969 resultados para Lingodroids, spatial language, language game, cognitive map, real robots, grounding
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The ability to predict future rewards or threats is crucial for survival. Recent studies have addressed future event prediction by the hippocampus. Hippocampal neurons exhibit robust selectivity for spatial location. Thus, the activity of hippocampal neurons represents a cognitive map of space during navigation as well as during planning and recall. Spatial selectivity allows the hippocampus to be involved in the formation of spatial and episodic memories, including the sequential ordering of events. On the other hand, the discovery of reverberatory activity in multiple forebrain areas during slow wave and REM sleep underscored the role of sleep on the consolidation of recently acquired memory traces. To this date, there are no studies addressing whether neuronal activity in the hippocampus during sleep can predict regular environmental shifts. The aim of the present study was to investigate the activity of neuronal populations in the hippocampus during sleep sessions intercalated by spatial exploration periods, in which the location of reward changed in a predictable way. To this end, we performed the chronic implantation of 32-channel multielectrode arrays in the CA1 regions of the hippocampus in three male rats of the Wistar strain. In order to activate different neuronal subgroups at each cycle of the task, we exposed the animals to four spatial exploration sessions in a 4-arm elevated maze in which reward was delivered in a single arm per session. Reward location changed regularly at every session in a clockwise manner, traversing all the arms at the end of the daily recordings. Animals were recorded from 2-12 consecutive days. During spatial exploration of the 4-arm elevated maze, 67,5% of the recorded neurons showed firing rate differences across the maze arms. Furthermore, an average of 42% of the neurons showed increased correlation (R>0.3) between neuronal pairs in each arm. This allowed us to sort representative neuronal subgroups for each maze arm, and to analyze the activity of these subgroups across sleep sessions. We found that neuronal subgroups sorted by firing rate differences during spatial exploration sustained these differences across sleep sessions. This was not the case with neuronal subgroups sorted according to synchrony (correlation). In addition, the correlation levels between sleep sessions and waking patterns sampled in each arm were larger for the entire population of neurons than for the rate or synchrony subgroups. Neuronal activity during sleep of the entire neuronal population or subgroups did not show different correlations among the four arm mazes. On the other hand, we verified that neuronal activity during pre-exploration sleep sessions was significantly more similar to the activity patterns of the target arm than neuronal activity during pre-exploration sleep sessions. In other words, neuronal activity during sleep that precedes the task reflects more strongly the location of reward than neuronal activity during sleep that follows the task. Our results suggest that neuronal activity during sleep can predict regular environmental changes
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Esta pesquisa foi realizada com o objetivo de identificar e analisar as relações entre as linguagens da Matemática e da Informática no contexto da sala de aula, a partir da inserção das tecnologias informáticas na aprendizagem da Função Quadrática. Nesse sentido, os conceitos que envolvem a forma algébrica e forma gráfica desta função, foram observados pelos alunos ao explorar aspectos dinâmicos na interface do Geogebra. A fundamentação teórica da pesquisa, foi subsidiada pelas ideias de Pierre Lévy sobre as tecnologias da inteligência na disseminação da informação e do conhecimento, bem como pelas contribuições filosóficas de Ludwig Wittgenstein acerca do jogo de linguagem. A metodologia da pesquisa possui caráter qualitativo definido a partir de critérios específicos acerca do objeto de estudo e dos sujeitos investigados. As informações foram obtidas por meio de questões específicas aplicadas em dois momentos, a saber: antes e após a realização de um minicurso sobre o GeoGebra. As análises das questões revelaram que os aspectos visuais e os movimentos no uso do computador, estabelecem relações entre as formas algébricas e gráficas da função quadrática. Assim, eles puderam perceber que os coeficientes numéricos modificam a parábola e isso dá sentido aos conceitos estudados. O uso do GeoGebra possibilita outras formas de aprendizagem evidenciadas entre o Jogo de Linguagem da Matemática e o Jogo de Linguagem da Informática no âmbito da Educação Matemática.
