When engaging in social interaction, people rely on their ability to reason about unobservable mental content of others, which includes goals, intentions, and beliefs. This so-called theory of mind ability allows them to more easily understand, predict, and influence the behavior of others. People even use their theory of mind to reason about the theory of mind of others, which allows them to understand sentences like Alice believes that Bob does not know about the surprise party'. But while the use of higher orders of theory of mind is apparent in many social interactions, empirical evidence so far suggests that people do not use this ability spontaneously when playing strategic games, even when doing so would be highly beneficial. In this paper, we attempt to encourage participants to engage in higher-order theory of mind reasoning by letting them play a game against computational agents. Since previous research suggests that competitive games may encourage the use of theory of mind, we investigate a particular competitive game, the Mod game, which can be seen as a much larger variant of the well-known rock-paper-scissors game. By using a combination of computational agents and Bayesian model selection, we simultaneously determine to what extent people make use of higher-order theory of mind reasoning, as well as to what extent computational agents can encourage the use of higher-order theory of mind in their human opponents. Our results show that participants who play the Mod game against computational theory of mind agents adjust their level of theory of mind reasoning to that of their computer opponent. Earlier experiments with other strategic games show that participants only engage in low orders of theory of mind reasoning. Surprisingly, we find that participants who knowingly play against second- and third-order theory of mind agents apply up to fourth-order theory of mind themselves, and achieve higher scores as a result.
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In de afgelopen jaren hebben technologische ontwikkelingen de aard van dienstverlening ingrijpend veranderd (Huang & Rust, 2018). Technologie wordt steeds vaker ingezet om menselijke servicemedewerkers te vervangen of te ondersteunen (Larivière et al., 2017; Wirtz et al., 2018). Dit stelt dienstverleners in staat om meer klanten te bedienen met minder werknemers, waardoor de operationele efficiëntie toeneemt (Beatson et al., 2007). Deze operationele efficiëntie leidt weer tot lagere kosten en een groter concurrentievermogen. Ook voor klanten kan de inzet van technologie voordelen hebben, zoals betere toegankelijkheid en consistentie, tijd- en kostenbesparing en (de perceptie van) meer controle over het serviceproces (Curran & Meuter, 2005). Mede vanwege deze beoogde voordelen is de inzet van technologie in service-interacties de afgelopen twee decennia exponentieel gegroeid. De inzet van zogenaamde conversational agents is een van de belangrijkste manieren waarop dienstverleners technologie kunnen inzetten om menselijke servicemedewerkers te ondersteunen of vervangen (Gartner, 2021). Conversational agents zijn geautomatiseerde gesprekspartners die menselijk communicatief gedrag nabootsen (Laranjo et al., 2018; Schuetzler et al., 2018). Er bestaan grofweg drie soorten conversational agents: chatbots, avatars, en robots. Chatbots zijn applicaties die geen virtuele of fysieke belichaming hebben en voornamelijk communiceren via gesproken of geschreven verbale communicatie (Araujo, 2018;Dale, 2016). Avatars hebben een virtuele belichaming, waardoor ze ook non-verbale signalen kunnen gebruiken om te communiceren, zoals glimlachen en knikken (Cassell, 2000). Robots, ten slotte, hebben een fysieke belichaming, waardoor ze ook fysiek contact kunnen hebben met gebruikers (Fink, 2012). Conversational agents onderscheiden zich door hun vermogen om menselijk gedrag te vertonen in service-interacties, maar op de vraag ‘hoe menselijk is wenselijk?’ bestaat nog geen eenduidig antwoord. Conversational agents als sociale actoren Om succesvol te zijn als dienstverlener, is kwalitatief hoogwaardige interactie tussen servicemedewerkers en klanten van cruciaal belang (Palmatier et al., 2006). Dit komt omdat klanten hun percepties van een servicemedewerker (bijv. vriendelijkheid, bekwaamheid) ontlenen aan diens uiterlijk en verbale en non verbale gedrag (Nickson et al., 2005; Specht et al., 2007; Sundaram & Webster, 2000). Deze klantpercepties beïnvloeden belangrijke aspecten van de relatie tussen klanten en dienstverleners, zoals vertrouwen en betrokkenheid, die op hun beurt intentie tot gebruik, mond-tot-mondreclame, loyaliteit en samenwerking beïnvloeden (Hennig-Thurau, 2004; Palmatier et al., 2006).Er is groeiend bewijs dat de uiterlijke kenmerken en communicatieve gedragingen (hierna: menselijke communicatieve gedragingen) die percepties van klanten positief beïnvloeden, ook effectief zijn wanneer ze worden toegepast door conversational agents (B.R. Duffy, 2003; Holtgraves et al., 2007). Het zogenaamde ‘Computers Als Sociale Actoren’ (CASA paradigma vertrekt vanuit de aanname dat mensen de neiging hebben om onbewust sociale regels en gedragingen toe te passen in interacties met computers, ondanks het feit dat ze weten dat deze computers levenloos zijn (Nass et al., 1994). Dit kan verder worden verklaard door het fenomeen antropomorfisme (Epley et al., 2007; Novak & Hoffman, 2019). Antropomorfisme houdt in dat de aanwezigheid van mensachtige kenmerken of gedragingen in niet-menselijke agenten, onbewust cognitieve schema's voor menselijke interactie activeert (Aggarwal & McGill, 2007; M.K. Lee et al., 2010). Door computers te antropomorfiseren komen mensen tegemoet aan hun eigen behoefte aan sociale verbinding en begrip van de sociale omgeving (Epley et al., 2007; Waytz et al., 2010). Dit heeft echter ook tot gevolg dat mensen cognitieve schema’s voor sociale perceptie toepassen op conversational agents.
