Results for ' Human-Computer Interaction, '

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  1. As AIs get smarter, understand human-computer interactions with the following five premises.Manh-Tung Ho & Quan-Hoang Vuong - manuscript
    The hypergrowth and hyperconnectivity of networks of artificial intelligence (AI) systems and algorithms increasingly cause our interactions with the world, socially and environmentally, more technologically mediated. AI systems start interfering with our choices or making decisions on our behalf: what we see, what we buy, which contents or foods we consume, where we travel to, who we hire, etc. It is imperative to understand the dynamics of human-computer interaction in the age of progressively more competent AI. This essay (...)
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  2. Distributed Cognition, Toward a New Foundation for Human-Computer Interaction Research.David Kirsh, Jim Hollan & Edwin Hutchins - 2000 - ACM Transactions on Computer-Human Interaction 7 (2):174-196.
    We are quickly passing through the historical moment when people work in front of a single computer, dominated by a small CRT and focused on tasks involving only local information. Networked computers are becoming ubiquitous and are playing increasingly significant roles in our lives and in the basic infrastructure of science, business, and social interaction. For human-computer interaction o advance in the new millennium we need to better understand the emerging dynamic of interaction in which the focus (...)
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  3. Interaction and resistance: The recognition of intentions in new human-computer interaction.Vincent C. Müller - 2011 - In Anna Esposito, Antonietta M. Esposito, Raffaele Martone, Vincent C. Müller & Gaetano Scarpetta (eds.), Towards autonomous, adaptive, and context-aware multimodal interfaces: Theoretical and practical issues. Springer. pp. 1-7.
    Just as AI has moved away from classical AI, human-computer interaction (HCI) must move away from what I call ‘good old fashioned HCI’ to ‘new HCI’ – it must become a part of cognitive systems research where HCI is one case of the interaction of intelligent agents (we now know that interaction is essential for intelligent agents anyway). For such interaction, we cannot just ‘analyze the data’, but we must assume intentions in the other, and I suggest these (...)
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  4. The Illusion of Agency in HumanComputer Interaction.Michael Madary - 2022 - Neuroethics 15 (1):1-15.
    This article makes the case that our digital devices create illusions of agency. There are times when users feel as if they are in control when in fact they are merely responding to stimuli on the screen in predictable ways. After the introduction, the second section of the article offers examples of illusions of agency that do not involve humancomputer interaction in order to show that such illusions are possible and not terribly uncommon. The third and fourth sections (...)
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  5.  73
    Analysis of Human Computer Interface ( HCI) using Meta Verse Techniques.Iqbal Zarqa - 2024 - Journal of Science Technology and Research (JSTAR) 5:1.
    : The design and usability of computer interfaces are crucial factors in improving user experience and productivity in the field of human-computer interaction. This overview examines the development of computer interfaces, starting with command-line interfaces (CLI) and moving on to graphical user interfaces (GUI), touch interfaces, and gesture-controlled interfaces. The guiding concepts of interface development are highlighted: usability, accessibility and user-centered design. The harmony of form and function, the incorporation of cutting-edge technologies such as voice recognition (...)
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  6.  93
    Design and Development of Human Computer Interface using Virtual Reality Techniques.Iqbal Zarqa - 2024 - Journal of Science Technology and Research (JSTAR) 5 (1):325-337.
    The design and usability of computer interfaces are crucial factors in improving user experience and productivity in the field of human-computer interaction. This overview examines the development of computer interfaces, starting with command-line interfaces (CLI) and moving on to graphical user interfaces (GUI), touch interfaces, and gesture-controlled interfaces. The guiding concepts of interface development are highlighted: usability, accessibility and user-centered design. The harmony of form and function, the incorporation of cutting-edge technologies such as voice recognition and (...)
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  7. An Analysis of the Interaction Between Intelligent Software Agents and Human Users.Christopher Burr, Nello Cristianini & James Ladyman - 2018 - Minds and Machines 28 (4):735-774.
