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Studying the Effect...
Studying the Effects of Affective Memory in Joint Activity
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- Lowe, Robert (författare)
- Gothenburg University,Göteborgs universitet,Institutionen för tillämpad informationsteknologi (GU),Department of Applied Information Technology (GU)
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- Gander, Pierre, 1971 (författare)
- Gothenburg University,Göteborgs universitet,Institutionen för tillämpad informationsteknologi (GU),Department of Applied Information Technology (GU)
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- Almér, Alexander, 1967 (författare)
- Gothenburg University,Göteborgs universitet,Institutionen för tillämpad informationsteknologi (GU),Department of Applied Information Technology (GU)
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visa fler...
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- Lindblad, Gustaf, 1981 (författare)
- Gothenburg University,Göteborgs universitet,Institutionen för tillämpad informationsteknologi (GU),Department of Applied Information Technology (GU)
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Vesper, Cordula (författare)
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Michael, John (författare)
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visa färre...
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(creator_code:org_t)
- 2017
- 2017
- Engelska.
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Ingår i: 7th Joint Action Meeting, London, United Kingdom.
- Relaterad länk:
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https://gup.ub.gu.se...
Abstract
Ämnesord
Stäng
- In a previous article, we put forward a hypothesis for the existence of a neural-computational mechanism of affective memory that can be used to facilitate Joint Action between co-actors. Our hypothesized affective mechanism provides a value function implementation of Associative Two-Process (ATP) theory. This theory entails the classification of external stimuli according to differentially valuated outcome expectancies. This process can predominate in decision making or choice tasks over an alternative stimulus-response (‘habitual’) memory process. The ATP perspective has been used to describe animal and human action that concerns differentially rewarded outcomes. Until now it has not been applied to social interaction. We present experimental work that attempts to validate our social-affective ATP hypothesis – that affective-ATP memory processes can be exploited both in individual and social contexts. We do this in a scenario that requires human subjects to make stimulus response choices using a mouse controller in a computer game both in individual scenarios, and in relation to feedback from the choices of a (video recorded) other. The results provide some initial support for our hypothesis – subjects learn from another’s stimulus-outcomes and apply this to their own stimulus-response activity. We contend that follow up experiments are necessary to identify the types of social interaction that exploit, or not, a generalized, versus social-specific, (affective) value function.
Ämnesord
- SAMHÄLLSVETENSKAP -- Psykologi (hsv//swe)
- SOCIAL SCIENCES -- Psychology (hsv//eng)
- NATURVETENSKAP -- Data- och informationsvetenskap -- Datavetenskap (hsv//swe)
- NATURAL SCIENCES -- Computer and Information Sciences -- Computer Sciences (hsv//eng)
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