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Within the Wittgensteinian approach, the ideal of exactness, disconnected from concrete situations of language use, does not make any sense. Such an approach takes into account every and any kind of intersubjective communication, inasmuch as it is based on a previous agreement concerning the use of language and the interpretation of the world linked to it. This paper, throughout its three parts, seeks to understand this agreement, and evaluates whether or not philosophy plays a role in relation to it. To start with, the obstacles to such an agreement will be considered, namely, solipsism and private, subjective language. In the following stage, the intention is to indicate that the rupture from the subjectivist conception of language allows Wittgenstein to visualize another subject, the one incorporated by the community. From then on, the question is to verify whether reflectivity is possible in the ambit of a linguistic community or not, since the objectivity of concepts is not sought within knowledge, but within forms of life. In the third and last part, we will point to the language game metaphor
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This paper brings notes regarding Wittgenstein’s philosophy of language and its presence in habermasian philosophy by means of the basic concept language game. The approach of language of the second Wittgenstein reaches a rather culturalist abstraction, which, however, disclaims him of the pretension of being a theoretical of language, but in Habermas, this approach is put with an intention: the systematization of the universal pragmatics, which he presents as a theory of language games.
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Pós-graduação em Ciências Cartográficas - FCT
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Pós-graduação em Ciência da Computação - IBILCE
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The object of this essay is to discuss Ludwig Wittgenstein's remarks in Philosophical Investigations and elsewhere in the posthumously published writings concerning the role of therapy in relation to philosophy. Wittgenstein's reflections seem to suggest that there is a kind of philosophy or mode of investigation targeting the philosophical grammar of language uses that gratuitously give rise to philosophical problems, and produce in many thinkers philosophical anxieties for which the proper therapy is intended to offer relief. Two possible objectives of later Wittgensteinian therapy are proposed, for subjective psychological versus objective semantic symptoms of ailments that a therapy might address for the sake of relieving philosophical anxieties. The psychological in its most plausible form is rejected, leaving only the semantic. Semantic therapy in the sense defined and developed is more general and long-lasting, and more in the spirit of Wittgenstein's project on a variety of levels. A semantic approach treats language rather than the thinking, language-using subject as the patient needing therapy, and directs its attention to the treatment of problems in language and the conceptual framework a language game use expresses in its philosophical grammar, rather than to soothing unhappy or socially ill-adjusted individual psychologies.
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El principio de Teoría de Juegos permite desarrollar modelos estocásticos de patrullaje multi-robot para proteger infraestructuras criticas. La protección de infraestructuras criticas representa un gran reto para los países al rededor del mundo, principalmente después de los ataques terroristas llevados a cabo la década pasada. En este documento el termino infraestructura hace referencia a aeropuertos, plantas nucleares u otros instalaciones. El problema de patrullaje se define como la actividad de patrullar un entorno determinado para monitorear cualquier actividad o sensar algunas variables ambientales. En esta actividad, un grupo de robots debe visitar un conjunto de puntos de interés definidos en un entorno en intervalos de tiempo irregulares con propósitos de seguridad. Los modelos de partullaje multi-robot son utilizados para resolver este problema. Hasta el momento existen trabajos que resuelven este problema utilizando diversos principios matemáticos. Los modelos de patrullaje multi-robot desarrollados en esos trabajos representan un gran avance en este campo de investigación. Sin embargo, los modelos con los mejores resultados no son viables para aplicaciones de seguridad debido a su naturaleza centralizada y determinista. Esta tesis presenta cinco modelos de patrullaje multi-robot distribuidos e impredecibles basados en modelos matemáticos de aprendizaje de Teoría de Juegos. El objetivo del desarrollo de estos modelos está en resolver los inconvenientes presentes en trabajos preliminares. Con esta finalidad, el problema de patrullaje multi-robot se formuló utilizando conceptos de Teoría de Grafos, en la cual se definieron varios juegos en cada vértice de un grafo. Los modelos de patrullaje multi-robot desarrollados en este trabajo de investigación se han validado y comparado con los mejores modelos disponibles en la literatura. Para llevar a cabo tanto la validación como la comparación se ha utilizado un simulador de patrullaje y un grupo de robots reales. Los resultados experimentales muestran que los modelos de patrullaje desarrollados en este trabajo de investigación trabajan mejor que modelos de trabajos previos en el 80% de 150 casos de estudio. Además de esto, estos modelos cuentan con varias características importantes