    Interactions between an intelligent software agent and a human user are ubiquitous in everyday situations such as access to information, entertainment, and purchases. In such interactions, the ISA mediates the user’s access to the content, or controls some other aspect of the user experience, and is not designed to be neutral about outcomes of user choices. Like human users, ISAs are driven by goals, make autonomous decisions, and can learn from experience. Using ideas from bounded rationality, we frame (...)
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  8. La computer-mediated interaction: Un modello interpretativo ed alcuni problemi.Luciano Floridi - 1997 - Internet Meeting 1997, Internet and Intranet for CompaniesAt: Centro Congressi Milanofiori, Assago, Milano.
    In this paper, I first outline a model of Computer-Meditated Interaction (CMI) to distinguish between (1) CMI HCI-transparent (HCI = human-computer interaction) and (2) CMI HCI-dependent. Some main features of (1) are then analysed (data-radiation, data-tracking, internalisation of problem solving), while (2) is further divided into (2.1) CMI-HCI stand-alone and (2.2) CMI-HCI on-line. Some advantages and limits of (2.1) are suggested, together with an overview of the present and future strategies leading the production of new applications in (...)
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  9. Human-Aided Artificial Intelligence: Or, How to Run Large Computations in Human Brains? Towards a Media Sociology of Machine Learning.Rainer Mühlhoff - 2019 - New Media and Society 1.
    Today, artificial intelligence, especially machine learning, is structurally dependent on human participation. Technologies such as Deep Learning (DL) leverage networked media infrastructures and human-machine interaction designs to harness users to provide training and verification data. The emergence of DL is therefore based on a fundamental socio-technological transformation of the relationship between humans and machines. Rather than simulating human intelligence, DL-based AIs capture human cognitive abilities, so they are hybrid human-machine apparatuses. From a perspective of media (...)
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  10. Unveiling the link between logical fallacies and web persuasion.Antonio Lieto & Fabiana Vernero - 2013 - In Antonio Lieto & Fabiana Vernero (eds.), ACM Proceedings of the 5th Web Science Conference, Paris. ACM.
    In the last decade Human-Computer Interaction (HCI) has started to focus attention on forms of persuasive interaction where computer technologies have the goal of changing users behavior and attitudes according to a predefined direction. In this work, we hypothesize a strong connection between logical fallacies (forms of reasoning which are logically invalid but cognitively effective) and some common persuasion strategies adopted within web technologies. With the aim of empirically evaluating our hypothesis, we carried out a pilot study (...)
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  11. Interactivity and multimedia interfaces.David Kirsh - 1997 - Instructional Science 25:79-96.
    Multimedia technology offers instructional designers an unprecedented opportunity to create richly interactive learning environments. With greater design freedom comes complexity. The standard answer to the problems of too much choice, disorientation, and complex navigation is thought to lie in the way we design interactivity in a system. Unfortunately, the theory of interactivity is at an early state of development. After critiquing the decision cycle model of interaction—the received theory in human computer interaction—I present arguments and observational data to (...)
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  12. HCI Model with Learning Mechanism for Cooperative Design in Pervasive Computing Environment.Hong Liu, Bin Hu & Philip Moore - 2015 - Journal of Internet Technology 16.
    This paper presents a human-computer interaction model with a three layers learning mechanism in a pervasive environment. We begin with a discussion around a number of important issues related to human-computer interaction followed by a description of the architecture for a multi-agent cooperative design system for pervasive computing environment. We present our proposed three- layer HCI model and introduce the group formation algorithm, which is predicated on a dynamic sharing niche technology. Finally, we explore the cooperative (...)
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  13. Gordon Pask’s Conversation Theory and Interaction of Actors Theory: Research to Practice.Shantanu Tilak, Thomas Manning, Michael Glassman, Paul Pangaro & Bernard C. E. Scott - 2024 - Enacting Cybernetics 2 (1):1-22.
