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1.
  • Brännström, Andreas, et al. (författare)
  • A formal understanding of computational empathy in interactive agents
  • 2024
  • Ingår i: Cognitive Systems Research. - : Elsevier. - 2214-4366 .- 1389-0417. ; 85
  • Tidskriftsartikel (refereegranskat)abstract
    • Interactive software agents, such as chatbots, are progressively being used in the area of health and well-being. In such applications, where agents engage with users in interpersonal conversations for, e.g., coaching, comfort or behavior-change interventions, there is an increased need for understanding agents’ empathic capabilities. In the current state-of-the-art, there are no tools to do that. In order to understand empathic capabilities in interactive software agents, we need a precise notion of empathy. The literature discusses a variety of definitions of empathy, but there is no consensus of a formal definition. Based on a systematic literature review and a qualitative analysis of recent approaches to empathy in interactive agents for health and well-being, a formal definition—an ontology—of empathy is developed. We present the potential of the formal definition in a controlled user-study by applying it as a tool for assessing empathy in two state-of-the-art health and well-being chatbots; Replika and Wysa. Our findings suggest that our definition captures necessary conditions for assessing empathy in interactive agents, and how it can uncover and explain trends in changing perceptions of empathy over time. The definition, implemented in Web Ontology Language (OWL), may serve as an automated tool, enabling systems to recognize empathy in interactions—be it an interactive agent evaluating its own empathic performance or an intelligent system assessing the empathic capability of its interlocutors.
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2.
  • Buonamente, Miriam, et al. (författare)
  • Hierarchies of Self-Organizing Maps for Action Recognition
  • 2016
  • Ingår i: Cognitive Systems Research. - : Elsevier BV. - 1389-0417.
  • Tidskriftsartikel (refereegranskat)abstract
    • We propose a hierarchical neural architecture able to recognise observed human actions. Each layer in the architecture represents increasingly complex human activity features. The first layer consists of a SOM which performs dimensionality reduction and clustering of the feature space. It represents the dynamics of the stream of posture frames in action sequences as activity trajectories over time. The second layer in the hierarchy consists of another SOM which clusters the activity trajectories of the first-layer SOM and learns to represent action prototypes. The third - and last - layer of the hierarchy consists of a neural network that learns to label action prototypes of the second-layer SOM and is independent - to certain extent - of the camera’s angle and relative distance to the actor. The experiments were carried out with encouraging results with action movies taken from the INRIA 4D repository. In terms of representational accuracy, measured as the recognition rate over the training set, the architecture exhibits 100% accuracy indicating that actions with overlapping patterns of activity can be correctly discriminated. On the other hand, the architecture exhibits 53% recognition rate when presented with the same actions interpreted and performed by a different actor. Experiments on actions captured from different view points revealed a robustness of our system to camera rotation. Indeed, recognition accuracy was comparable to the single viewpoint case. To further assess the performance of the system we have also devised a behavioral experiments in which humans were asked to recognize the same set of actions, captured from different points of view. Results form such a behavioral study let us argue that our architecture is a good candidate as cognitive model of human action recognition, as architectural results are comparable to those observed in humans.
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4.
  • Gharaee, Zahra (författare)
  • Hierarchical growing grid networks for skeleton based action recognition
  • 2020
  • Ingår i: Cognitive Systems Research. - : Elsevier BV. - 1389-0417 .- 2214-4366. ; 63, s. 11-29
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper, a novel cognitive architecture for action recognition is developed by applying layers of growing grid neural networks. Using these layers makes the system capable of automatically arranging its representational structure. In addition to the expansion of the neural map during the growth phase, the system is provided with a prior knowledge of the input space, which increases the processing speed of the learning phase. Apart from two layers of growing grid networks the architecture is composed of a preprocessing layer, an ordered vector representation layer and a one-layer supervised neural network. These layers are designed to solve the action recognition problem. The first-layer growing grid receives the input data of human actions and the neural map generates an action pattern vector representing each action sequence by connecting the elicited activation of the trained map. The pattern vectors are then sent to the ordered vector representation layer to build the time-invariant input vectors of key activations for the second-layer growing grid. The second-layer growing grid categorizes the input vectors to the corresponding action clusters/sub-clusters and finally the one-layer supervised neural network labels the shaped clusters with action labels. Three experiments using different datasets of actions show that the system is capable of learning to categorize the actions quickly and efficiently. The performance of the growing grid architecture is compared with the results from a system based on Self-Organizing Maps, showing that the growing grid architecture performs significantly superior on the action recognition tasks.
