Abstract: This study aimed at assessing whether and to what extent moral judgment and behaviour were: 1. situation-dependent; 2. selectively dependent on cognitive and affective components; 3. influenced by gender and age; 4. reciprocally congruent. In order to achieve these aims, four different types of moral dilemmas were construed and five types of thinking were presented for each of them – representing five possible ways to evaluate the situation. The judgment criteria included selfishness, altruism, sense of justice, and the conflict between selfishness and the two moral issues. The participants were 250 unpaid volunteers (50% male; 50% female) belonging to two age-groups: young people and adults. The study entailed a 2 (gender) x 2 (age-group) x 5 (type of thinking) x 4 (situation) mixed design: the first two variables were betweensubjects, the others were within-subjects. Results have shown that: 1. moral judgment and behaviour are at least partially affected by the type of situations and by interpersonal variables such as gender and age; 2. moral reasoning depends in a similar manner on cognitive and affective factors; 3. there is not a gender polarity between the ethic of justice and the ethic of cure/ altruism; 4. moral reasoning and behavior are perceived as reciprocally congruent even though their congruence decreases with a more objective assessment. Such results were discussed in the light of contrasting theories on morality.
Abstract: We introduce, a new interactive 3D simulation system of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). The system is comprised of: (1) a physiologically accurate parameterized 3D model of the eyes, eyelids, and eyebrow regions; and (2) a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D eye simulation system, created using state-of-the-art computer animation technology and 'optimized' for use with an interactive and web deliverable platform, is, to our knowledge, the most advanced/realistic available so far for applications to character animation and medical pedagogy.
Abstract: Visual inputs are one of the key sources from which
humans perceive the environment and 'understand' what is
happening. Artificial systems perceive the visual inputs as digital
images. The images need to be processed and analysed. Within the
human brain, processing of visual inputs and subsequent
development of perception is one of its major functionalities. In this
paper we present part of our research project, which aims at the
development of an artificial model for visual perception (or
'understanding') based on the human perceptive and cognitive
systems. We propose a new model for perception from visual inputs
and a way of understaning or interpreting images using the model.
We demonstrate the implementation and use of the model with a real
image data set.
Abstract: The way music is interpreted by the human brain is a very interesting topic, but also an intricate one. Although this domain has been studied for over a century, many gray areas remain in the understanding of music. Recent advances have enabled us to perform accurate measurements of the time taken by the human brain to interpret and assimilate a sound. Cognitive computing provides tools and development environments that facilitate human cognition simulation. ACT-R is a cognitive architecture which offers an environment for implementing human cognitive tasks. This project combines our understanding of the music interpretation by a human listener and the ACT-R cognitive architecture to build SINGER, a computerized simulation for listening and recalling songs. The results are similar to human experimental data. Simulation results also show how it is easier to remember short melodies than long melodies which require more trials to be recalled correctly.
Abstract: This paper proposes a new version of the Particle
Swarm Optimization (PSO) namely, Modified PSO (MPSO) for
model order formulation of Single Input Single Output (SISO) linear
time invariant continuous systems. In the General PSO, the
movement of a particle is governed by three behaviors namely
inertia, cognitive and social. The cognitive behavior helps the
particle to remember its previous visited best position. In Modified
PSO technique split the cognitive behavior into two sections like
previous visited best position and also previous visited worst
position. This modification helps the particle to search the target very
effectively. MPSO approach is proposed to formulate the higher
order model. The method based on the minimization of error
between the transient responses of original higher order model and
the reduced order model pertaining to the unit step input. The results
obtained are compared with the earlier techniques utilized, to validate
its ease of computation. The proposed method is illustrated through
numerical example from literature.
Abstract: A suitable e-learning system management needs to
carry out a web-information system in order to allow integrated
fruition of data and metadata concerning the activities typical of elearning
environment. The definition of a “web information system"
for e-learning takes advantage of the potentialities of Web
technologies both as for the access to metadata present on the several
platforms, and as for the implementation of courseware which make
up the relative didactic environment. What information systems have
in common is the technological environment on which they are
generally implemented and the use of metadata in order to structure
information at all cognitive and organization levels. In this work we
are going to define a methodology for the implementation of a
specific web information system for an e-learning environment.
