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Träfflista för sökning "(WFRF:(Ziemke Tom)) srt2:(2010-2014)"

Sökning: (WFRF:(Ziemke Tom)) > (2010-2014)

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1.
  • Aktius, Malin, et al. (författare)
  • Kognitiv robotik
  • 2012. - 1
  • Ingår i: Kognitionsvetenskap. - : Studentlitteratur. - 9789144051666 ; , s. 551-560
  • Bokkapitel (refereegranskat)
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2.
  • Chersi, Fabian, et al. (författare)
  • Sentence processing : linking language to motor chains
  • 2010
  • Ingår i: Frontiers in Neurorobotics. - : Frontiers Media S.A.. - 1662-5218. ; 4
  • Tidskriftsartikel (refereegranskat)abstract
    • A growing body of evidence in cognitive science and neuroscience points towards the existence of a deep interconnection between cognition, perception and action. According to this embodied perspective language is grounded in the sensorimotor system and language understanding is based on a mental simulation process (Jeannerod, 2007; Gallese, 2008; Barsalou, 2009). This means that during action words and sentence comprehension the same perception, action, and emotion mechanisms implied during interaction with objects are recruited. Among the neural underpinnings of this simulation process an important role is played by a sensorimotor matching system known as the mirror neuron system (Rizzolatti and Craighero, 2004). Despite a growing number of studies, the precise dynamics underlying the relation between language and action are not yet well understood. In fact, experimental studies are not always coherent as some report that language processing interferes with action execution while others find facilitation. In this work we present a detailed neural network model capable of reproducing experimentally observed influences of the processing of action-related sentences on the execution of motor sequences. The proposed model is based on three main points. The first is that the processing of action-related sentences causes the resonance of motor and mirror neurons encoding the corresponding actions. The second is that there exists a varying degree of crosstalk between neuronal populations depending on whether they encode the same motor act, the same effector or the same action-goal. The third is the fact that neuronal populations’ internal dynamics, which results from the combination of multiple processes taking place at different time scales, can facilitate or interfere with successive activations of the same or of partially overlapping pools.
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4.
  • Ekanayake, Hiran, et al. (författare)
  • Assessing Performance Competence in Training Games
  • 2011
  • Ingår i: Affective Computing and Intelligent Interaction. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783642245701 - 9783642245718 ; , s. 518-527
  • Konferensbidrag (refereegranskat)abstract
    • In-process assessment of trainee learners in game-based simulators is a challenging activity. This typically involves human instructor time and cost, and does not scale to the one tutor per learner vision of computer-based learning. Moreover, evaluation from a human instructor is often subjective and comparisons between learners are not accurate. Therefore, in this paper, we propose an automated, formula-driven quantitative evaluation method for assessing performance competence in serious training games. Our proposed method has been empirically validated in a game-based driving simulator using 7 subjects and 13 sessions, and accuracy up to 90.25% has been achieved when compared to an existing qualitative method. We believe that by incorporating quantitative evaluation methods like these future training games could be enriched with more meaningful feedback and adaptive game-play so as to better monitor and support player motivation, engagement and learning performance.
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5.
  • Ekanayake, Hiran B., et al. (författare)
  • Affective Realism of Animated Films in the Development of Simulation-Based Tutoring Systems
  • 2013
  • Ingår i: International Journal of Distance Education Technologies. - : IGI Global. - 1539-3100 .- 1539-3119. ; 11:2
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents a study focused on comparing real actors based scenarios and animated characters based scenarios with respect to their similarity in evoking psychophysiological activity for certain events by measuring galvanic skin response (GSR). In the experiment, one group (n=11) watched the real actors’ film whereas another group (n=7) watched the animated film, which had the same story and dialogue as the real actors’ film. The results have shown that there is no significant difference in the skin conductance response (SCR) scores between the two groups; however, responses significantly differ when SCR amplitudes are taken into account. Moreover, Pearson’s correlation reported as high as over 80% correlation between the two groups’ SCRs for certain time intervals. The authors believe that this finding is of general importance for the domain of simulation-based tutoring systems in development of and decisions regarding use of animated characters based scenarios.