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5.
  • Guerrero, Esteban, et al. (författare)
  • Designing and evaluating an intelligent augmented reality system for assisting older adults’ medication management
  • 2019
  • Ingår i: Cognitive Systems Research. - : Elsevier. - 2214-4366 .- 1389-0417. ; 58, s. 278-291
  • Tidskriftsartikel (refereegranskat)abstract
    • Intelligent Assistive Systems (IASs) provide personalised support to individuals to increase their autonomy and competence in performing activities. The personalisation of such technology represents a particular challenge, for the individuals abilities typically change over time. The aim of this research was to explore a theory-based, activity-centred framework for the development of IASs that both facilitate the active involvement of caregivers and target users and allow for adaptation to the individual over time.Medication management was focused on as a case study. Three older adults and two caregivers were involved in a co-design process of an IAS prototype system, the MED-AR, which uses projection-based augmented reality as the user interface technology. The theoretical framework for the design and evaluation of the MED-AR was activity theory. For the decision-making process of the MED-AR, formal argumentation theory was used. The major contributions of the study are (i) a formal framework for understanding the level of independence in activities and the way an IAS can tailor support to an individual and a situation, including caregivers; and (ii) a model for involving older adults and caregivers in a co-design process in the first phases of developing IASs.
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6.
  • Hedblom, Maria M., et al. (författare)
  • Image schemas in computational conceptual blending
  • 2016
  • Ingår i: Cognitive Systems Research. - : Elsevier. - 2214-4366 .- 1389-0417. ; 39, s. 42-57
  • Tidskriftsartikel (refereegranskat)abstract
    • In cognitive science, image schemas are identified as fundamental patterns of cognition. They are schematic prelinguistic conceptualisations of events and serve as conceptual building blocks for concepts. This paper proposes that image schemas can play an important role in computational concept invention, namely within the computational realisation of conceptual blending. We propose to build a library of formalised image schemas, and illustrate how they can guide the search for a base space in the concept invention work flow. Their schematic nature is captured by the idea of organising image schemas into families. Formally, they are represented as heterogeneous, interlinked theories.
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7.
  • Kovalev, Alexey K., et al. (författare)
  • Vector Semiotic Model for Visual Question Answering
  • 2022
  • Ingår i: Cognitive Systems Research. - : Elsevier. - 2214-4366 .- 1389-0417. ; 71, s. 52-63
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper, we propose a Vector Semiotic Model as a possible solution to the symbol grounding problem in the context of Visual Question Answering. The Vector Semiotic Model combines the advantages of a Semiotic Approach implemented in the Sign-Based World Model and Vector Symbolic Architectures. The Sign-Based World Model represents information about a scene depicted on an input image in a structured way and grounds abstract objects in an agent’s sensory input. We use the Vector Symbolic Architecture to represent the elements of the Sign-Based World Model on a computational level. Properties of a high-dimensional space and operations defined for high-dimensional vectors allow encoding the whole scene into a high-dimensional vector with the preservation of the structure. That leads to the ability to apply explainable reasoning to answer an input question. We conducted experiments are on a CLEVR dataset and show results comparable to the state of the art. The proposed combination of approaches, first, leads to the possible solution of the symbol-grounding problem and, second, allows expanding current results to other intelligent tasks (collaborative robotics, embodied intellectual assistance, etc.).
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8.
