848 resultados para Cognitive Effort
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Resumen tomado de la publicaci??n
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This paper proposes to promote autonomy in digital ecosystems so that it provides agents with information to improve the behavior of the digital ecosystem in terms of stability. This work proposes that, in digital ecosystems, autonomous agents can provide fundamental services and information. The final goal is to run the ecosystem, generate novel conditions and let agents exploit them. A set of evaluation measures must be defined as well. We want to provide an outline of some global indicators, such as heterogeneity and diversity, and establish relationships between agent behavior and these global indicators to fully understand interactions between agents, and to understand the dependence and autonomy relations that emerge between the interacting agents. Individual variations, interaction dependencies, and environmental factors are determinants of autonomy that would be considered. The paper concludes with a discussion of situations when autonomy is a milestone
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Article published in Judgement and Decision-Making
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Abstract In this talk, I'll focus on the work we've been doing on evaluating the cognitive side of dealing with information resources and increasingly complex user interfaces. While we can build increasingly powerful user interfaces, they often come at the cost of simple design and ease of use. I'll describe two specific studies: 1) work on the ORCHID project focused on measuring mental workload during tasks using fNIRS (a blood-oxygen-based brain scanner), and 2) a evaluation metric for measuring how much people learn during tasks. Together these provide advances towards understanding the cognitive side of information interaction, in working towards building better tools for users.
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An emerging consensus in cognitive science views the biological brain as a hierarchically-organized predictive processing system. This is a system in which higher-order regions are continuously attempting to predict the activity of lower-order regions at a variety of (increasingly abstract) spatial and temporal scales. The brain is thus revealed as a hierarchical prediction machine that is constantly engaged in the effort to predict the flow of information originating from the sensory surfaces. Such a view seems to afford a great deal of explanatory leverage when it comes to a broad swathe of seemingly disparate psychological phenomena (e.g., learning, memory, perception, action, emotion, planning, reason, imagination, and conscious experience). In the most positive case, the predictive processing story seems to provide our first glimpse at what a unified (computationally-tractable and neurobiological plausible) account of human psychology might look like. This obviously marks out one reason why such models should be the focus of current empirical and theoretical attention. Another reason, however, is rooted in the potential of such models to advance the current state-of-the-art in machine intelligence and machine learning. Interestingly, the vision of the brain as a hierarchical prediction machine is one that establishes contact with work that goes under the heading of 'deep learning'. Deep learning systems thus often attempt to make use of predictive processing schemes and (increasingly abstract) generative models as a means of supporting the analysis of large data sets. But are such computational systems sufficient (by themselves) to provide a route to general human-level analytic capabilities? I will argue that they are not and that closer attention to a broader range of forces and factors (many of which are not confined to the neural realm) may be required to understand what it is that gives human cognition its distinctive (and largely unique) flavour. The vision that emerges is one of 'homomimetic deep learning systems', systems that situate a hierarchically-organized predictive processing core within a larger nexus of developmental, behavioural, symbolic, technological and social influences. Relative to that vision, I suggest that we should see the Web as a form of 'cognitive ecology', one that is as much involved with the transformation of machine intelligence as it is with the progressive reshaping of our own cognitive capabilities.
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Background: The 16/6-idiotype (16/6-Id) of the human anti-DNA antibody was found to induce experimental lupus in naive mice, manifested by production of autoantibodies, leukopenia and elevated inflammatory markers, as well as kidney and brain involvement. We assessed behavior and brain pathology of naive mice injected intracerebra-ventricularly (ICV) with the 16/6-Id antibody. Methods: C3H female mice were injected ICV to the right hemisphere with the human 16/6-Id antibody or commercial human IgG antibodies (control). The mice were tested for depression by the forced swimming test (FST), locomotor and explorative activity by the staircase test, and cognitive functions were examined by the novel object recognition and Y-maze tests. Brain slices were stained for inflammatory processes. Results: 16/6-Id injected mice were cognitively impaired as shown by significant differences in the preference for a new object in the novel object recognition test compared to controls (P = 0.012). Similarly, the preference for spatial novelty in the Y-maze test was significantly higher in the control group compared to the 16/6-Id-injected mice (42% vs. 9%, respectively, P = 0.065). Depression-like behavior and locomotor activity were not significantly different between the16/6-Id-injected and the control mice. Immunohistochemistry analysis revealed an increase in astrocytes and microglial activation in the hippocampus and amygdala, in the 16/6-Id injected group compared to the control. Conclusions: Passive transfer of 16/6-Id antibodies directly into mice brain resulted in cognitive impairments and histological evidence for brain inflammation. These findings shed additional light on the diverse mosaic pathophysiology of neuropsychiatric lupus.