    This three-part paper presents Gordon Pask’s conversation theory (CT) and interaction of actors theory (IA) and outlines ways to apply these cybernetic approaches to designing technologies and scenarios for both formal and informal learning. The first part of the paper covers concepts central to CT and IA, explaining the relationship between conceptual and mechanical operators, and machines mediating informal and formal learning. The second part of the paper applies visual representations of CT and IA to understanding the use of Pask’s (...)
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  14. Three Patterns to Support Empathy in Computer-Mediated Human Interaction.Michael Lyons & Daniel Kluender - 2020 - arXiv 2011:1-6.
    We present three patterns for computer-mediated interaction which we discovered during the design and development of a platform for remote teaching and learning of kanji, the Chinese characters used in written Japanese. Our aim in developing this system was to provide a basis for embodiment in remote interaction, and in particular to support the experience of empathy by both teacher and student. From this study, the essential elements are abstracted and suggested as design patterns for other computer-mediated interaction (...)
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  15. Just consequentialism and computing.James H. Moor - 1999 - Ethics and Information Technology 1 (1):61-65.
    Computer and information ethics, as well as other fields of applied ethics, need ethical theories which coherently unify deontological and consequentialist aspects of ethical analysis. The proposed theory of just consequentialism emphasizes consequences of policies within the constraints of justice. This makes just consequentialism a practical and theoretically sound approach to ethical problems of computer and information ethics.
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  16. Social Machinery and Intelligence.Nello Cristianini, James Ladyman & Teresa Scantamburlo - manuscript
    Social machines are systems formed by technical and human elements interacting in a structured manner. The use of digital platforms as mediators allows large numbers of human participants to join such mechanisms, creating systems where interconnected digital and human components operate as a single machine capable of highly sophisticated behaviour. Under certain conditions, such systems can be described as autonomous and goal-driven agents. Many examples of modern Artificial Intelligence (AI) can be regarded as instances of this class (...)
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  17. Autonomous cognitive systems in real-world environments: Less control, more flexibility and better interaction.Vincent C. Müller - 2012 - Cognitive Computation 4 (3):212-215.
    In October 2011, the “2nd European Network for Cognitive Systems, Robotics and Interaction”, EUCogII, held its meeting in Groningen on “Autonomous activity in real-world environments”, organized by Tjeerd Andringa and myself. This is a brief personal report on why we thought autonomy in real-world environments is central for cognitive systems research and what I think I learned about it. --- The theses that crystallized are that a) autonomy is a relative property and a matter of degree, b) increasing autonomy of (...)
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  18. (1 other version)Information ethics: on the philosophical foundation of computer ethics.Luciano Floridi - 1999 - Ethics and Information Technology 1 (1):33–52.
    The essential difficulty about Computer Ethics' (CE) philosophical status is a methodological problem: standard ethical theories cannot easily be adapted to deal with CE-problems, which appear to strain their conceptual resources, and CE requires a conceptual foundation as an ethical theory. Information Ethics (IE), the philosophical foundational counterpart of CE, can be seen as a particular case of environmental ethics or ethics of the infosphere. What is good for an information entity and the infosphere in general? This is the (...)
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  19. Algorithm exploitation: humans are keen to exploit benevolent AI.Jurgis Karpus, Adrian Krüger, Julia Tovar Verba, Bahador Bahrami & Ophelia Deroy - 2021 - iScience 24 (6):102679.
    We cooperate with other people despite the risk of being exploited or hurt. If future artificial intelligence (AI) systems are benevolent and cooperative toward us, what will we do in return? Here we show that our cooperative dispositions are weaker when we interact with AI. In nine experiments, humans interacted with either another human or an AI agent in four classic social dilemma economic games and a newly designed game of Reciprocity that we introduce here. Contrary to the hypothesis (...)
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  20. Reasons for Meaningful Human Control.Herman Veluwenkamp - 2022 - Ethics and Information Technology 24 (4):1-9.