  • Lecusay, Robert, 1974-, et al. (författare)
  • Cultural-historical activity theory and the zone of proximal development in the study of idioculture design and implementation
  • 2008
  • Ingår i: Cognitive Systems Research. - : Elsevier. - 2214-4366 .- 1389-0417. ; 9:1-2, s. 92-103
  • Tidskriftsartikel (refereegranskat)abstract
    • For a large part of its history cognitive science has been grounded in views of the mind based on the traditional Cartesian dualisms. These dichotomies have been reinforced in particular by the view of the mind as an encased symbol-processing system ''protected from the external world'' (Newell, A., Rosenbloom, P. S., & Laird J. E. (1990). Symbolic architectures for cognition. In M. I. Posner (Ed.), Foundations of cognitive science, Cambridge, MA: Bradford Books/MIT Press, pp. 93-131: 107). Cultural-Historical Activity Theory (CHAT) seeks to supersede Cartesianism, thinking about cognition and culture as mutually constitutive of each other. This approach analyzes thought processes as embedded in and manifested through systems of historically developing, culturally mediated activity. Consequently for CHAT, a basic unit for the study of human thought is joint mediated activity. In this paper we will discuss an example of research that follows the CHAT approach to the analysis of learning and development. The data sample is taken from a session of the Fifth Dimension, an after-school activity designed to implement CHAT principles in order to promote the cognitive and social development of adult and child participants alike. (C) 2007 Elsevier B.V. All rights reserved.
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9.
  • Lieto, Antonio, et al. (författare)
  • The role of cognitive architectures in general artificial intelligence
  • 2018
  • Ingår i: Cognitive Systems Research. - : Elsevier. - 2214-4366 .- 1389-0417. ; 48, s. 1-3
  • Tidskriftsartikel (refereegranskat)abstract
    • The term "Cognitive Architectures" indicates both abstract models of cognition, in natural and artificial agents, and the software instantiations of such models which are then employed in the field of Artificial Intelligence (AI). The main role of Cognitive Architectures in AI is that one of enabling the realization of artificial systems able to exhibit intelligent behavior in a general setting through a detailed analogy with the constitutive and developmental functioning and mechanisms underlying human cognition. We provide a brief overview of the status quo and the potential role that Cognitive Architectures may serve in the fields of Computational Cognitive Science and Artificial Intelligence (AI) research.
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10.
  • Liljenström, Hans (författare)
  • Review for Cognitive Systems Research of the book The Brain and AI, by authors Karl Schlagenhauf and Fanji Gu
  • 2020
  • Ingår i: Cognitive Systems Research. - : Elsevier BV. - 1389-0417. ; 64, s. 29-36
  • Tidskriftsartikel (refereegranskat)abstract
    • The human brain is often considered the most complex system known. It has a fantastic capacity to learn and remember, to recognize patterns in space and time, solve problems of all kinds, innovate tools and machines, create beautiful art and science. Is it reasonable to believe that we, in a foreseeable future, will be able to understand all the wonders of our own brain, enough to be able to mimic it and build artificial brains and minds that correspond to or even surpass the capacity of the human origin? Can we seriously believe that we (soon, or ever) will be able to build robots that know of and can reflect upon their own existence?This review of the book, The Brain and AI, deals with such issues, but in a very special way. It is written as a fascinating dialogue between the two authors, Chinese scientist Fanji Gu and German engineer Karl Schlagenhauf, where they discuss the development of neuroscience and artificial intelligence (AI) with a critical examination of given "truths" in these fields. The Brain and AI is indeed worth reading for many reasons, regardless if you are a student or researcher in any of the many fields of science discussed here (e.g. physics, computer science, neuroscience, cognitive science psychology, social science), or if you are just interested in the current and future development of brain research and artificial intelligence. The book is both educating and entertaining and can be strongly recommended. (C) 2020 The Author. Published by Elsevier B.V.
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11.
