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Socially situated planning provides one mechanism for improving the social awareness ofagents. Obviously this work isin the preliminary stages and many of the limitation and the relationship to other work could not be addressed in such a short chapter. The chief limitation, of course, is the strong commitment to de?ning social reasoning solely atthe meta-level, which restricts the subtlety of social behavior. Nonetheless, our experience in some real-world military simulation applications suggest that the approach, even in its preliminary state, is adequate to model some social interactions, and certainly extends the sta- of-the art found in traditional training simulation systems. Acknowledgments This research was funded by the Army Research Institute under contract TAPC-ARI-BR References [1] J. Gratch. Emile: Marshalling passions in training and education. In Proceedings of the Fourth International Conference on Autonomous Agents, pages 325-332, New York, 2000. ACM Press. [2] J. Gratch and R. Hill. Continous planning and collaboration for command and control in joint synthetic battlespaces. In Proceedings of the 8th Conference on Computer Generated Forces and Behavioral Representation, Orlando, FL, 1999. [3] B. Grosz and S. Kraus. Collaborative plans for complex group action. Arti?cial Intelli gence, 86(2):269-357, 1996. [4] A. Ortony, G. L. Clore, and A. Collins. The Cognitive Structure of Emotions. Cambridge University Press, 1988. [5] R.W.PewandA.S.Mavor,editors. Modeling Human and Organizational Behavior. National Academy Press, Washington D.C., 1998.
Socially situated planning provides one mechanism for improving the social awareness ofagents. Obviously this work isin the preliminary stages and many of the limitation and the relationship to other work could not be addressed in such a short chapter. The chief limitation, of course, is the strong commitment to de?ning social reasoning solely atthe meta-level, which restricts the subtlety of social behavior. Nonetheless, our experience in some real-world military simulation applications suggest that the approach, even in its preliminary state, is adequate to model some social interactions, and certainly extends the sta- of-the art found in traditional training simulation systems. Acknowledgments This research was funded by the Army Research Institute under contract TAPC-ARI-BR References [1] J. Gratch. Emile: Marshalling passions in training and education. In Proceedings of the Fourth International Conference on Autonomous Agents, pages 325-332, New York, 2000. ACM Press. [2] J. Gratch and R. Hill. Continous planning and collaboration for command and control in joint synthetic battlespaces. In Proceedings of the 8th Conference on Computer Generated Forces and Behavioral Representation, Orlando, FL, 1999. [3] B. Grosz and S. Kraus. Collaborative plans for complex group action. Arti?cial Intelli gence, 86(2):269-357, 1996. [4] A. Ortony, G. L. Clore, and A. Collins. The Cognitive Structure of Emotions. Cambridge University Press, 1988. [5] R.W.PewandA.S.Mavor,editors. Modeling Human and Organizational Behavior. National Academy Press, Washington D.C., 1998.
Mechanisms of imitation and social matching play a fundamental role in development, communication, interaction, learning and culture. Their investigation in different agents (animals, humans and robots) has significantly influenced our understanding of the nature and origins of social intelligence. Whilst such issues have traditionally been studied in areas such as psychology, biology and ethnology, it has become increasingly recognised that a 'constructive approach' towards imitation and social learning via the synthesis of artificial agents can provide important insights into mechanisms and create artefacts that can be instructed and taught by imitation, demonstration, and social interaction rather than by explicit programming. This book studies increasingly sophisticated models and mechanisms of social matching behaviour and marks an important step towards the development of an interdisciplinary research field, consolidating and providing a valuable reference for the increasing number of researchers in the field of imitation and social learning in robots, humans and animals.
This book constiutes the reviewed proceedings of the 4th International Conference on Cognitive Technology, CT 2001, helds in Warwick, UK in August 2001. The 36 revised full papers presented together with six invited papers were carefully reviewed and selected for inclusion in the book. The book offers topical sections on designing artefacts, cognition in robotic and virtual environments, presence in virtual environments, human activity and humnan computing, computing and people education in cognition, learning, narrative and story-telling, interfaces, cognitive dimensions, human work and communities, and human-technology relationship.
An interdisciplinary overview of current research on imitation in animals and artifacts. The effort to explain the imitative abilities of humans and other animals draws on fields as diverse as animal behavior, artificial intelligence, computer science, comparative psychology, neuroscience, primatology, and linguistics. This volume represents a first step toward integrating research from those studying imitation in humans and other animals, and those studying imitation through the construction of computer software and robots. Imitation is of particular importance in enabling robotic or software agents to share skills without the intervention of a programmer and in the more general context of interaction and collaboration between software agents and humans. Imitation provides a way for the agent-whether biological or artificial-to establish a "social relationship" and learn about the demonstrator's actions, in order to include them in its own behavioral repertoire. Building robots and software agents that can imitate other artificial or human agents in an appropriate way involves complex problems of perception, experience, context, and action, solved in nature in various ways by animals that imitate.
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