    ”Meaningful human control” is a term invented in the political and legal debate on autonomous weapons system, but it is nowadays also used in many other contexts. It is supposed to specify conditions under which an artificial system is under the right kind of control to avoid responsibility gaps: that is, situations in which no moral agent is responsible. Santoni de Sio and Van den Hoven have recently suggested a framework that can be used by system designers to operationalize (...)
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  21. Human achievement and artificial intelligence.Brett Karlan - 2023 - Ethics and Information Technology 25 (3):1-12.
    In domains as disparate as playing Go and predicting the structure of proteins, artificial intelligence (AI) technologies have begun to perform at levels beyond which any humans can achieve. Does this fact represent something lamentable? Does superhuman AI performance somehow undermine the value of human achievements in these areas? Go grandmaster Lee Sedol suggested as much when he announced his retirement from professional Go, blaming the advances of Go-playing programs like AlphaGo for sapping his will to play the game (...)
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  22.  67
    AI-Driven Emotion Recognition and Regulation Using Advanced Deep Learning Models.S. Arul Selvan - 2024 - Journal of Science Technology and Research (JSTAR) 5 (1):383-389.
    Emotion detection and management have emerged as pivotal areas in humancomputer interaction, offering potential applications in healthcare, entertainment, and customer service. This study explores the use of deep learning (DL) models to enhance emotion recognition accuracy and enable effective emotion regulation mechanisms. By leveraging large datasets of facial expressions, voice tones, and physiological signals, we train deep neural networks to recognize a wide array of emotions with high precision. The proposed system integrates emotion recognition with adaptive management strategies that provide (...)
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  23. Neural Implants as Gateways to Digital-Physical Ecosystems and Posthuman Socioeconomic Interaction.Matthew E. Gladden - 2016 - In Łukasz Jonak, Natalia Juchniewicz & Renata Włoch (eds.), Digital Ecosystems: Society in the Digital Age. Digital Economy Lab, University of Warsaw. pp. 85-98.
    For many employees, ‘work’ is no longer something performed while sitting at a computer in an office. Employees in a growing number of industries are expected to carry mobile devices and be available for work-related interactions even when beyond the workplace and outside of normal business hours. In this article it is argued that a future step will increasingly be to move work-related information and communication technology (ICT) inside the human body through the use of neuroprosthetics, to create (...)
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  24. Can a Robot Do A Trust Fall? Absurdity as a Component of Human Intelligence and Embodiment.Ilya Vidrin & Amy Laviers - 2020 - Creative Computing.
    Trust is often considered valuable in a broad range of rela- tionships, from professional collaborations to personal part- nerships. This article examines the possibility of trust in a robotic system. By posing the question “can a robot do a trust fall?”, an investigation on the issues embedded in de- signing trusting systems is presented, using methods and per- spectives from philosophy and engineering. Posing such a question helps us understand the physicality and embodiment of trust, as well as the limits (...)
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  25.  52
    AUGMENTED REALITY AND IOT-INTEGRATED SMART HOMES: ENHANCING USER EXPERIENCE AND AUTOMATION.S. Yoheswari - 2024 - Journal of Science Technology and Research (JSTAR) 5 (1):389-394.
    The integration of Augmented Reality (AR) and the Internet of Things (IoT) within smart homes represents a significant leap forward in home automation and user experience. This paper explores a comprehensive framework that combines these technologies to create an immersive, efficient, and user-friendly smart home environment. By utilizing AR, users can interact with and control IoT-enabled devices in real time through visual and intuitive interfaces. This integration not only simplifies the management of home systems but also enhances the overall user (...)
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  26. Influencing the Others’ Minds: an Experimental Evaluation of the Use and Efficacy of Fallacious-reducible Arguments in Web and Mobile Technologies.Antonio Lieto & Fabiana Vernero - 2014 - PsychNology Journa 12 (3):87-105.