  • Maamar, Zakaria, et al. (författare)
  • Weaving Cognition into the Internet-of-Things : Application to Water Leaks
  • 2019
  • Ingår i: Cognitive Systems Research. - : Elsevier. - 2214-4366 .- 1389-0417. ; 56, s. 233-245
  • Tidskriftsartikel (refereegranskat)abstract
    • Despite the growing interest in the Internet-of-Things, many organizations remain reluctant to integrating things into their business processes. Different reasons justify this reluctance including things’ limited capabilities to act upon the cyber-physical surrounding in which they operate. To address this specific limitation, this paper examines thing empowerment with cognitive capabilities that would make them for instance, selective of the next business processes in which they would participate. The selection is based on things’ restrictions like limitedness and goals to achieve like improved reputation. For demonstration purposes, water leaks are used as a case study. A BPEL-based business process driving the fixing of water leaks is implemented involving different cognitive things like moisture sensor.
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12.
  • Mahmoud, Sara, 1988-, et al. (författare)
  • Where to from here? : On the future development of autonomous vehicles from a cognitive systems perspective
  • 2022
  • Ingår i: Cognitive Systems Research. - : Elsevier. - 2214-4366 .- 1389-0417. ; 76, s. 63-77
  • Tidskriftsartikel (refereegranskat)abstract
    • Self-driving cars not only solve the problem of navigating safely from location A to location B; they also have to deal with an abundance of (sometimes unpredictable) factors, such as traffic rules, weather conditions, and interactions with humans. Over the last decades, different approaches have been proposed to design intelligent driving systems for self-driving cars that can deal with an uncontrolled environment. Some of them are derived from computationalist paradigms, formulating mathematical models that define the driving agent, while other approaches take inspiration from biological cognition. However, despite the extensive work in the field of self-driving cars, many open questions remain. Here, we discuss the different approaches for implementing driving systems for self-driving cars, as well as the computational paradigms from which they originate. In doing so, we highlight two key messages: First, further progress in the field might depend on adapting new paradigms as opposed to pushing technical innovations in those currently used. Specifically, we discuss how paradigms from cognitive systems research can be a source of inspiration for further development in modeling driving systems, highlighting emergent approaches as a possible starting point. Second, self-driving cars can themselves be considered cognitive systems in a meaningful sense, and are therefore a relevant, yet underutilised resource in the study of cognitive mechanisms. Overall, we argue for a stronger synergy between the fields of cognitive systems and self-driving vehicles.
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13.
  • Morillo-Mendez, Lucas, 1991-, et al. (författare)
  • Gaze cueing in older and younger adults is elicited by a social robot seen from the back
  • 2023
  • Ingår i: Cognitive Systems Research. - : Elsevier. - 2214-4366 .- 1389-0417. ; 82
  • Tidskriftsartikel (refereegranskat)abstract
    • The ability to follow the gaze of others deteriorates with age. This decline is typically tested with gaze cueing tasks, in which the time it takes to respond to targets on a screen is faster when they are preceded by a facial cue looking in the direction of the target (i.e., gaze cueing effect). It is unclear whether age-related differences in this effect occur with gaze cues other than the eyes, such as head orientation, and how these vary in function of the cue-target timing. Based on the perceived usefulness of social robots to assist older adults, we asked older and young adults to perform a gaze cueing task with the head of a NAO robot as the central cue. Crucially, the head was viewed from the back, and so its eye gaze was conveyed. In a control condition, the head was static and faced away from the participant. The stimulus onset asynchrony (SOA) between cue and target was 340 ms or 1000 ms. Both age groups showed a gaze cueing effect at both SOAs. Older participants showed a reduced facilitation effect (i.e., faster on congruent gazing trials than on neutral trials) at the 340-ms SOA compared to the 1000-ms SOA, and no differences between incongruent trials and neutral trials at the 340-ms SOA. Our results show that a robot with non-visible eyes can elicit gaze cueing effects. Age-related differences in the other effects are discussed regarding differences in processing time.
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14.
