1,721,393 research outputs found

    Modeling Emotions At the Edge of Chaos. From psychophysiology to networked emotions

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    The edge of chaos is a metaphor used to describe the complexity that lies between systems that are too static and systems that are too chaotic. The science of complex systems is the best paradigm to use for describing and modeling behavioral and emotional aspects from both a mathematical and a psychological point of view. Today, emotions are often better understood by means of psychophysiological correlates. By measuring affective states in human beings, it is possible to create simple rules and assign these to specific behaviors. Coding such rules makes it easier to study interactions by using simulated networks to evaluate the diffusion and the dynamics of strategic and behavioral aspects. Modeling emotions is surely interesting, but also practical. We need to understand how emotions affect human behavior and precisely how to endow artificial agents to follow such rules. With these important issues in mind, "Modeling Emotions At the Edge of Chaos" explores psychology, the complexity of emotions, and other aspects related to human behavior and helps us represent them in a formal, computational, and usable mode

    Elementi di psicometria computazionale

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    Lo psicologo contemporaneo deve fare i conti con sfide sempre maggiori e opportunità di studio e di ricerca usando nuove tecnologie fino a pochi anni fa impensabili. Elementi di Psicometria Computazionale, rappresenta un prezioso strumento per formare gli psicologi di domani, attenti al passato, orientati al futuro e con una corposa conoscenza del presente. In modo pratico e semplice il volume accompagna il lettore all’uso degli strumenti della misura in psicologia, alla luce delle più recenti tecnologie. Un percorso che parte dall’acquisizione dei dati con questionari elettronici, biosensori, social networks, realtà virtuale e altro, per proseguire con la gestione avanzata dei dati e chiudere con una prima introduzione ai modelli computazionali. Caratteristica importante del volume è il totale orientamento al mondo open source e la costante disponibilità di software gratuito per tutti gli strumenti utilizzati

    Positive Technology for Helping People Cope with Stress

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    The emerging convergence of new technologies and health care is offering a new approach to support effective interventions. This chapter aims to describe how Positive Technology can help people cope with stress in several contexts. On the one hand, the potential capacity of sensor technologies to offer individuals the technology with which to monitor certain biological signals known to be associated with stress might serve to promote engagement with a mediated experience for stress management. On the other hand, the chapter focuses on the hedonic and eudaimonic experiences supported by technology in terms of inducing positive affective states and supporting personal growth by teaching strategies to reduce stress and enhance well-being. To further connect mediated experiences with real ones, the Interreality approach (IR) allows for the combination of assessment and intervention as inseparable parts of the general process of coping with stress

    Do affects affect you or do you affect affects? A closed-loop in positive technology

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    Positive psychology arises from Seligman, who coined the phrase “learned helplessness” to describe how negative thoughts can lead to clinical depression. A better explanation, however, derives from the “chain reaction” concept in the physics of complex systems, often defined as positive feedback that leads to self-amplifying effects. The same concept may justify helping technology to instill positive chains of behavior that then lead to well-being

    Virtual Reality for Artificial Intelligence: human-centered simulation for social science

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    There is a long last tradition in Artificial Intelligence as use of Robots endowing human peculiarities, from a cognitive and emotional point of view, and not only in shape. Today Artificial Intelligence is more oriented to several form of collective intelligence, also building robot simulators (hardware or software) to deeply understand collective behaviors in human beings and society as a whole. Modeling has also been crucial in the social sciences, to understand how complex systems can arise from simple rules. However, while engineers' simulations can be performed in the physical world using robots, for social scientist this is impossible. For decades, researchers tried to improve simulations by endowing artificial agents with simple and complex rules that emulated human behavior also by using artificial intelligence (AI). To include human beings and their real intelligence within artificial societies is now the big challenge. We present an hybrid (human-artificial) platform where experiments can be performed by simulated artificial worlds in the following manner: 1) agents' behaviors are regulated by the behaviors shown in Virtual Reality involving real human beings exposed to specific situations to simulate, and 2) technology transfers these rules into the artificial world. These form a closed-loop of real behaviors inserted into artificial agents, which can be used to study real society

    Physiological correlates for an agent-based computational model

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    Using a biofeedback system and agent-based paradigm, we developed a computational model to simulate social and economic phenomena considering emotional rules. In agent-based, we create a computer program containing program parts representing artificial agents, and we shape these agents in an environment and endow them with some rules. Then, we let them interact with each other over time in the socalled agent-based simulation, building in this way an artificial laboratory in which we can investigate many phenomena. Our contribution was to bring human beings in agent-based simulations through physiological responses of subjects at relaxed and stressed conditions. We attached the following sensors to 30 subjects: Two EEG (Electroencephalography), positioned in correspondence with the orbitofrontal cortex, one Blood Volume Pulse (BVP), one Galvanic Skin Response (GSR), and one thoracic respiration sensor. These sensors were applied to subjects who submitted to audiovisual stimuli that were designed first to relax them, then to engage them, and finally to stress them. Frequently, other authors have considered human beings in simulations through the use of avatars (i.e., agents that are fully controlled by human beings) interacting with artificial agents. Using avatars in a simulation, however, requires the inclusion of many variables all at once in the model. In fact, an individual behaves and makes decisions and choices based on many factors and variables that, at the moment, cannot be included in an agent-based model; an individual will consider many strategies that we cannot totally understand, and, even if we can understand something, this cannot be divided into the thousands of variables required. Therefore, we decided to try another way to take these variables into consideration. At the present time, we have many instruments that can help us obtain some of the variables that represent a few elements of a human being’s decision-making, behavior, and choices. For example, we could use biofeedback, as explained before, to obtain statistical data. In this way, we obtain signals from human beings under stress or during relaxation, and we can consider the status of a subject using a few physiological variables that can then be inserted into an agent-based model
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