tales como distribución, robustez, escalabilidad y dinamismo. Los avances logrados con este trabajo de investigación dan evidencia del potencial de Teoría de Juegos para desarrollar modelos de patrullaje útiles para proteger infraestructuras. ABSTRACT Game theory principle allows to developing stochastic multi-robot patrolling models to protect critical infrastructures. Critical infrastructures protection is a great concern for countries around the world, mainly due to terrorist attacks in the last decade. In this document, the term infrastructures includes airports, nuclear power plants, and many other facilities. The patrolling problem is defined as the activity of traversing a given environment to monitoring any activity or sensing some environmental variables If this activity were performed by a fleet of robots, they would have to visit some places of interest of an environment at irregular intervals of time for security purposes. This problem is solved using multi-robot patrolling models. To date, literature works have been solved this problem applying various mathematical principles.The multi-robot patrolling models developed in those works represent great advances in this field. However, the models that obtain the best results are unfeasible for security applications due to their centralized and predictable nature. This thesis presents five distributed and unpredictable multi-robot patrolling models based on mathematical learning models derived from Game Theory. These multi-robot patrolling models aim at overcoming the disadvantages of previous work. To this end, the multi-robot patrolling problem was formulated using concepts of Graph Theory to represent the environment. Several normal-form games were defined at each vertex of a graph in this formulation. The multi-robot patrolling models developed in this research work have been validated and compared with best ranked multi-robot patrolling models in the literature. Both validation and comparison were preformed by using both a patrolling simulator and real robots. Experimental results show that the multirobot patrolling models developed in this research work improve previous ones in as many as 80% of 150 cases of study. Moreover, these multi-robot patrolling models rely on several features to highlight in security applications such as distribution, robustness, scalability, and dynamism. The achievements obtained in this research work validate the potential of Game Theory to develop patrolling models to protect infrastructures.
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La tesis propone el concepto y diseño de una arquitectura cognitiva para representación de conocimiento profesional especializado en clases de dominios relacionados con el mundo físico. Constituye una extensión de los trabajos de B.Chandrasekaran, potenciando el concepto de arquitectura basada en tareas genéricas propuesta por dicho autor. En base a la arquitectura propuesta, se ha desarrollado un entorno como herramienta de construcción de sistemas expertos de segunda generación, así como un lenguaje para programación cognitiva (DECON)- Dicho entorno, programado en lenguaje C sobre UNIX, ha sido utilizado para el desarrollo de un sistema para predicción de avenidas en la Cuenca Hidrográfica del Jucar, en el marco del proyecto SAIH. Primeramente, la tesis plantea el problema de la modelización del comportamiento de los sistemas físicos, reflejando las limitaciones de las formas clásicas de representación del conocimiento para abordar dicho problema, así como los principales enfoques más recientes basados en el concepto de arquitectura cognitiva y en las técnicas de simulación cualitativa. Se realiza después una síntesis de la arquitectura propuesta, a nivel del conocimiento, para detallar posteriormente su desarrollo a nivel simbólico y de implementación, así como el método general para la construcción de modelos sobre la arquitectura. Se muestra también un resumen de los principales aspectos del desarrollo de software. Finalmente, en forma de anejos, se presenta un caso de estudio, el sistema SIRAH (Sistema Inteligente de Razonamiento Hidrológico), junto con la gramática formal del lenguaje de soporte para la definición de modelos.---ABSTRACT---The thesis proposes the concept and design of a cognitive architecture for professional knowledge representation, specialized in domain classes related to the physical world. It is an extensión of the Chandrasekaran's work, improving the concept of Generic Task based architecture introduced by this author. Based on the proposed architecture, an environment has been developed, as a case of second generation building expert systems tool, as well as a language for cognitive programming (DECON). The environment, programmed in C lenguage on UNIX operating system, has been used to develop a system for flood prediction in the Jucar watershed, inside of the SAIH project. Firstly, the behavior modeling problem of physical systems is discussed, showing the limitations of the classical representations to tackle it, beside the most recent approaches based on cognitive architecture concepts and qualitative simulation technique. An overview of the architecture at the knowledge level is then made, being followed by its symbolic and implementation level description, as well as a general guideline for building models on top of the architecture. The main aspects of software development are also introduced. Finaly, as annexes, a case of study -the SIRAH system (Sistema Inteligente de RAzonamiento Hidrológico)- is introduced, along with the formal grammar of the support language for model definition.
