In social settings, people often need to reason about unobservablemental content of other people, such as their beliefs, goals, orintentions. This ability helps them to understand, to predict, and evento influence the behavior of others. People can take this ability furtherby applying it recursively. For example, they use second-order theory ofmind to reason about the way others use theory of mind, as in ‘Alicebelieves that Bob does not know about the surprise party’. However,empirical evidence so far suggests that people do not spontaneously usehigher-order theory of mind in strategic games. Previous agent-basedmodeling simulations also suggest that the ability to recursively applytheory of mind may be especially effective in competitive settings. Inthis paper, we use a combination of computational agents and Bayesianmodel selection to determine to what extent people make use of higherordertheory of mind reasoning in a particular competitive game, theMod game, which can be seen as a much larger variant of the well-knownrock-paper-scissors game.We let participants play the competitive Mod game against computationaltheory of mind agents. We find that people adapt their level oftheory of mind to that of their software opponent. Surprisingly, knowinglyplaying against second- and third-order theory of mind agents enticeshuman participants to apply up to fourth-order theory of mindthemselves, thereby improving their results in the Mod game. This phenomenoncontrasts with earlier experiments about other strategic oneshotand sequential games, in which human players only displayed lowerorders of theory of mind.
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The real-time simulation of human crowds has many applications. In a typical crowd simulation, each person ('agent') in the crowd moves towards a goal while adhering to local constraints. Many algorithms exist for specific local ‘steering’ tasks such as collision avoidance or group behavior. However, these do not easily extend to completely new types of behavior, such as circling around another agent or hiding behind an obstacle. They also tend to focus purely on an agent's velocity without explicitly controlling its orientation. This paper presents a novel sketch-based method for modelling and simulating many steering behaviors for agents in a crowd. Central to this is the concept of an interaction field (IF): a vector field that describes the velocities or orientations that agents should use around a given ‘source’ agent or obstacle. An IF can also change dynamically according to parameters, such as the walking speed of the source agent. IFs can be easily combined with other aspects of crowd simulation, such as collision avoidance. Using an implementation of IFs in a real-time crowd simulation framework, we demonstrate the capabilities of IFs in various scenarios. This includes game-like scenarios where the crowd responds to a user-controlled avatar. We also present an interactive tool that computes an IF based on input sketches. This IF editor lets users intuitively and quickly design new types of behavior, without the need for programming extra behavioral rules. We thoroughly evaluate the efficacy of the IF editor through a user study, which demonstrates that our method enables non-expert users to easily enrich any agent-based crowd simulation with new agent interactions.
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Accurate modeling of end-users’ decision-making behavior is crucial for validating demand response (DR) policies. However, existing models usually represent the decision-making behavior as an optimization problem, neglecting the impact of human psychology on decisions. In this paper, we propose a Belief-Desire-Intention (BDI) agent model to model end-users’ decision-making under DR. This model has the ability to perceive environmental information, generate different power scheduling plans, and make decisions that align with its own interests. The key modeling capabilities of the proposed model have been validated in a household end-user with flexible loads
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Over de vaardigheden voor een kwaliteitsmedewerker in de 21e eeuw
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To benefit from the social capabilities of a robot math tutor, instead of being distracted by them, a novel approach is needed where the math task and the robot's social behaviors are better intertwined. We present concrete design specifications of how children can practice math via a personal conversation with a social robot and how the robot can scaffold instructions. We evaluated the designs with a three-session experimental user study (n = 130, 8-11 y.o.). Participants got better at math over time when the robot scaffolded instructions. Furthermore, the robot felt more as a friend when it personalized the conversation.
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Abstract: Embodied embedded cognition (EEC) has gained support in cognitive science as well as in human–computer interaction (HCI). EEC can be characterized both by its action-centeredness as well as its roots in phenomenology. The phenomenological aspects of EEC could be seen as support for trends in design emphasizing the user experience. Meanwhile, usability issues often are still approached using traditional methods based on cognitivist assumptions. In this paper, I argue for a renewed focus on improving usability from an EEC perspective. I draw mainly on a behavior-oriented interpretation of the theory, the key aspects of which are reviewed. A tentative sketch for an embodied embedded usability is proposed, doing justice to the embodied embedded nature of interaction while retaining the goal of developing technology that is easy to use in everyday practice.
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In dit artikel wordt het concerpt 'participatiestructuur' geïntroduceerd en als een relevant concept voor de beschrijving van de variatie in manieren waarop gesprekken in de klas gevoerd worden, nader toegelicht. Tevens wordt duidelijk gemaakt hoe de keus voor bepaalde participatiestructuren, die zichtbaar zijn in het gehanteerde taalgebruik van leerkrachten en leerlingen, leerlingen op een bepaald type toekomstige samenleving oriënteren. In dat verband wordt ervoor gepleit om dialogische participatiestructuren en discussie-structuren, die ruimte en rechten voor leerlingen impliceren, te bevorderen in de klas en in lerarenopleidingen.
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‘Creating the Difference’ is the theme of the 2014 edition of the Chi Sparks conference. It is also the challenge that the Human-Computer Interaction (HCI) community is facing today. HCI is a creative field where practitioners engage in design, production, and evaluation of interactions between people and digital technology. Creating excellent interfaces for people, they make a difference in media and systems that people are eager to use. Usability and user experience are fundamental for achieving this, as are abilities at the forefront of technology, but key to a successful difference is getting the right concepts, addressing genuine, intrinsic, human needs. Researchers and practitioners contribute to this area from theory as well as practice by sharing, discussing, and demonstrating new ideas and developments. This is how HCI creates a difference for society, for individuals, businesses, education, and organizations. The difference that an interactive product or service makes might lie in the concept of it but also in the making, the creation of details and the realisation. It is through powerful concepts and exceptional quality of realisation that innovation is truly achieved. At the Chi Sparks 2014 conference, researchers and practitioners in the HCI community convene to share and discuss their efforts on researching and developing methods, techniques, products, and services that enable people to have better interactions with systems and other people. The conference is hosted at The Hague University of Applied Sciences, and proudly built upon the previous conferences in Arnhem (2011) and Leiden (2009). Copyright van de individuele papers ligt bij de betreffende auteurs.
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Lectorale rede waarin wordt ingegaan op de manier waarop de mens nu binnen zijn natuurlijke omgeving functioneert. Dit wordt getypeerd als een ‘mismatch’. Tegelijkertijd is de lector er ook van overtuigd dat de technologie uiteindelijk zorgt voor een beter leven.
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