Visualizzazione post con etichetta EMOTIONS. Mostra tutti i post
Visualizzazione post con etichetta EMOTIONS. Mostra tutti i post

venerdì 19 giugno 2009

Hybrid System Of Human-Machine Interaction Created


ScienceDaily (June 17, 2009) — Scientists at FAU have created a "hybrid" system to examine real-time interactions between humans and machines (virtual partners). By pitting human against machine, they open up the possibility of exploring and understanding a wide variety of interactions between minds and machines, and establishing the first step toward a much friendlier union of man and machine, and perhaps even creating a different kind of machine altogether.
For more than 25 years, scientists in the Center for Complex Systems and Brain Sciences (CCSBS) in Florida Atlantic University’s Charles E. Schmidt College of Science, and others around the world, have been trying to decipher the laws of coordinated behavior called “coordination dynamics”.
Unlike the laws of motion of physical bodies, the equations of coordination dynamics describe how the coordination states of a system evolve over time, as observed through special quantities called collective variables. These collective variables typically span the interaction of organism and environment. Imagine a machine whose behavior is based on the very equations that are supposed to govern human coordination. Then imagine a human interacting with such a machine whereby the human can modify the behavior of the machine and the machine can modify the behavior of the human.
In a groundbreaking study published in the June 3 issue of PLoS One and titled “Virtual Partner Interaction (VPI): exploring novel behaviors via coordination dynamics,” an interdisciplinary group of scientists in the CCSBS created VPI, a hybrid system of a human interacting with a machine. These scientists placed the equations of human coordination dynamics into the machine and studied real-time interactions between the human and virtual partners. Their findings open up the possibility of exploring and understanding a wide variety of interactions between minds and machines. VPI may be the first step toward establishing a much friendlier union of man and machine, and perhaps even creating a different kind of machine altogether.
“With VPI, a human and a ‘virtual partner’ are reciprocally coupled in real-time,” said Dr. J. A. Scott Kelso, the Glenwood and Martha Creech Eminent Scholar in Science at FAU and the lead author of the study. “The human acquires information about his partner’s behavior through perception, and the virtual partner continuously detects the human’s behavior through the input of sensors. Our approach is analogous to the dynamic clamp used to study the dynamics of interactions between neurons, but now scaled up to the level of behaving humans.”
In this first ever study of VPI, machine and human behaviors were chosen to be quite simple. Both partners were tasked to coordinate finger movements with one another. The human executed the task with the intention of performing in-phase coordination with the machine, thereby trying to synchronize his/her flexion and extension movements with those of the virtual partner’s.
The machine, on the other hand, executed the task with the competing goal of performing anti-phase coordination with the human, thereby trying to extend its finger when the human flexed and vice versa. Pitting machine against human through opposing task demands was a way the scientists chose to enhance the formation of emergent behavior, and also allowed them to examine each partner’s individual contribution to the coupled behavior. An intriguing outcome of the experiments was that human subjects ascribed intentions to the machine, reporting that it was “messing” with them.
“The symmetry between the human and the machine, and the fact that they carry the same laws of coordination dynamics, is a key to this novel scientific framework,” said co-author Dr. Gonzalo de Guzman, a physicist and research associate professor at the FAU center. “The design of the virtual partner mirrors the equations of motion of the human neurobehavioral system. The laws obtained from accumulated studies describe how the parts of the human body and brain self-organize, and address the issue of self-reference, a condition leading to complexity.”
One ready application of VPI is the study of the dynamics of complex brain processes such as those involved in social behavior. The extended parameter range opens up the possibility of systematically driving functional process of the brain (neuromarkers) to better understand their roles. The scientists in this study anticipate that just as many human skills are acquired by observing other human beings; human and machine will learn novel patterns of behavior by interacting with each other.
“Interactions with ever proliferating technological devices often place high skill demands on users who have little time to develop these skills,” said Kelso. “The opportunity presented through VPI is that equally useful and informative new behaviors may be uncovered despite the built-in asymmetry of the human-machine interaction.”
While stable and intermittent coordination behaviors emerged that had previously been observed in ordinary human social interactions, the scientists also discovered novel behaviors or strategies that have never previously been observed in human social behavior. The emergence of such novel behaviors demonstrates the scientific potential of the VPI human-machine framework.
Modifying the dynamics of the virtual partner with the purpose of inducing a desired human behavior, such as learning a new skill or as a tool for therapy and rehabilitation, are among several applications of VPI.
“The integration of complexity in to the behavioral and neural sciences has just begun,” said Dr. Emmanuelle Tognoli, research assistant professor in FAU’s CCSBS and co-author of the study. “VPI is a move away from simple protocols in which systems are ‘poked’ by virtue of ‘stimuli’ to understanding more complex, reciprocally connected systems where meaningful interactions occur.”
Research for this study was supported by the National Science Foundation program “Human and Social Dynamics,” the National Institute of Mental Health’s “Innovations Award,” “Basic and Translational Research Opportunities in the Social Neuroscience of Mental Health,” and the Office of Naval Research Code 30. Kelso’s research is also supported by the Pierre de Fermat Chaire d’Excellence and Tognoli’s research is supported by the Davimos Family Endowment for Excellence in Science.
Adapted from materials provided by Florida Atlantic University, via Newswise.