    The research in Human Computer Interaction (HCI) has nowadays extended its attention to the study of persuasive technologies. Following this line of research, in this paper we focus on websites and mobile applications in the e-commerce domain. In particular, we take them as an evident example of persuasive technologies. Starting from the hypothesis that there is a strong connection between logical fallacies, i.e., forms of reasoning which are logically invalid but psychologically persuasive, and some common persuasion strategies adopted (...)
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  27. Menschengestützte Künstliche Intelligenz: Über die soziotechnischen Voraussetzungen von "deep learning".Rainer Mühlhoff - 2019 - Zeitschrift Für Medienwissenschaft (ZfM) 21 (2):56–64.
    Die aktuellen Erfolge von Künstlicher Intelligenz beruhen nicht nur auf technologischen Fortschritten, sondern auch auf einem grundlegenden soziotechnischen Strukturwandel. Denn maschinelle Lernverfahren wie Deep Learning benötigen eine große Menge Trainingsdaten, die nur über menschliche Mitarbeit gewonnen werden können. In einer Konvergenz von Methoden der Human-Computer-Interaction und der KI ist in den letzten zehn Jahren eine Fülle von Mensch-Maschine-Interfaces und medialen Infrastrukturen entstanden, durch die menschliche kognitive Ressourcen in hybride Mensch-Maschine-Apparate eingespannt werden. Diese Apparate vollbringen im Ganzen jene Leistung, (...)
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  28. The Language of Human-Machine Communication. Technology and Language.Daria Bylieva - 2020 - Technology and Language 1 (1):16-21.
    This essay for the inaugural issue of Technology and Language discusses the problem of finding an optimal form of human-machine communication. In the ongoing search for an alien mind, humanity seems to find it not in the infinities of space, but in its own environment. Changes in the language of human-machine interaction made it understandable not only to trained specialists but to every household. In the course of time, home appliances and devices have developed their language abilities even (...)
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  29. Cognitive Ecology as a Framework for Shakespearean Studies.Evelyn Tribble & John Sutton - 2011 - Shakespeare Studies 39:94-103.
    ‘‘COGNITIVE ECOLOGY’’ is a fruitful model for Shakespearian studies, early modern literary and cultural history, and theatrical history more widely. Cognitive ecologies are the multidimensional contexts in which we remember, feel, think, sense, communicate, imagine, and act, often collaboratively, on the fly, and in rich ongoing interaction with our environments. Along with the anthropologist Edwin Hutchins,1 we use the term ‘‘cognitive ecology’’ to integrate a number of recent approaches to cultural cognition: we believe these approaches offer productive lines of engagement (...)
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  30. The Identity, Conscience, Will and Mission Domains of Soul across Human, Noospheric and Cosmic Scales.Nandor Ludvig - 2022 - Open Journal of Philosophy 12 (4):580-600.
    The aim of this work was to elaborate on the author’s previously published hypothesis of the Soul of Multiverse, a suggested cosmic phenomenon that also appears to imbue the human Soul across its individual and noospheric scales. Without alternatives, the method of analysis continued to rely on the approach of cosmological neuroscience, which integrates scientific facts, religious insights, philosophical suggestions, engineering rules and artistic tools to grasp the complexity of the multidimensional phenomenon of Soul. The result of this examination (...)
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  31. Cognitive Biases for the Design of Persuasive Technologies: Uses, Abuses and Ethical Concerns.Antonio Lieto - 2021 - ACM Distinguished Speakers - Lecture Series.
    In the last decades Human-Computer Interaction (HCI) has started to focus attention on “persuasive technologies” having the goal of changing users’ behavior and attitudes according to a predefined direction. In this talk we show how some of the techniques employed in such technologies trigger some well known cognitive biases by adopting a strategy relying on logical fallacies (i.e. forms of reasoning which are logically invalid but psychologically persuasive). In particular, we will show how the mechanisms reducible to logical (...)
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  32. The social turn of artificial intelligence.Nello Cristianini, Teresa Scantamburlo & James Ladyman - 2021 - AI and Society (online).
