From the article: Abstract Over the last decades, philosophers and cognitive scientists have argued that the brain constitutes only one of several contributing factors to cognition, the other factors being the body and the world. This position we refer to as Embodied Embedded Cognition (EEC). The main purpose of this paper is to consider what EEC implies for the task interpretation of the control system. We argue that the traditional view of the control system as involved in planning and decision making based on beliefs about the world runs into the problem of computational intractability. EEC views the control system as relying heavily on the naturally evolved fit between organism and environment. A ‘lazy’ control structure could be ‘ignorantly successful’ in a ‘user friendly’ world, by facilitating the transitory creation of a flexible and integrated set of behavioral layers that are constitutive of ongoing behavior. We close by discussing the types of questions this could imply for empirical research in cognitive neuroscience and robotics.
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Over the past decade, journalists have created in-depth interactive narratives to provide an alternative to the relentless 24-hour news cycle. Combining different media forms, such as text, audio, video, and data visualisation with the interactive possibilities of digital media, these narratives involve users in the narrative in new ways. In journalism studies, the convergence of different media forms in this manner has gained significant attention. However, interactivity as part of this form has been left underappreciated. In this study, we scrutinise how navigational structure, expressed as navigational cues, shapes user agency in their individual explorations of the narrative. By approaching interactive narratives as story spaces with unique interactive architectures, in this article, we reconstruct the architecture of five Dutch interactive narratives using the walkthrough method. We find that the extensiveness of the interactive architectures can be described on a continuum between closed and open navigational structures that predetermine and thus shape users’ trajectories in diverse ways.
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We present a novel architecture for an AI system that allows a priori knowledge to combine with deep learning. In traditional neural networks, all available data is pooled at the input layer. Our alternative neural network is constructed so that partial representations (invariants) are learned in the intermediate layers, which can then be combined with a priori knowledge or with other predictive analyses of the same data. This leads to smaller training datasets due to more efficient learning. In addition, because this architecture allows inclusion of a priori knowledge and interpretable predictive models, the interpretability of the entire system increases while the data can still be used in a black box neural network. Our system makes use of networks of neurons rather than single neurons to enable the representation of approximations (invariants) of the output.
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The challenge: to construct an Enterprise Architecture course with a size of 15 European Credit points (approx. 400 hours of study) for an audience of Bachelor students in IT. The students have an IT-related job and follow this course part-time. Consequently, contact time is restricted to one evening per week.
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Author supplied: Abstract—The growing importance and impact of new technologies are changing many industries. This effect is especially noticeable in the manufacturing industry. This paper explores a practical implementation of a hybrid architecture for the newest generation of manufacturing systems. The papers starts with a proposition that envisions reconfigurable systems that work together autonomously to create Manufacturing as a Service (MaaS). It introduces a number of problems in this area and shows the requirements for an architecture that can be the main research platform to solve a number of these problems, including the need for safe and flexible system behaviour and the ability to reconfigure with limited interference to other systems within the manufacturing environment. The paper highlights the infrastructure and architecture itself that can support the requirements to solve the mentioned problems in the future. A concept system named Grid Manufacturing is then introduced that shows both the hardware and software systems to handle the challenges. The paper then moves towards the design of the architecture and introduces all systems involved, including the specific hardware platforms that will be controlled by the software platform called REXOS (Reconfigurable EQuipletS Operating System). The design choices are provided that show why it has become a hybrid platform that uses Java Agent Development Framework (JADE) and Robot Operating System (ROS). Finally, to validate REXOS, the performance is measured and discussed, which shows that REXOS can be used as a practical basis for more specific research for robust autonomous reconfigurable systems and application in industry 4.0. This paper shows practical examples of how to successfully combine several technologies that are meant to lead to a faster adoption and a better business case for autonomous and reconfigurable systems in industry.
