom, and who is talking about what. As a candidate solution, we present the GAZE Groupware System, which combines support for gaze awareness in multiparty mediated communication and collaboration with small and linear bandwidth requirements. The system uses an advanced, deskmounted eyetracker to metaphorically convey gaze awareness in a 3D virtual meeting room and within shared documents. KEYWORDS: CSCW, multiparty videoconferencing, awareness, attention, gaze direction, eyetracking, VRML 2. INTRODUCTION With recent advances in network infrastructure and computing power, desktop video conferencing and groupware systems are ra...
Sound-Source Recognition: A Theory and Computational Model
, 1999
"... The ability of a normal human listener to recognize objects in the environment from only the sounds they produce is extraordinarily robust with regard to characteristics of the acoustic environment and of other competing sound sources. In contrast, computer systems designed to recognize sound source ..."
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Cited by 61 (0 self)
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The ability of a normal human listener to recognize objects in the environment from only the sounds they produce is extraordinarily robust with regard to characteristics of the acoustic environment and of other competing sound sources. In contrast, computer systems designed to recognize sound sources function precariously, breaking down whenever the target sound is degraded by reverberation, noise, or competing sounds. Robust listening requires extensive contextual knowledge, but the potential contribution of sound-source recognition to the process of auditory scene analysis has largely been neglected by researchers building computational models of the scene analysis process. This thesis proposes a theory of sound-source recognition, casting recognition as a process of gathering information to enable the listener to make inferences about
Representation is Representation of Similarities
- Behavioral and Brain Sciences
, 1996
"... Advanced perceptual systems are faced with the problem of securing a principled relationship between the world and its internal representation. I propose a unified approach to visual representation, based on Shepard's (1968) notion of second-order isomorphism. According to the proposed theory, a sha ..."
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Cited by 60 (15 self)
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Advanced perceptual systems are faced with the problem of securing a principled relationship between the world and its internal representation. I propose a unified approach to visual representation, based on Shepard's (1968) notion of second-order isomorphism. According to the proposed theory, a shape is represented internally by the responses of a few tuned modules, each of which is broadly selective for some reference shape, whose similarity to the stimulus it measures. The result is a philosophically appealing, computationally feasible, biologically credible, and formally veridical representation of a distal shape space. This approach supports representation of and discrimination among shapes radically different from the reference ones, while bypassing the need for the computationally problematic decomposition into parts; it also addresses the needs of shape categorization, and can be used to derive a range of models of perceived similarity. Representation is Representation of Sim...
From Perception-Action loops to imitation processes: A bottom-up approach of learning by imitation
, 1997
"... This paper 1 proposes a neural architecture for a robot to learn how to imitate a sequence of movements performed by another robot or by a human. The main idea is that the imitation process does not need to be given to the system but can emerge from a mis-interpretation of the perceived situ ..."
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Cited by 57 (8 self)
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This paper 1 proposes a neural architecture for a robot to learn how to imitate a sequence of movements performed by another robot or by a human. The main idea is that the imitation process does not need to be given to the system but can emerge from a mis-interpretation of the perceived situation at the level of a simple sensorimotor system. We discuss the central position of imitation processes for the understanding of our high level cognitive habilities linked to selfrecognition and to the recognition of the other as something similar to me. Another interesting aspect of this work is that the neural network used for sequences learning is directly inspired from a brain structure called the hippocampus and mainly involved in our memorization capabilities (?).
Imitation and mechanisms of joint attention: A developmental structure for building social skills on a humanoid robot
, 1999
"... Abstract. Adults are extremely adept at recognizing social cues, such as eye direction or pointing gestures, that establish the basis of joint attention. These skills serve as the developmental basis for more complex forms of metaphor and analogy by allowing an infant to ground shared experiences an ..."
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Cited by 56 (5 self)
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Abstract. Adults are extremely adept at recognizing social cues, such as eye direction or pointing gestures, that establish the basis of joint attention. These skills serve as the developmental basis for more complex forms of metaphor and analogy by allowing an infant to ground shared experiences and by assisting in the development of more complex communication skills. In this chapter, we review some of the evidence for the developmental course of these joint attention skills from developmental psychology, from disorders of social development such as autism, and from the evolutionary development of these social skills. We also describe an on-going research program aimed at testing existing models of joint attention development by building a human-like robot which communicates naturally with humans using joint attention. Our group has constructed an upper-torso humanoid robot, called Cog, in part to investigate how to build intelligent robotic systems by following a developmental progression of skills similar to that observed in human development. Just as a child learns social skills and conventions through interactions with its parents, our robot will learn to interact with people using natural social communication. We further consider the critical role that imitation plays in bootstrapping a system from simple visual behaviors to more complex social skills. We will present data from a face and eye finding system that serves as the basis of this developmental chain, and an example of how this system can imitate the head movements of an individual. 1
Trading Spaces: Computation, Representation and the Limits of Uninformed Learning
- BEHAVIORAL AND BRAIN SCIENCES
, 1997
"... It is widely appreciated (e.g. Marr, 1982) that the difficulty of a particular computation varies according to how the input data are presented. What is less well understood is the effect of this computation/representation trade-off within familiar learning paradigms. We argue that existing learn ..."
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Cited by 56 (11 self)
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It is widely appreciated (e.g. Marr, 1982) that the difficulty of a particular computation varies according to how the input data are presented. What is less well understood is the effect of this computation/representation trade-off within familiar learning paradigms. We argue that existing learning algorithms are often poorly equipped to solve problems involving a certain type of important and widespread statistical regularity, which we call `type-2 regularity'. The solution in these cases is to trade achieved representation against computational search. We investigate several ways in which such a trade-off may be pursued including simple incremental learning, modular connectionism, and the developmental hypothesis of `representational redescription'. In addition, the most distinctive features of human cognition --- language and culture --- may themselves be viewed as adaptations enabling this representation/computation trade-off to be pursued on an even grander scale.
Introspective Multistrategy Learning: Constructing a Learnung Strategy under Reasoning Failure
- Artificial Intelligence
, 1996
"... Officer praised dog for barking at object." Enables Detect Drugs out FK Initiates Retrieval 5 6 Missing Figure 10. Forgetting to fill the tank with gas A=actual intention; E=expectation; Q=question; C=context; I=index; G=goal Tank Out of Gas Tank Full Tank Low Fill Tank Shoul ..."
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Cited by 48 (17 self)
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Officer praised dog for barking at object." Enables Detect Drugs out FK Initiates Retrieval 5 6 Missing Figure 10. Forgetting to fill the tank with gas A=actual intention; E=expectation; Q=question; C=context; I=index; G=goal Tank Out of Gas Tank Full Tank Low Fill Tank Should have filled up with gas when tank low Expectation What Action to Do? KEY: G = goal; I = index; C = context; Q = question; E = expectation; A = actual intention Results At Store connections with related concepts. Other learning goals take multiple arguments. For instance, a knowledge differentiation goal (Cox & Ram, 1995) is a goal to determine a change in a body of knowledge such that two items are separated conceptually. In contrast, a knowledge reconciliation goal (Cox & Ram, 1995) is one that seeks to merge two items that were mistakenly considered separate entities. Both expansion goals and reconciliation goals may include or spawn a knowledge organization goal (Ram, 1993) that seeks to reorganize the existing knowledge so that it is made available to the reasoner at the appropriate time, as well as modify the structure or content of a concept itself. Such reorganization of knowledge affects the conditions under which a particular piece of knowledge is retrieved or the kinds of indexes associated with an item in memory.