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Through meditation, people become aware of what happens in the body and mind, accepting the present experiences as they are and getting a better understanding of the true nature of things. Meditation practices and its inclusion as an intervention technique, have generated great interest in identifying the brain mechanisms through which these practices operate. Different studies suggest that the practice of meditation is associated with the use of different neural networks as well as changes in brain structure and function, represented in higher concentration of gray matter structures at the hippocampus, the right anterior insula, orbital frontal cortex (OFC) and greater involvement of the anterior cingulate cortex (ACC). These and other unrelated studies, shows the multiple implications of the regular practice of mindfulness in the structures and functions of the brain and its relation to certain observable and subjective states in people who practice it. Such evidence enabling the inclusion of mindfulness in psychological therapy where multiple applications have been developed to prove its effectiveness in treating affective and emotional problems, crisis management, social skills, verbal creativity, addiction and craving management, family and caregivers stress of dementia patients and others. However, neuropsychological rehabilitation has no formal proposals for intervention from these findings. The aim of this paper is to propose use of Mindfulness in neuropsychological rehabilitation process, taking the positions and theory of A.R. Luria.
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Objetivo: Establecer la relación de los factores laborales e individuales con la carga mental en los trabajadores del área de contratación y titulación minera y los de seguimiento y control en una institución minera durante el año 2014. Materiales y métodos: Estudio de corte transversal en 298 trabajadores que trabajan en una Institución Minera, en la ciudad de Bogotá. La identificación de los factores laborales e individuales relacionados con la carga mental se hizo mediante la aplicación de un cuestionario autodiligenciado utilizando la guía de Estimación de la carga mental de trabajo: método NASA TLX, en el cual se realizó análisis de medidas de tendencia central y se indagó relación a través de la prueba Chi cuadrado de Pearson, usando nivel de significación del 5%, con el programa SPSS 20. Resultados: La población predominante era de género masculino, donde la mayoría de los trabajadores fueron ingenieros pertenecientes al área de seguimiento y control, se evidenció asociación estadísticamente significativa entre la profesión con la percepción de exigencia física (p ≤ 0,001), de igual modo entre área de trabajo con la percepción de exigencia mental (p ≤ 0,001), en la cual se establece que la carga mental y el factor profesional (técnicos) y el factor laboral (área de seguimiento y control), son determinantes para la aparición de fatiga fisiológica y cognitiva, ya que en estos se evidencia mayor exigencia física en los trabajadores técnicos con un 81,40% y en los trabajadores del área de seguimiento y control con un 99,04%. Conclusión: Se encontró una alta exigencia mental, temporal y esfuerzo en los trabajadores y una relación significativa entre la profesión con la percepción de exigencia física, predominando en los técnicos, seguidos de abogados e ingenieros y entre el área de trabajo con la percepción de exigencia mental, siendo mayor en el área de seguimiento y control.
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Contiene tablas. Resumen tomado de la revista
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Resumen basado en el de la publicación. Resumen en español
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Resumen basado en el de la publicación
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Se hace un repaso detallado de las teorías y los debates en torno a cómo los niños piensan y aprenden. También se reconocen los difíciles problemas a los que se enfrentan los profesores cuando tratan de conjugar la teoría y la investigación con la práctica en el aula.
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Es un recurso para los profesores que incluye una gran variedad de juegos sobre la lengua inglesa para realizar en el aula. Cada juego se centra en uno o varios puntos de la gramática y para cada uno de ellos se dan explicaciones sobre su nivel, los materiales necesarios, puntos de la gramática tratados y tiempo requerido.
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Es un recurso para el profesor que contiene una colección de juegos sobre partes fundamentales de la gramática. Cada actividad se presenta con un resumen que especifica el área de la gramática tratada, el nivel al que se refiere, el tiempo requerido y el material necesario.
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En este recurso para estudiantes e investigadores en psicología del desarrollo, expertos en desarrollo infantil y aprendizaje piden reconsiderar las formas de juego que facilita el desarrollo en todos los campos ya que el juego proporciona a los niños la oportunidad de maximizar sus capacidades de atención, aprender a llevarse bien con sus compañeros, cultivar su creatividad, trabajar a través de sus emociones y obtener las habilidades académicas que son la base para el aprendizaje futuro.