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Knowledge of child development influences parental expectations of, and interactions with, children. Studies have shown that maternal knowledge supports cognitive and social–emotional development of young children and can have long-lasting benefits. Level of developmental knowledge of parents and grandparents has seldom been investigated on a population level. Our aim was to compare Canadian and Dutch samples of urban parents and grandparents in terms of normative knowledge of children’s cognitive and social–emotional development. Urban parents (n = 379) and grandparents (n = 174) from the province of Alberta, Canada (N = 553) and parents (n = 634) and grandparents (n = 96) of the city of The Hague in the Netherlands (N = 730) answered questions related to knowledge of cognitive and social–emotional development of young children, including topics such as “do children have stronger bonds with parents who stay at home instead of working outside the home?” and “do children learn more from hearing someone in the same room talk than hearing someone on TV?” Overall, the Canadian respondents were more likely to answer these questions correctly. In both samples, women were more likely than men to answer correctly. No significant relationship between age or role (parent or grandparent) and knowledge was identified, but there was a positive correlation between knowledge and level of education. Little is known about international differences in caregivers’ knowledge about normative child development. This study suggests that differences exist. Understanding differences between countries in parental knowledge may provide insight into cross-cultural variability in child behavioral and developmental outcomes. https://doi.org/10.1177/2158244018777027
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Cybersecurity threat and incident managers in large organizations, especially in the financial sector, are confronted more and more with an increase in volume and complexity of threats and incidents. At the same time, these managers have to deal with many internal processes and criteria, in addition to requirements from external parties, such as regulators that pose an additional challenge to handling threats and incidents. Little research has been carried out to understand to what extent decision support can aid these professionals in managing threats and incidents. The purpose of this research was to develop decision support for cybersecurity threat and incident managers in the financial sector. To this end, we carried out a cognitive task analysis and the first two phases of a cognitive work analysis, based on two rounds of in-depth interviews with ten professionals from three financial institutions. Our results show that decision support should address the problem of balancing the bigger picture with details. That is, being able to simultaneously keep the broader operational context in mind as well as adequately investigating, containing and remediating a cyberattack. In close consultation with the three financial institutions involved, we developed a critical-thinking memory aid that follows typical incident response process steps, but adds big picture elements and critical thinking steps. This should make cybersecurity threat and incident managers more aware of the broader operational implications of threats and incidents while keeping a critical mindset. Although a summative evaluation was beyond the scope of the present research, we conducted iterative formative evaluations of the memory aid that show its potential.
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Ageing-in-place is the preferred way of living for older individuals in an ageing society. It can be facilitated through architectural and technological solutions in the home environment. Dementia poses additional challenges when designing, constructing, or retrofitting housing facilities that support ageing-in-place. Older adults with dementia and their partners ask for living environments that support independence, compensate for declining and vitality, and lower the burden of family care. This study reports the design process of a demonstration home for people with dementia through performing a literature review and focus group sessions. This design incorporates modifications in terms of architecture, interior design, the indoor environment, and technological solutions. Current design guidelines are frequently based on small-scale studies, and, therefore, more systematic field research should be performed to provide further evidence for the efficacy of solutions. The dwellings of people with dementia are used to investigate the many aspects of supportive living environments for older adults with dementia and as educational and training settings for professionals from the fields of nursing, construction, and building services engineering.
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In urban planning, 3D modeling and virtual reality (VR) provide new means for involving citizens in the planning process. For municipal government, it is essential to know how effective these means are, to justify investments. In this study, we present a case of using VR in a municipal process of civic participation concerning the redesign of a public park. The process included codesign activities and involved citizens in decision-making through a ballot, using 3D-rendered versions of competing designs. In codesign, 3D-modeling tools were instrumental in empowering citizens to negotiate design decisions, to discuss the quality of designs with experts, and to collectively take decisions. This paper demonstrates that, in a ballot on competing designs with 1302 citizens, VR headsets proved to be equally effective compared to other display technologies in informing citizens during decision making. The results of an additional, controlled experiment indicate that VR headsets provide higher engagement and more vivid memories than viewing the designs on non-immersive displays. By integrating research into a municipal process, we contribute evidence of cognitive and engagement effects of using 3D modeling and immersive VR technologies to empower citizens in participatory urban planning. The case described in the paper concerns a public park; a similar approach could be applied to the design of public installations including media architecture.
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