  • Plebe, Alice, et al. (författare)
  • Human-inspired autonomous driving : A survey
  • 2024
  • Ingår i: Cognitive Systems Research. - : Elsevier. - 2214-4366 .- 1389-0417. ; 83
  • Forskningsöversikt (refereegranskat)abstract
    • Autonomous vehicles promise to revolutionize society and improve the daily life of many, making them a coveted aim for a vast research community. To enable complex reasoning in autonomous vehicles, researchers are exploring new methods beyond traditional engineering approaches, in particular the idea of drawing inspiration from the only existing being able to drive: the human. The mental processes behind the human ability to drive can inspire new approaches with the potential to bridge the gap between artificial drivers and human drivers. In this review, we categorize and evaluate existing work on autonomous driving influenced by cognitive science, neuroscience, and psychology. We propose a taxonomy of the various sources of inspiration and identify the potential advantages with respect to traditional approaches. Although these human-inspired methods have not yet reached widespread adoption, we believe they are critical to the future of fully autonomous vehicles. 
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15.
  • Simola, Jaana, et al. (författare)
  • Using hidden Markov model to uncover processing states from eye movements in information search tasks
  • 2008
  • Ingår i: Cognitive Systems Research. - : Elsevier BV. - 1389-0417. ; 9:4, s. 237-251
  • Tidskriftsartikel (refereegranskat)abstract
    • We study how processing states alternate during information search tasks. Inference is carried out with a discriminative hidden Markov model (dHMM) learned from eye movement data, measured in an experiment consisting of three task types: (i) simple word search, (ii) finding a sentence that answers a question and (iii) choosing a subjectively most interesting title from a list of ten titles. The results show that eye movements contain necessary information for determining the task type. After training, the dHMM predicted the task for test data with 60.2% accuracy (pure chance 33.3%). Word search and subjective interest conditions were easier to predict than the question-answer condition. The dHMM that best fitted our data segmented each task type into three hidden states. The three processing states were identified by comparing the parameters of the dHMM states to literature on eye movement research. A scanning type of eye behavior was observed in the beginning of the tasks. Next, participants tended to shift to states reflecting reading type of eye movements, and finally they ended the tasks in states which we termed as the decision states. (C) 2008 Elsevier B.V. All rights reserved.
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16.
  • Strannegård, Claes, 1962, et al. (författare)
  • An Anthropomorphic Method for Number Sequence Problems
  • 2013
  • Ingår i: Cognitive Systems Research. - : Elsevier BV. - 1389-0417. ; 22-23, s. 27-34
  • Tidskriftsartikel (refereegranskat)abstract
    • Number sequence problems appear frequently in IQ tests, where the task is to extrapolate finite sequences of integers. This paper presents a computational method for solving number sequence problems appearing in IQ tests. The assumption that these problems are solvable by humans is actively exploited to keep the computational complexity manageable. The method combines elements of artificial intelligence and cognitive psychology and is referred to as anthropomorphic because it makes use of a model of human reasoning. This model features a set of cognitive resources, a repertoire of patterns that encode integer sequences, and a notion of bounded computation for decoding patterns. The model facilitates the search for patterns matching a given integer sequence by quickly discarding many patterns on the grounds that they are too demanding to decode. The computational method was implemented as a computer program called Asolver and then tested against the programs Mathematica and Maple. On the number sequence problems of the IQ test PJP, Asolver scored above IQ 140, whereas the other programs scored below IQ 100.
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17.
  • Strannegård, Claes, 1962, et al. (författare)
  • An Anthropomorphic Method for Progressive Matrix Problems
  • 2013
  • Ingår i: Cognitive Systems Research. - : Elsevier BV. - 1389-0417. ; 22-23, s. 35-46
  • Tidskriftsartikel (refereegranskat)abstract
    • Progressive matrix problems are frequently used in modern IQ tests. In a progressive matrix problem, the task is to identify the missing element that completes the pattern of a pictorial matrix. We present a method for solving progressive matrix problems. The method is not limited to problems that are on the multiple choice format, which makes it potentially useful for solving real-world pattern discovery problems that do not come with predefined answer alternatives. The method is anthropomorphic in the sense that it uses certain problem solving strategies that were reported by high-achieving human solvers. We also describe a computer program implementing this method. The computer program was tested on the sets C, D, and E of Raven’s Standard Progressive Matrices Test and it produced correct solutions for 28 of the 36 problems considered. This score corresponds roughly to an IQ of 100. Finally, we conclude that it is possible to solve progressive matrix problems without analyzing potential answer alternatives and discuss some implications of this finding.