Abstract: This paper presents an analytical framework for an
effective online personal knowledge management (PKM) of
knowledge workers. The development of this framework is prompted
by our qualitative research on the PKM processes and cognitive
enablers of knowledge workers in eight organisations selected from
three main industries in Malaysia. This multiple-case research
identifies the relationships between the effectiveness of four online
PKM processes: get/retrieve, understand/analyse, share, and connect.
It also establishes the importance of cognitive enablers that mediate
this relationship, namely, method, identify, decide and drive.
Qualitative analysis is presented as the findings, supported by the
preceded quantitative analysis on an exploratory questionnaire
survey.
Abstract: The next generation wireless systems, especially the
cognitive radio networks aim at utilizing network resources more
efficiently. They share a wide range of available spectrum in an
opportunistic manner. In this paper, we propose a quality
management model for short-term sub-lease of unutilized spectrum
bands to different service providers. We built our model on
competitive secondary market architecture. To establish the
necessary conditions for convergent behavior, we utilize techniques
from game theory. Our proposed model is based on potential game
approach that is suitable for systems with dynamic decision making.
The Nash equilibrium point tells the spectrum holders the ideal price
values where profit is maximized at the highest level of customer
satisfaction. Our numerical results show that the price decisions of
the network providers depend on the price and QoS of their own
bands as well as the prices and QoS levels of their opponents- bands.
Abstract: This work shows a basic philosophical difficulty in the constructivist foundations of the cognitive posracionalist psychology of Vittorio Guidano. This is a difficulty caused by the problem of the existential crisis. It will be analyzed how Guidano-s suggestions about this problem depend on felt experience. Then it will appear how Guidano-s philosophy and psychotherapy must turn towards a phenomenological approach. Finally, some references are given about Eugen Gendlin-s philosophy which could be considered as a radical way to confront these questions.
Abstract: This paper shows possibility of extraction Social,
Group and Individual Mind from Multiple Agents Rule Bases. Types
those Rule bases are selected as two fuzzy systems, namely
Mambdani and Takagi-Sugeno fuzzy system. Their rule bases are
describing (modeling) agent behavior. Modifying of agent behavior
in the time varying environment will be provided by learning fuzzyneural
networks and optimization of their parameters with using
genetic algorithms in development system FUZNET. Finally,
extraction Social, Group and Individual Mind from Multiple Agents
Rule Bases are provided by Cognitive analysis and Matching
criterion.
Abstract: In the present study, a support vector machine (SVM) learning approach to character recognition is proposed. Simple
feature detectors, similar to those found in the human visual system, were used in the SVM classifier. Alphabetic characters were rotated
to 8 different angles and using the proposed cognitive model, all characters were recognized with 100% accuracy and specificity.
These same results were found in psychiatric studies of human character recognition.
Abstract: In order to answer the general question: “What does a simple agent with a limited life-time require for constructing a useful representation of the environment?" we propose a robot platform including the simplest probabilistic sensory and motor layers. Then we use the platform as a test-bed for evaluation of the navigational capabilities of the robot with different “brains". We claim that a protocognitive behavior is not a consequence of highly sophisticated sensory–motor organs but instead emerges through an increment of the internal complexity and reutilization of the minimal sensory information. We show that the most fundamental robot element, the short-time memory, is essential in obstacle avoidance. However, in the simplest conditions of no obstacles the straightforward memoryless robot is usually superior. We also demonstrate how a low level action planning, involving essentially nonlinear dynamics, provides a considerable gain to the robot performance dynamically changing the robot strategy. Still, however, for very short life time the brainless robot is superior. Accordingly we suggest that small organisms (or agents) with short life-time does not require complex brains and even can benefit from simple brain-like (reflex) structures. To some extend this may mean that controlling blocks of modern robots are too complicated comparative to their life-time and mechanical abilities.
Abstract: Cognitive Infocommunications (CogInfoCom) is a new
research direction which has emerged as the synergic convergence
of infocommunications and the cognitive sciences. In this paper,
we provide the definition of CogInfoCom, and propose an architectural
framework for the interaction-oriented design of CogInfoCom
systems. We provide the outlines of an application example of
the interaction-oriented architecture, and briefly discuss its main
characteristics.
