Moral Reasoning and Behaviour in Adulthood

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.

EMOES: Eye Motion and Ocular Expression Simulator

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.

Artificial Visual Percepts for Image Understanding

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.

Learning a Song: an ACT-R Model

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.

MPSO based Model Order Formulation Technique for SISO Continuous Systems

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.

Web Information System for e-Learning

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.

Effective Personal Knowledge Management: A Proposed Online Framework

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.

A Quality Optimization Approach: An Application on Next Generation Networks

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.

The Epistemological Crisis in the Theory of Vittorio Guidano

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.

Social, Group and Individual Mind extracted from Rule Bases of Multiple Agents

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.

A Cognitive Model of Character Recognition Using Support Vector Machines

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.

Simple Agents Benefit Only from Simple Brains

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.

Definition of Cognitive Infocommunications and an Architectural Implementation of Cognitive Infocommunications Systems

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.

Measuring Cognitive Load - A Solution to Ease Learning of Programming

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.

Autobiographical Memory and Flexible Remembering: Gender Differences

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.

Deep Learning and Virtual Environment

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.

Learning FCM by Tabu Search

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.

The Role of Cognitive Decision Effort in Electronic Commerce Recommendation System

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.

Using Data Mining for Learning and Clustering FCM

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.

Family Bonding and Self-Concept: An Indirect Effect Mediated by School Experiences among Students

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.