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Athor supplied : "This paper describes an agent-based architecture for domotics. This architecture is based on requirements about expandability and hardware independence. The heart of the system is a multi-agent system. This system is distributed over several platforms to open the possibility to tie the agents directly to the actuators, sensors and devices involved. This way a level of abstraction is created and all intelligence of the system as a whole is related to the agents involved. A proof of concept has been built and functions as expected. By implementing real and simulated devices and an easy to use graphical interface, all kind of compositions can be studied using this platform."
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A case study and method development research of online simulation gaming to enhance youth care knowlegde exchange. Youth care professionals affirm that the application used has enough relevance as an additional tool for knowledge construction about complex cases. They state that the usability of the application is suitable, however some remarks are given to adapt the virtual environment to the special needs of youth care knowledge exchange. The method of online simulation gaming appears to be useful to improve network competences and to explore the hidden professional capacities of the participant as to the construction of situational cognition, discourse participation and the accountability of intervention choices.
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As societies age, the development of resources and strategies that foster healthy ageing from the beginning of life become increasingly important. Social and healthcare professionals are key agents in this process; therefore, their training needs to be in agreement with societal needs. We performed a scoping review on professional competences for social and health workers to adequately promote healthy ageing throughout life, using the framework described by Arksey and O’Malley and the Joanna Briggs Institute Guidelines. A stakeholder consultation was held in each of the participating countries, in which 79 experts took part. Results show that current literature has been excessively focused on the older age and that more attention on how to work with younger population groups is needed. Likewise, not all disciplines have equally reflected on their role before this challenge and interprofessional approaches, despite showing promise, have not been sufficiently described. Based on our results, health and social professionals working to promote healthy ageing across the lifespan will need sound competences regarding person-centred communication, professional communication, technology applications, physiological and pathophysiological aspects of ageing, social and environmental aspects, cultural diversity, programs and policies, ethics, general and basic skills, context and self-management-related skills, health promotion and disease prevention skills, educational and research skills, leadership skills, technological skills and clinical reasoning. Further research should contribute to establishing which competences are more relevant to each discipline and at what level they should be taught, as well as how they can be best implemented to effectively transform health and social care systems.
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To prepare medical students appropriately for the management of toxicological emergencies, we have developed a simulation-based medical education (SBME) training in acute clinical toxicology. Our aim is to report on the feasibility, evaluation and lessons learned of this training. Since 2019, each year approximately 180 fifth-year medical students are invited to participate in the SBME training. The training consists of an interactive lecture and two SBME stations. For each station, a team of students had to perform the primary assessment and management of an intoxicated patient. After the training, the students completed a questionnaire about their experiences and confidence in clinical toxicology. Overall, the vast majority of students agreed that the training provided a fun, interactive and stimulating way to teach about clinical toxicology. Additionally, they felt more confident regarding their skills in this area. Our pilot study shows that SBME training was well-evaluated and feasible over a longer period.
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In dit abstract wordt de ontwikkeling van een online onderwijsmodule beschreven gericht op eHealth voor leefstijlverbetering
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Abstract: Technological innovation in the healthcare sector is increasing, but integration of information technology (IT) in the care process is difficult. Healthcare workers are important agents in this IT integration. The purpose of this study is to explore factors that feed motivation to use IT. Self-determination theory (SDT) is applied to study how motivational factors impact effective IT use among frontline caregivers in residential care settings. As the team is very important to these caregivers, the team is our unit of analysis. In an embedded single case study design, interviews were conducted with all nine members of a team effectively using IT. All three basic psychological needs from SDT - autonomy, competence and relatedness - were found to have impact on effective IT use, though autonomy was primarily experienced at team level. Conversely, the effective use of an IT collaboration tool influences relatedness.
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Stichting SURF, de ICT-samenwerkingsorganisatie van het hoger onderwijs en onderzoek, organiseerde op 5 en 6 november 2002 de SURF Onderwijsdagen 2002, in het Nederlands Congrescentrum in Den Haag.
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Objective: Gaining too much or too little weight in pregnancy (according to Institute of Medicine (IOM) guidelines) negatively affects both mother and child, but many women find it difficult to manage their gestational weight gain (GWG). Here we describe the use of the intervention mapping protocol to design ‘Come On!’, an intervention to promote adequate GWG among healthy pregnant women. Design: We used the six steps of intervention mapping: (i) needs assessment; (ii) formulation of change objectives; (iii) selection of theory-based methods and practical strategies; (iv) development of the intervention programme; (v) development of an adoption and implementation plan; and (vi) development of an evaluation plan. A consortium of users and related professionals guided the process of development. Results: As a result of the needs assessment, two goals for the intervention were formulated: (i) helping healthy pregnant women to stay within the IOM guidelines for GWG; and (ii) getting midwives to adequately support the efforts of healthy pregnant women to gain weight within the IOM guidelines. To reach these goals, change objectives and determinants influencing the change objectives were formulated. Theories used were the Transtheoretical Model, Social Cognitive Theory and the Elaboration Likelihood Model. Practical strategies to use the theories were the foundation for the development of ‘Come On!’, a comprehensive programme that included a tailored Internet programme for pregnant women, training for midwives, an information card for midwives, and a scheduled discussion between the midwife and the pregnant woman during pregnancy. The programme was pre-tested and evaluated in an effect study.
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