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6.
  • Ekanayake, Hiran B., et al. (författare)
  • Comparing Expert and Novice Driving Behavior in a Driving Simulator
  • 2013
  • Ingår i: Interaction Design and Architecture(s) Journal - IxD&A. - : Interaction Design and Architecture(s). - 1826-9745 .- 2283-2998. ; :19, s. 115-131
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents a study focused on comparing driving behavior of expert and novice drivers in a mid-range driving simulator with the intention of evaluating the validity of driving simulators for driver training. For the investigation, measurements of performance, psychophysiological measurements, and self-reported user experience under different conditions of driving tracks and driving sessions were analyzed. We calculated correlationsbetween quantitative and qualitative measures to enhance the reliability of the findings. The experiment was conducted involving 14 experienced drivers and 17 novice drivers. The results indicate that driving behaviors of expert and novice drivers differ from each other in several ways but it heavily depends on the characteristics of the task. Moreover, our belief is that the analytical framework proposed in this paper can be used as a tool for selecting appropriate driving tasks as well as for evaluating driving performance in driving simulators.
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7.
  • Ekanayake, Hiran B., et al. (författare)
  • Comparing expert driving behavior in real world and simulator contexts
  • 2013
  • Ingår i: International Journal of Computer Games Technology. - : Hindawi Publishing Corporation. - 1687-7047 .- 1687-7055.
  • Tidskriftsartikel (refereegranskat)abstract
    • Computer games are increasingly used for purposes beyond mere entertainment, and current hi-tech simulators can provide quite, naturalistic contexts for purposes such as traffic education. One of the critical concerns in this area is the validity or transferability of acquired skills from a simulator to the real world context. In this paper, we present our work in which we compared driving in the real world with that in the simulator at two levels, that is, by using performance measures alone, and by combining psychophysiological measures with performance measures. For our study, we gathered data using questionnaires as well as by logging vehicle dynamics, environmental conditions, video data, and users' psychophysiological measurements. For the analysis, we used several novel approaches such as scatter plots to visualize driving tasks of different contexts and to obtain vigilance estimators from electroencephalographic (EEG) data in order to obtain important results about the differences between the driving in the two contexts. Our belief is that both experimental procedures and findings of our experiment are very important to the field of serious games concerning how to evaluate the fitness of driving simulators and measure driving performance. © 2013 Hiran B. Ekanayake et al.
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8.
  • Ekanayake, Hiran, et al. (författare)
  • Game Interaction State Graphs for Evaluation of User Engagement in Explorative and Experience-based Training Games
  • 2010
  • Ingår i: 2010 International Conference on Advances in ICT for Emerging Regions (ICTer). - : IEEE conference proceedings. - 9781424490417 ; , s. 40-44
  • Konferensbidrag (refereegranskat)abstract
    • There is an increasing interest to use computer games for non-traditional education, such as for training purposes. For training education, simulators are considered as offering more realistic learning environments to experience situations that are similar to real world. This type of learning is more beneficial for practicing critical situations which are difficult or impossible in real world training, for instance experience the consequences of unsafe driving. However, the effectiveness of simulation-based learning of this nature is dependent upon the learner's engagement and explorative behaviour. Most current learner evaluation systems are unable to capture this type of learning. Therefore, in this paper we introduce the concept of game interaction state graphs (GISGs) to capture the engagement in explorative and experience-based training tasks. These graphs are constructed based on rules which capture psychologically significant learner behaviours and situations. Simple variables reflecting game state and learner's controller actions provide the ingredients to the rules. This approach eliminates the complexity involved with other similar approaches, such as constructing a full-fledged cognitive model for the learner. GISGs, at minimum, can be used to evaluate the explorative behaviour, the training performance and personal preferences of a learner.
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