Visualizzazione post con etichetta Neuroscience. Mostra tutti i post
Visualizzazione post con etichetta Neuroscience. 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 15 maggio 2009

The Origin of Artificial Species: Creating Artificial Personalities


(Left) Rity was developed to test the world’s first robot “chromosomes,” which allow it to have an artificial genome-based personality. (Right) A representation of Rity’s artificial genome. Darker shades represent higher gene values, and red represents negative values. Image credit: Jong-Hwan Kim, et al. ©2009 IEEE.
(PhysOrg.com) -- Does your robot seem to be acting a bit neurotic? Maybe it's just their personality. Recently, a team of researchers has designed computer-coded genomes for artificial creatures in which a specific personality is encoded. The ability to give artificial life forms their own individual personalities could not only improve the natural interactions between humans and artificial creatures, but also initiate the study of “The Origin of Artificial Species,” the researchers suggest.
The first artificial creature to receive the genomic personality is Rity, a dog-like software character that lives in a virtual 3D world in a PC. Rity’s genome is composed of 14 chromosomes, which together are composed of a total of 1,764 genes, each with its own value. Rather than manually assign the gene values, which would be difficult and time-consuming, the researchers proposed an evolutionary process that generates a genome with a specific personality desired by a user. The process is described in a recent study by authors Jong-Hwan Kim of KAIST in Daejeon, Korea; Chi-Ho Lee of the Samsung Economic Research Institute in Seoul, Korea; and Kang-Hee Lee of Samsung Electronics Company, Ltd., in Suwon-si, Korea.
“This is the first time that an artificial creature like a or software agent has been given a genome with a personality,” Kim told PhysOrg.com. “I proposed a new concept of an artificial chromosome as the essence to define the personality of an artificial creature and to pass on its traits to the next generation, like a genetic inheritance. It is critical to provide an impression that the robot is a living creature. With this respect, having emotions enhances natural for human-robot symbiosis in the coming years.”
As the researchers explain, an autonomous artificial creature - whether a physical robot or agent - can behave, interact, and react to environmental stimuli. Rity, for example, can interact with humans in the physical world using information through a mouse, a camera, or a microphone, with 47 perceptions. For instance, a single click and double click on Rity are perceived as “patted” and “hit,” respectively. Dragging Rity slowly and softly is perceived as “soothed,” and dragging it quickly and wildly as “shocked.”
To react to these stimuli in real time, Rity relies on its internal states which are composed of three units - motivation, homeostasis, and emotion - and controlled by its internal control architecture. The three units have a total of 14 states, which are the basis of the 14 chromosomes: the motivation unit includes six states (curiosity, intimacy, monotony, avoidance, greed, and the desire to control); the homeostasis unit includes three states (fatigue, hunger, and drowsiness); and the emotion unit has five states (happiness, sadness, anger, fear, and neutral).
“In Rity, internal states such as motivation, homeostasis and emotion change according to the incoming perception,” Kim said. “If Rity sees its master, its emotion becomes happy and its motivation may be ‘greeting and approaching’ him or her. It means the change of internal states and the activated behavior accordingly is internal and external responses to the incoming stimulus.”
The internal control architecture processes incoming sensor information, calculates each value of internal states as its response, and sends the calculated values to the behavior selection module to generate a proper behavior. Finally, the behavior selection module probabilistically selects a behavior through a voting mechanism, where each reasonable behavior has its own voting value. Unreasonable behaviors are prevented with matrix masks, while a reflexive behavior module, which imitates an animal’s instinct, deals with urgent situations such as running into a wall and enables a more immediate response.
“Rity was developed to test the world's first robotic ‘chromosomes,’ which are a set of computerized DNA (Deoxyribonucleic acid) code for creating robots that can think, feel, reason, express desire or intention, and could ultimately reproduce their kind, and evolve as a distinct species in a virtual world,” Kim said. “Rity can express its feeling through facial expression and behavior just like a living creature.”
As the researchers explain, each of the 14 chromosomes in Rity’s genome is composed of three gene vectors: the fundamental gene vector, the internal-state-related gene vector, and the behavior-related gene vector. As each chromosome is represented by 2 F-genes, 47 I-genes, and 77 B-genes, Rity has 1,764 genes in total. Each gene can have a range of values represented by real numbers. While genes are inherited, mutations may also occur. The nature of the genetic coding is such that a single gene can influence multiple behaviors, and also a single behavior can be influenced by multiple genes.
Depending on the values of the genes, the researchers specified five personalities (“the Big Five personality dimensions”) and their opposites to classify an artificial creature’s personality traits: extroverted/introverted, agreeable/antagonistic, conscientious/negligent, openness/closeness, and neurotic/emotionally stable.
To demonstrate an artificial genome, the researchers used their evolutionary algorithm to generate two contrasting personalities for Rity - agreeable and antagonistic - and compare Rity’s behavior in the different cases. Running the algorithm through 3,000 generations took about 12 hours to generate a genome encoding a desired personality by a Pentium 4, 2 GHz processor. For comparison, the researchers also used manual and random processes to generate genomes with agreeable and antagonistic personalities, though neither outperformed the evolutionary algorithm in terms of personality consistency and similarity to desired personality. Finally, the researchers also verified the accuracy of the evolutionary genome encoding by observing how the artificial creature reacted to a series of stimuli.
“The genome is an essential one encoding a mechanism for growth, reproduction and evolution, which necessarily defines ‘The Origin of Artificial Species,’” Kim said. “It means the origin stems from a computerized genetic code, which defines the mechanism for growing, multiplying and evolving along with its propensity to ‘feel’ happy, sad, angry, sleepy, hungry, afraid, etc.”
As the researchers showed, a 2D representation of the genome can enable users to view the chromosomes of the three gene types and easily insert or delete certain chromosomes or genes related to an artificial creature’s personality.
In the future, the researchers plan to combine the genome-based personality with the artificial creature’s own experiences in order to influence the creature’s behavioral responses. They also plan to classify and standardize the different behaviors in order to generalize the artificial genome structure.
More information:
Robot Intelligence Technology Lab: http://rit.kaist.ac.kr/home/ArtificialCreatures
Jong-Hwan Kim, Chi-Ho Lee, and Kang-Hee Lee. “Evolutionary Generative Process for an Artificial Creature’s Personality.” IEEE Transactions on Systems, Man, and Cybernetics - Part C: Applications and Reviews, Vol. 39, No. 3, May 2009.
Copyright 2009 PhysOrg.com. All rights reserved. This material may not be published, broadcast, rewritten or redistributed in whole or part without the express written permission of PhysOrg.com.