    Social machines are systems formed by material and human elements interacting in a structured way. The use of digital platforms as mediators allows large numbers of humans to participate in such machines, which have interconnected AI and human components operating as a single system capable of highly sophisticated behavior. Under certain conditions, such systems can be understood as autonomous goal-driven agents. Many popular online platforms can be regarded as instances of this class of agent. We argue that autonomous (...)
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  33. Bodily Systems and the Spatial-Functional Structure of the Human Body.Barry Smith - 2004 - Studies in Health and Technology Informatics 102:39–63.
    The human body is a system made of systems. The body is divided into bodily systems proper, such as the endocrine and circulatory systems, which are subdivided into many sub-systems at a variety of levels, whereby all systems and subsystems engage in massive causal interaction with each other and with their surrounding environments. Here we offer an explicit definition of bodily system and provide a framework for understanding their causal interactions. Medical sciences provide at best informal accounts of basic (...)
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  34. Distributed selves: Personal identity and extended memory systems.Richard Heersmink - 2017 - Synthese 194 (8):3135–3151.
    This paper explores the implications of extended and distributed cognition theory for our notions of personal identity. On an extended and distributed approach to cognition, external information is under certain conditions constitutive of memory. On a narrative approach to personal identity, autobiographical memory is constitutive of our diachronic self. In this paper, I bring these two approaches together and argue that external information can be constitutive of one’s autobiographical memory and thus also of one’s diachronic self. To develop this claim, (...)
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  35.  52
    ADVANCED EMOTION RECOGNITION AND REGULATION UTILIZING DEEP LEARNING TECHNIQUES.S. Yoheswari - 2024 - Journal of Science Technology and Research (JSTAR) 5 (1):383-388.
    Emotion detection and management have emerged as pivotal areas in humancomputer interaction, offering potential applications in healthcare, entertainment, and customer service. This study explores the use of deep learning (DL) models to enhance emotion recognition accuracy and enable effective emotion regulation mechanisms. By leveraging large datasets of facial expressions, voice tones, and physiological signals, we train deep neural networks to recognize a wide array of emotions with high precision. The proposed system integrates emotion recognition with adaptive management strategies that provide (...)
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  36. Predicting Tetris Performance Using Early Keystrokes.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 'T. Veld & Pieter Spronck - 2023 - Fdg '23: Proceedings of the 18Th International Conference on the Foundations of Digital Games 46:1-4.
    In this study, we predict the different levels of performance in a Nintendo Entertainment System (NES) Tetris session based on the score and the number of matches played by the players. Using the first 45 seconds of gameplay, a Random Forest Classifier was trained on the five keys used in the game obtaining a ROC_AUC score of 0.80. Further analysis revealed that the number of down keys (forced drop) and the number of left keys (left translation) are the most relevant (...)
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  37. The ethics of digital well-being: a thematic review.Christopher Burr, Mariarosaria Taddeo & Luciano Floridi - 2019 - Science and Engineering Ethics 26 (4):2313–⁠2343.
    This article presents the first thematic review of the literature on the ethical issues concerning digital well-being. The term ‘digital well-being’ is used to refer to the impact of digital technologies on what it means to live a life that isgood fora human being. The review explores the existing literature on the ethics of digital well-being, with the goal of mapping the current debate and identifying open questions for future research. The review identifies major issues related to several key (...)
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  38. A phenomenology and epistemology of large language models: transparency, trust, and trustworthiness.Richard Heersmink, Barend de Rooij, María Jimena Clavel Vázquez & Matteo Colombo - 2024 - Ethics and Information Technology 26 (3):1-15.