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From a manuscript preserved in the office of the bishop's auditor at Durham, which was written before the end of the fourteenth century from materials evidently collected between 1377 and 1385. cf. Pref., p. vii-viii.
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A three-phase longitudinal study examined the origins of grammatical sensitivity and its usefulness as a predictor of early word-level reading. At about 4 years of age, children were given a range of language and cognitive tests. One year later, the children were given a further series of language and cognitive tests, this time including grammatical sensitivity, phonological sensitivity, and nonword repetition. Another year later, word-level reading achievement was assessed. Overall, grammatical sensitivity and phonological sensitivity were more firmly grounded in earlier language ability than in cognitive ability. Phonological sensitivity and nonword repetition showed reliable predictive associations with subsequent word reading skills. Grammatical sensitivity did not. (c) 2005 Elsevier Inc. All rights reserved.
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Category-specific disorders are frequently explained by suggesting that living and non-living things are processed in separate subsystems (e.g. Caramazza & Shelton, 1998). If subsystems exist, there should be benefits for normal processing, beyond the influence of structural similarity. However, no previous study has separated the relative influences of similarity and semantic category. We created novel examples of living and non-living things so category and similarity could be manipulated independently. Pre-tests ensured that our images evoked appropriate semantic information and were matched for familiarity. Participants were trained to associate names with the images and then performed a name-verification task under two levels of time pressure. We found no significant advantage for living things alongside strong effects of similarity. Our results suggest that similarity rather than category is the key determinant of speed and accuracy in normal semantic processing. We discuss the implications of this finding for neuropsychological studies. © 2005 Psychology Press Ltd.
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The thesis examines Kuhn's (1962, 1970) concept of paradigm, assesses how it is employed for mapping intellectual terrain in the social sciences, and evaluates it's use in research based on multiple theory positions. In so doing it rejects both the theses of total paradigm 'incommensurability' (Kuhn, 1962), and also of liberal 'translation' (Popper, 1970), in favour of a middle ground through the 'language-game of everyday life' (Wittgenstein, 1953). The thesis ultimately argues for the possibility of being 'trained-into' new paradigms, given the premise that 'unorganised experience cannot order perception' (Phillips, 1977). In conducting multiple paradigm research the analysis uses the Burrell and Morgan (1979) model for examining the work organisation of a large provincial fire Service. This analysis accounts for firstly, a 'functionalist' assessment of work design, demonstrating inter alia the decrease in reported motivation with length of service; secondly, an 'interpretive' portrayal of the daily accomplishment of task routines, highlighting the discretionary and negotiated nature of the day's events; thirdly, a 'radical humanist' analysis of workplace ideology, demonstrating the hegemonic role of officer training practices; and finally, a 'radical structuralist' description of the labour process, focusing on the establishment of a 'normal working day'. Although the argument is made for the possibility of conducting multiple paradigm research, the conclusion stresses the many institutional pressures serving to offset development.
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The project “Reference in Discourse” deals with the selection of a specific object from a visual scene in a natural language situation. The goal of this research is to explain this everyday discourse reference task in terms of a concept generation process based on subconceptual visual and verbal information. The system OINC (Object Identification in Natural Communicators) aims at solving this problem in a psychologically adequate way. The system’s difficulties occurring with incomplete and deviant descriptions correspond to the data from experiments with human subjects. The results of these experiments are reported.