Volume 5 Issue 1
Authors: Ana Lilia Laureano-Cruces; Javier Ramírez-Rodríguez; Martha Mora-Torres; Lourdes Sánchez-Guerrero
Abstract: The phenomenon of consciousness involves an agent (human or software) constantly perceiving the world (experiences) with perception linked to their emotions. The main point of the research implies emotions as different ways of thinking, allowing to find functional processes and return to the phenomenon of consciousness. Based on this, the agent assesses the best set of actions leading to a goal. This paper models this reactive behavior based on analysis and design of a cognitive model that includes mental models and cognitive structure of emotions. It is intended to include the largest number of goals in order to make the system flexible.
Keywords: Artificial Consciousness; Emerging Behavior; Cognitive Structure of Emotions; Information; Perception; Sensation; Feelings; Emergent Behavior; Motivation
Authors: Patrizia Meringolo; Andrea Guazzini; Cristina Cecchini; Elisa Guidi; Monica Milani
Abstract: Facebook and social networks in general have exploded in popularity in the last several years, becoming a social institution for teenagers, who use it for self-presentation and as a fundamental tool to project their personal identity and manage social relationships. Taking the opportunity to reveal psychological features by analyzing personal profiles, this study examined the relationship between linguistic style, self-presentation, and other activities on Facebook over the course of one year. Through the linguistic analysis of 50 adolescents’ profiles, a new model titled “The Excessive Online Self-Presentation Model” was developed by considering only the contents of their public posts. Results showed how excessive self-presentation consisted of disclosing personal information, and with a higher number of words per post. Moreover, it was discovered that the frequent use of sexual language was associated with attention-seeking behaviors. The findings of this study were in line with prior research on the content differences in online self-presentation, confirming how linguistic analysis can be a useful tool to analyze cognitive dynamics within virtual environments, and providing a new assessment model to reveal fundamental psychological characteristics of adolescent online behavior.
Keywords: Facebook Use; Self-Presentation; Narcissism; Adolescent; Linguistic Inquiry and Word Count
Authors: Justin M. Bobick; Jan Perkins; Ksenia I Ustinova; Amanda Fabera
Abstract: Virtual environments permit the creation of rehabilitation settings that help prepare clients for subsequent real world functional activities. Many questions remain regarding the optimal presentation of the environment, one being how manipulation of target position and viewing angle or perspective can affect functional reaching performance. Using twenty healthy young adults (24.7+3.0), this study examined the effect on functional arm reaching by manipulating these factors in a first person 3D virtual hallway. Their goal was to touch a blue pyramidal target without stepping or overbalancing. The target was randomly positioned either directly in front of the participant or offset 100 to either side with randomly assigned viewing angles of 100, 450, and 900. Movement was recorded using an Xbox Kinect Motion Sensor. Outcome measures of endpoint error, peak velocity, and index of curvature were calculated. Manipulating the viewing angles had no significant impact on peak velocity, endpoint error, or directness of path to the target. Target positions that required contralateral reaching across the midline of the body increased peak velocities and had a less direct path to the target. Results suggest that for healthy adults, the viewing angle is not a limiting factor in reaching to a target. However, more research is needed to test this in participants with sensorimotor deficits. In our healthy population, reaching across the midline of the body in a 3D environment affects reaching pathway and peak velocity, and knowing this will be helpful in further developing virtual rehabilitation activities.
Keywords: Game Platforms; Game Therapy; Rehabilitation; Reaching in Virtual Environments