    This paper analyses the phenomenology and epistemology of chatbots such as ChatGPT and Bard. The computational architecture underpinning these chatbots are large language models (LLMs), which are generative artificial intelligence (AI) systems trained on a massive dataset of text extracted from the Web. We conceptualise these LLMs as multifunctional computational cognitive artifacts, used for various cognitive tasks such as translating, summarizing, answering questions, information-seeking, and much more. Phenomenologically, LLMs can be experienced as a “quasi-other”; when that happens, users anthropomorphise them. (...)
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  39. A Minimal Turing Test: Reciprocal Sensorimotor Contingencies for Interaction Detection.Pamela Barone, Manuel G. Bedia & Antoni Gomila - 2020 - Frontiers in Human Neuroscience 14:481235.
    In the classical Turing test, participants are challenged to tell whether they are interacting with another human being or with a machine. The way the interaction takes place is not direct, but a distant conversation through computer screen messages. Basic forms of interaction are face-to-face and embodied, context-dependent and based on the detection of reciprocal sensorimotor contingencies. Our idea is that interaction detection requires the integration of proprioceptive and interoceptive patterns with sensorimotor patterns, within quite short time lapses, (...)
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  40. “Excavating AI” Re-excavated: Debunking a Fallacious Account of the JAFFE Dataset.Michael J. Lyons - 2021 - arXiv 2107:1-20.
    Twenty-five years ago, my colleagues Miyuki Kamachi and Jiro Gyoba and I designed and photographed JAFFE, a set of facial expression images intended for use in a study of face perception. In 2019, without seeking permission or informing us, Kate Crawford and Trevor Paglen exhibited JAFFE in two widely publicized art shows. In addition, they published a nonfactual account of the images in the essay “Excavating AI: The Politics of Images in Machine Learning Training Sets.” The present article recounts the (...)
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  41. Logic and Social Cognition: The Facts Matter, and So Do Computational Models.Rineke Verbrugge - 2009 - Journal of Philosophical Logic 38 (6):649-680.
    This article takes off from Johan van Benthem’s ruminations on the interface between logic and cognitive science in his position paper “Logic and reasoning: Do the facts matter?”. When trying to answer Van Benthem’s question whether logic can be fruitfully combined with psychological experiments, this article focuses on a specific domain of reasoning, namely higher-order social cognition, including attributions such as “Bob knows that Alice knows that he wrote a novel under pseudonym”. For intelligent interaction, it is important that the (...)
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  42. Planning for Ethical Agent-Agent Interaction.Jesse David Dinneen - 2019 - Good Systems: Ethical AI for CSCW, Workshop at CSCW '19: ACM SIGCHI Conference on Computer-Supported Cooperative Work.
    In this position paper for the 2019 CSCW workshop Good Systems: Ethical AI for CSCW I propose one tool and one idea for navigating the complex ethical problem space that results from the interaction of human and/or AI agents in shared, hopefully cooperative, computing environments.
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  43. WHERE DO NEW IDEAS COME FROM? HOW DO THEY EMERGE? - EPISTEMOLOGY AS COMPUTATION.Gordana Dodig-Crnkovic - 2007 - In Christian Calude (ed.), Randomness & Complexity, from Leibniz to Chaitin. World Scientific Pub Co. pp. 263-281.
    This essay presents arguments for the claim that in the best of all possible worlds (Leibniz) there are sources of unpredictability and creativity for us humans, even given a pancomputational stance. A suggested answer to Chaitin’s questions: “Where do new mathematical and biological ideas come from? How do they emerge?” is that they come from the world and emerge from basic physical (computational) laws. For humans as a tiny subset of the universe, a part of the new ideas comes as (...)
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  44. Neutrosophic speech recognition Algorithm for speech under stress by Machine learning.Florentin Smarandache, D. Nagarajan & Said Broumi - 2023 - Neutrosophic Sets and Systems 53.
    It is well known that the unpredictable speech production brought on by stress from the task at hand has a significant negative impact on the performance of speech processing algorithms. Speech therapy benefits from being able to detect stress in speech. Speech processing performance suffers noticeably when perceptually produced stress causes variations in speech production. Using the acoustic speech signal to objectively characterize speaker stress is one method for assessing production variances brought on by stress. Real-world complexity and ambiguity make (...)