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18.
  • Strannegård, Claes, 1962, et al. (författare)
  • Survival games for humans and machines
  • 2024
  • Ingår i: COGNITIVE SYSTEMS RESEARCH. - 2214-4366 .- 1389-0417. ; 86
  • Tidskriftsartikel (refereegranskat)abstract
    • Survival games can be described as video games where the player searches for food and treasures, while avoiding obstacles and hostile attacks. Ms.Pac-Man and Minecraft are two well-known examples. Currently there are AI models that outperform human players at Ms.Pac-Man, while AI models playing Minecraft above the human level has been a long-standing challenge. This paper concerns what we call pure survival games, which take place in previously unseen worlds containing only food, water, and obstacles. The challenge of the player is to navigate and survive in those worlds by continuously finding resources and avoiding obstacles. Arguably, animals need to master physical analogues of pure survival games in order to survive and reproduce. Here we begin to explore human and machine performance on pure survival games. We define two games called the Grid game and the Terrain game and two corresponding AI agents based on deep reinforcement learning: the Grid agent and the Terrain agent. We explore to what extent these agents can match human performance and how their performance is affected by variations in their perception, memory, and reward models. We find that (1) the Terrain agent performs above human level, while the Grid agent performs below human level; (2) the smell, touch, and interoception models contribute significantly to the performance of the Grid agent; (3) the memory model contributes significantly to the performance of the Grid agent; and (4) the performance of the Grid agent is relatively stable under three quite different reward signals, including one that rewards survival and nothing else.
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19.
  • Susi, Tarja (författare)
  • Social cognition, artefacts, and stigmergy revisited : Concepts of coordination
  • 2016
  • Ingår i: Cognitive Systems Research. - : Elsevier. - 2214-4366 .- 1389-0417. ; 38:Special Issue: SI, s. 41-49
  • Tidskriftsartikel (refereegranskat)abstract
    • A number of different coordination concepts have been developed to explain how individual activities are coordinated on a social level, and the variety of concepts shows there is an interest in many domains to find such explanations. Stigmergy being one of them, has come to be increasingly applied on various kinds of human activities. In other domains we find other concepts for explaining how environmental resources contribute to work activities or how people use them to structure their work. This paper discusses different coordination concepts, including stigmergy, articulation work, coordination mechanisms, triggers, placeholders, and entry points. The first three concepts are explicitly concerned with coordination among several agents, while the last three instead concern individual activities, but arguably they can be extended to the social level. They also bring an explicitly cognitive dimension to coordination, which is not as salient in the former concepts. The concepts discussed here do have some similarities, but also important differences. They may not be interchangeable, but they could complement each other, or contribute to further elaboration of existing concepts. The stigmergic sign, e.g., could usefully be developed to recognise qualitative differences in its role as a coordination mechanism.
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21.
  • Ziemke, Tom, et al. (författare)
  • Situation awareness in human-machine interactive systems
  • 2017
  • Ingår i: Cognitive Systems Research. - : ELSEVIER SCIENCE BV. - 2214-4366 .- 1389-0417. ; 46
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • This special issue brings together six papers on situation awareness in human-machine interactive systems, in particular in teams of collaborating humans and artificial agents. The editorial provides a brief introduction and overviews the contributions, addressing issues such as team and shared situation awareness, trust, transparency, timing, engagement, and ethical aspects. (C) 2017 Published by Elsevier B.V.
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22.
  • Zücker Björne, Petra, et al. (författare)
  • A model of attentional impairments in autism: first steps toward a computational theory
  • 2005
  • Ingår i: Cognitive Systems Research. - : Elsevier BV. - 1389-0417. ; 6:3, s. 193-204
  • Tidskriftsartikel (refereegranskat)abstract
    • A computational model with three interacting components for context sensitive reinforcement learning, context processing and automation can autonomously learn a focus attention and a shift attention task. The performance of the model is similar to that of normal children, and when a single parameter is changed, the performance on the two tasks approaches that of autistic children.
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