Task 7 - M&M Flashcards

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1
Q

What is a social robot?

A
  • is an autonomous robot that interacts and communicates with humans or other autonomous physical agents by following social behaviors and rules attached to its role
  • is physically embodied
  • quite recent, since the 1990s
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2
Q

What is affective computing?

A
  • study and development of systems and devices that can recognize, interpret, process, and simulate human affects
  • interdisciplinary field: computer science, psy and cognitive science
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3
Q

What is the motivations for the research of affective computing?

A
  • ability to give machines emotional intelligence, including to simulate empathy
  • machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response to those emotions
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4
Q

What is human-robot interaction?

A
  • study of interactions between humans and robots. It is often referred as HRI by researchers
  • multidisciplinary field with contributions from human–computer interaction, artificial intelligence, robotics, natural language understanding, design, humanities and social sciences
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5
Q

What is cyberpsychology?

A

developing field that encompasses all psychological phenomena associated with or affected by emerging technology

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6
Q

What are 3 Research Directions for Affective Learning Technologies? (Baylor)

A
  1. Simulating affect to enhance human-like aspects of technology
  2. Sensing and responding to learner affect in both immersive environments and largerscale nonformal settings
  3. Supporting affective learning-related outcomes
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7
Q

Which types of games are the most beneficical for our brain? Why? (Raoafi and Sosso)

A

Action games are the most beneficial for the brain, whether online, on the phone or on the console

  • -> stimulate our brain the most
  • -> subject forced to make quick and precise decisions
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8
Q

How does intensive practice maintains a healthy cognitive function?

A
  • more easily follow a target in a complex environment, and their ability to concentrate increases considerably -> greater capacity for attention
  • reaction faster and they are also quicker to refocus their attention to the search for a new target in the virtual environment
  • develop reflexes above the average
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9
Q

What has the increase in cognitive functions lead to when playing action games?

A
  • associated with a significant increase in cognitive capacity for attention and memory
  • correlation between regular gaming practice and a change in the functioning of the hippocampus
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10
Q

What was the result of a study w/ social robots with autistic children?

A

they have interacted more with the robots than with other children

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11
Q

What are characteristics of a good social robot?

A
  • face and visual feedback/ expressions
  • able to understand and show non-verbal cues
  • social skills
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12
Q

What are applications of social robots?

A
  • increase mood of lonely people (e.g. elderly)

- autistic children

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13
Q

What are 3 types of social robots?

A
  1. professional
  2. personal
  3. industrial
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14
Q

What are the most important characteristics of social robots?

A

Emotion exchange and interaction

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15
Q

Challenges for affective computing

A
  • understanding of emotions in humans still limited
  • how to intergrate multimodal Information
  • ethics -> sense of self awareness?
  • human system: complex
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16
Q

Methods of affective computing

A
  1. knowledge based -> informing search processes by data bases on emotional words (supervised)
  2. statistical approaches e.g. deep learning
  3. hybrid
17
Q

4 areas of human robot interaction

A
  1. Human supervisory control -> robots perform routine task
  2. Remote control of space in non-routine task (remote physically inaccesiable regions)
  3. Automatised vehicles
  4. Human robot social interaction