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  45. Introduction to: Norms, Logics and Information Systems: New Studies on Deontic Logic and Computer Science.Paul McNamara & Henry Prakken - 1999 - In Henry Prakken & Paul McNamara (eds.), Norms, Logics and Information Systems: New Studies on Deontic Logic and Computer Science. Amsterdam/Oxford/Tokyo/Washington DC: IOS Press. pp. 1-14.
    (See also the separate entry for the volume itself.) This introduction has three parts. The first providing an overview of some main lines of research in deontic logic: the emergence of SDL, Chisholm's paradox and the development of dyadic deontic logics, various other puzzles/challenges and areas of development, along with philosophical applications. The second part focus on some actual and potential fruitful interactions between deontic logic, computer science and artificial intelligence. These include applications of deontic logic to AI knowledge (...)
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  46. Marketing as control of human interfaces and its political exploitation.Luciano Floridi - 2019 - Philosophy and Technology 32 (3):379-388.
    In previous works, I defined ourselves as informational organisms, or inforgs for short, who forage for, produce, cultivate, curate, process, and consume information (Floridi 2013). Yet, we may also be understood as interfaces, who inhabit and interact with, an environment also made up of data and computational processes. By describing ourselves in such terms, this paper argues that we can better understand several crucial phenomena that characterise our digital age, including marketing and the “marketisation” of political communication. The article concludes (...)
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  47. Consensus-Based Data Management within Fog Computing For the Internet of Things.Al-Doghman Firas Qais Mohammed Saleh - 2019 - Dissertation, University of Technology Sydney
    The Internet of Things (IoT) infrastructure forms a gigantic network of interconnected and interacting devices. This infrastructure involves a new generation of service delivery models, more advanced data management and policy schemes, sophisticated data analytics tools, and effective decision making applications. IoT technology brings automation to a new level wherein nodes can communicate and make autonomous decisions in the absence of human interventions. IoT enabled solutions generate and process enormous volumes of heterogeneous data exchanged among billions of nodes. This (...)
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  48. Algorithmic Political Bias Can Reduce Political Polarization.Uwe Peters - 2022 - Philosophy and Technology 35 (3):1-7.
    Does algorithmic political bias contribute to an entrenchment and polarization of political positions? Franke argues that it may do so because the bias involves classifications of people as liberals, conservatives, etc., and individuals often conform to the ways in which they are classified. I provide a novel example of this phenomenon in humancomputer interactions and introduce a social psychological mechanism that has been overlooked in this context but should be experimentally explored. Furthermore, while Franke proposes that algorithmic political (...)
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  49. Thought, Sign and Machine - the Idea of the Computer Reconsidered.Niels Ole Finnemann - 1999 - Copenhagen: Danish Original: Akademisk Forlag 1994. Tanke, Sprog og Maskine..
    Throughout what is now the more than 50-year history of the computer many theories have been advanced regarding the contribution this machine would make to changes both in the structure of society and in ways of thinking. Like other theories regarding the future, these should also be taken with a pinch of salt. The history of the development of computer technology contains many predictions which have failed to come true and many applications that have not been foreseen. While (...)
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  50.  48
    Understanding the Interaction Between Philosophy and Science in Contemporary Times—An Interview with Professor JIANG Yi.Yi Jiang & Lv Xue - 2024 - Journal of Human Cognition 8 (1):39-58.
    The relationship between philosophy and science in contemporary times is closer than ever. From the methodology perspective, scientific and philosophical research has a clear sequential relationship. It is highlighted in the following aspects: 1. the methodology of scientific research, including theoretical assumptions and data modeling, parallels with apparent similarities in conceptual analysis and logical deduction in philosophy;2. consistency of analytical argumentation methods in scientific research and philosophical research;3. naturalism is currently a research approach that both scientific and philosophical research adopt. (...)
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