Abstract: Learning programming is difficult for many learners. Some researches have found that the main difficulty relates to cognitive load. Cognitive overload happens in programming due to the nature of the subject which is intrinisicly over-bearing on the working memory. It happens due to the complexity of the subject itself. The problem is made worse by the poor instructional design methodology used in the teaching and learning process. Various efforts have been proposed to reduce the cognitive load, e.g. visualization softwares, part-program method etc. Use of many computer based systems have also been tried to tackle the problem. However, little success has been made to alleviate the problem. More has to be done to overcome this hurdle. This research attempts at understanding how cognitive load can be managed so as to reduce the problem of overloading. We propose a mechanism to measure the cognitive load during pre instruction, post instruction and in instructional stages of learning. This mechanism is used to help the instruction. As the load changes the instruction is made to adapt itself to ensure cognitive viability. This mechanism could be incorporated as a sub domain in the student model of various computer based instructional systems to facilitate the learning of programming.
Abstract: In this study, we examined gender differences in: (1) a
flexible remembering task, that asked for episodic memory decisions
at an item-specific versus category-based level, and (2) the retrieval
specificity of autobiographical memory during free recall.
Differences favouring women were found on both measures.
Furthermore, a significant association was observed, across gender
groups, between level of specificity in the autobiographical memory
interview and sensitivity to gist on the flexible remembering task.
These results suggest that similar cognitive processes may partially
contribute to both the ability for specific autobiographical recall and
the capacity for inhibition of gist-information on the flexible
remembering task.
Abstract: While computers are known to facilitate lower levels of learning, such as rote memorization of facts, measurable through electronically administered and graded multiple-choice questions, yes/no, and true/false answers, the imparting and measurement of higher-level cognitive skills is more vexing. These require more open-ended delivery and answers, and may be more problematic in an entirely virtual environment, notwithstanding the advances in technologies such as wikis, blogs, discussion boards, etc. As with the integration of all technology, merit is based more on the instructional design of the course than on the technology employed in, and of, itself. With this in mind, this study examined the perceptions of online students in an introductory Computer Information Systems course regarding the fostering of various higher-order thinking and team-building skills as a result of the activities, resources and technologies (ART) used in the course.
Abstract: Fuzzy Cognitive Maps (FCMs) is a causal graph, which shows the relations between essential components in complex systems. Experts who are familiar with the system components and their relations can generate a related FCM. There is a big gap when human experts cannot produce FCM or even there is no expert to produce the related FCM. Therefore, a new mechanism must be used to bridge this gap. In this paper, a novel learning method is proposed to construct causal graph based on historical data and by using metaheuristic such Tabu Search (TS). The efficiency of the proposed method is shown via comparison of its results of some numerical examples with those of some other methods.
Abstract: The purpose of this paper is to explore the role of
cognitive decision effort in recommendation system, combined with
indicators "information quality" and "service quality" from IS success
model to exam the awareness of the user for the "recommended system
performance". A total of 411 internet user answered a questionnaire
assessing their attention of use and satisfaction of recommendation
system in internet book store. Quantitative result indicates following
research results. First, information quality of recommended system
has obvious influence in consumer shopping decision-making process,
and the attitude to use the system. Second, in the process of consumer's
shopping decision-making, the recommendation system has no
significant influence for consumers to pay lower cognitive
decision-making effort. Third, e-commerce platform provides
recommendations and information is necessary, but the quality of
information on user needs must be considered, or they will be other
competitors offer homogeneous services replaced.
Abstract: Fuzzy Cognitive Maps (FCMs) have successfully
been applied in numerous domains to show relations between
essential components. In some FCM, there are more nodes, which
related to each other and more nodes means more complex in system
behaviors and analysis. In this paper, a novel learning method used to
construct FCMs based on historical data and by using data mining
and DEMATEL method, a new method defined to reduce nodes
number. This method cluster nodes in FCM based on their cause and
effect behaviors.
Abstract: School experiences, family bonding and self-concept
had always been a crucial factor in influencing all aspects of a
student-s development. The purpose of this study is to develop and to
validate a priori model of self-concept among students. The study
was tested empirically using Structural Equation Modeling (SEM)
and Confirmatory Factor Analysis (CFA) to validate the structural
model. To address these concerns, 1167 students were randomly
selected and utilized the Cognitive Psycho-Social University of
Malaya instrument (2009).Resulted demonstrated there is indirect
effect from family bonding to self-concept through school
experiences among secondary school students as a mediator. Besides
school experiences, there is a direct effect from family bonding to
self-concept and family bonding to school experiences among
students.