mercoledì 3 ottobre 2007

Technology Could Enable Computers To 'Read The Minds' Of Users

Source:
Science Daily — Tufts University researchers are developing techniques that could allow computers to respond to users' thoughts of frustration -- too much work -- or boredom--too little work. Applying non-invasive and easily portable imaging technology in new ways, they hope to gain real-time insight into the brain's more subtle emotional cues and help provide a more efficient way to get work done.
"New evaluation techniques that monitor user experiences while working with computers are increasingly necessary," said Robert Jacob, computer science professor and researcher. "One moment a user may be bored, and the next moment, the same user may be overwhelmed. Measuring mental workload, frustration and distraction is typically limited to qualitatively observing computer users or to administering surveys after completion of a task, potentially missing valuable insight into the users' changing experiences."
Sergio Fantini, biomedical engineering professor, in conjunction with Jacob's human-computer interaction (HCI) group, is studying functional near-infrared spectroscopy (fNIRS) technology that uses light to monitor brain blood flow as a proxy for workload stress a user may experience when performing an increasingly difficult task. A $445,000 grant from the National Science Foundation will allow the interdisciplinary team to incorporate real-time biomedical data with machine learning to produce a more in-tune computer user experience.
Lighting up the brain
"fNIRS is an emerging non-invasive, lightweight imaging tool which can measure blood oxygenation levels in the brain," said Fantini, also an associate dean for graduate education at Tufts' School of Engineering.
The fNIRS device, which looks like a futuristic headband, uses laser diodes to send near-infrared light through the forehead at a relatively shallow depth--only two to three centimeters--to interact with the brain's frontal lobe. Light usually passes through the body's tissues, except when it encounters oxygenated or deoxygenated hemoglobin in the blood. Light waves are absorbed by the active, blood-filled areas of the brain and any remaining light is diffusely reflected to the fNIRS detectors.
"fNIRS, like MRI, uses the idea that blood flow changes to compensate for the increased metabolic demands of the area of the brain that's being used," said Erin Solovey, a graduate researcher at the School of Engineering.
"We don't know how specific we can be about identifying users' different emotional states," said Fantini. "However, the particular area of the brain where the blood flow change occurs should provide indications of the brain metabolic changes and by extension workload, which could be a proxy for emotions like frustration."
In the initial experiments, Jacob and Fantini's groups determined how accurately fNIRS could register users' workload. While wearing the fNIRS device, test subjects viewed a multicolored cube consisting of eight smaller cubes with two, three or four different colors. As the cube rotated onscreen, subjects counted the number of colored squares in a series of 30 tasks. The fNIRS device and subsequent user surveys reflected greater difficulty as users kept track of increasing numbers of colors. The fNIRS data agreed with user surveys up to 83 percent of the time.
The Tufts group will present its initial results on using fNIRS to detect the user workload experience at the Association for Computing Machinery (ACM) symposium on user interface software and technology, to be held Oct. 7 through 10 in Newport, R.I.
"It seems that we can predict, with relatively high confidence, whether the subject was experiencing no workload, low workload, or high workload," said Leanne Hirshfield, a graduate researcher and lead author on the poster paper to be presented at the ACM symposium.
Note: This story has been adapted from material provided by Tufts University.

Fausto Intilla
www.oloscience.com