venerdì 5 giugno 2009

Endless Original Music: Computer Program Creates Music Based On Emotions


ScienceDaily (June 2, 2009) — A group of researchers from the University of Granada (UGR) has developed Inmamusys, a software program that can create music in response to emotions that arise in the listener. By using artificial intelligence (AI) techniques, the program enables original, copyright-free and emotion-inspiring music to be played continuously.
UGR researchers Miguel Delgado, Waldo Fajardo and Miguel Molina decided to design a software program that would enable a person who knew nothing about composition to create music. The system they devised, using AI, is called Inmamusys, an acronym for Intelligent Multiagent Music System, and is able to compose and play music in real time.
If successful, this prototype, which has been described recently in the journal Expert Systems with Applications, looks likely to bring about great changes in terms of the intrusive and repetitive canned music played in public places.
Miguel Molina, lead author of the study, says that while the repertoire of such canned music is very limited, the new invention can be used to create a pleasant, non-repetitive musical environment for anyone who has to be within earshot throughout the day.
Everyone's ears have suffered the effects of repetitively-played canned music, be it in workplaces, hospital environments or during phone calls made to directory inquiries numbers. On this basis, the research team decided that it would be "very interesting to design and build an intelligent system able to generate music automatically, ensuring the correct degree of emotiveness (in order to manage the environment created) and originality (guaranteeing that the tunes composed are not repeated, and are original and endless)."
Inmamusys has the necessary knowledge to compose emotive music through the use of AI techniques. In designing and developing the system, the researchers worked on the abstract representation of the concepts necessary to deal with emotions and feelings. To achieve this, Molina says, "we designed a modular system that includes, among other things, a two-level multiagent architecture."
A survey was used to evaluate the system, with the results showing that users are able to identify the type of music composed by the computer. A person with no musical knowledge whatsoever can use this artificial musical composer, because the user need do nothing more than decide on the type of music."
Beneath the system's ease of use, Miguel Molina reveals that a complex framework is at work to allow the computer to imitate a feature as human as creativity. Aside from creativity, music also requires specific knowledge.
According to Molina, this "is usually something done by human beings, although they do not understand how they do it. In reality, there are numerous processes involved in the creation of music and, unfortunately, we still do not understand many of them. Others are so complex that we cannot analyse them, despite the enormous power of current computing tools. Nowadays, thanks to the advances made in computer sciences, there are areas of research -- such as artificial intelligence -- that seek to reproduce human behaviour. One of the most difficult facets of all to reproduce is creativity."
Farewell to copyright payments
Commercial development of this prototype will not only change the way in which research is carried out into the relationship between computers and emotions, the means of interacting with music and structures by which music is composed in the future. It will also serve, say the study's authors, to reduce costs.
According to the researchers, "music is highly present in our leisure and working environments, and a large number of the places we visit have canned music systems. Playing these pieces of music involves copyright payments. Our system will make these music copyright payments a thing of the past."
Journal reference:
Miguel Delgado; Waldo Fajardo; Miguel Molina-Solana. Inmamusys: Intelligent multiagent music system. Expert Systems with Applications, 2009; 36 (3): 4574 DOI: 10.1016/j.eswa.2008.05.028
Adapted from materials provided by Plataforma SINC, via AlphaGalileo.