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Full-Text Articles in Cognitive Psychology

Chatgpt As Metamorphosis Designer For The Future Of Artificial Intelligence (Ai): A Conceptual Investigation, Amarjit Kumar Singh (Library Assistant), Dr. Pankaj Mathur (Deputy Librarian) Mar 2023

Chatgpt As Metamorphosis Designer For The Future Of Artificial Intelligence (Ai): A Conceptual Investigation, Amarjit Kumar Singh (Library Assistant), Dr. Pankaj Mathur (Deputy Librarian)

Library Philosophy and Practice (e-journal)

Abstract

Purpose: The purpose of this research paper is to explore ChatGPT’s potential as an innovative designer tool for the future development of artificial intelligence. Specifically, this conceptual investigation aims to analyze ChatGPT’s capabilities as a tool for designing and developing near about human intelligent systems for futuristic used and developed in the field of Artificial Intelligence (AI). Also with the helps of this paper, researchers are analyzed the strengths and weaknesses of ChatGPT as a tool, and identify possible areas for improvement in its development and implementation. This investigation focused on the various features and functions of ChatGPT that …


What Is The Relationship Between Language And Thought?: Linguistic Relativity And Its Implications For Copyright, Christopher S. Yoo Sep 2021

What Is The Relationship Between Language And Thought?: Linguistic Relativity And Its Implications For Copyright, Christopher S. Yoo

All Faculty Scholarship

To date, copyright scholarship has almost completely overlooked the linguistics and cognitive psychology literature exploring the connection between language and thought. An exploration of the two major strains of this literature, known as universal grammar (associated with Noam Chomsky) and linguistic relativity (centered around the Sapir-Whorf hypothesis), offers insights into the copyrightability of constructed languages and of the type of software packages at issue in Google v. Oracle recently decided by the Supreme Court. It turns to modularity theory as the key idea unifying the analysis of both languages and software in ways that suggest that the information filtering associated …


The Incubation Effect Among Students Playing An Educational Game For Physics, May Marie P. Talandron-Felipe, Ma. Mercedes T. Rodrigo Jul 2021

The Incubation Effect Among Students Playing An Educational Game For Physics, May Marie P. Talandron-Felipe, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

The incubation effect (IE) is a problem-solving phenomenon composed of three phases: pre-incubation where one fails to solve a problem; incubation, a momentary break where time is spent away from the unsolved problem; and post-incubation where the unsolved problem is revisited and solved. Literature on IE was limited to experiments involving traditional classroom activities. This initial investigation showed evidence of IE instances in a computer-based learning environment. This paper consolidates the studies on IE among students playing an educational game called Physics Playground and presents further analysis to examine the incidence of post-incubation or the revisit to a previously unsolved …


Technical Report 2019-01: Pupil Labs Eye Tracking User Guide, Joan D. Gannon, Augustine Ubah, Chris Dancy Sep 2019

Technical Report 2019-01: Pupil Labs Eye Tracking User Guide, Joan D. Gannon, Augustine Ubah, Chris Dancy

Other Faculty Research and Publications

No abstract provided.


Mind The Gap: Situated Spatial Language A Case-Study In Connecting Perception And Language, John D. Kelleher Jun 2018

Mind The Gap: Situated Spatial Language A Case-Study In Connecting Perception And Language, John D. Kelleher

Other

This abstract reviews the literature on computational models of spatial semantics and the potential of deep learning models as an useful approach to this challenge.


Ai-Human Collaboration Via Eeg, Adam Noack May 2018

Ai-Human Collaboration Via Eeg, Adam Noack

All College Thesis Program, 2016-2019

As AI becomes ever more competent and integrated into our lives, the issue of AI-human goal misalignment looms larger. This is partially because there is often a rift between what humans explicitly command and what they actually mean. Most contemporary AI systems cannot bridge this gap. In this study we attempted to reconcile the goals of human and machine by using EEG signals from a human to help a simulated agent complete a task.


Proceedings Of The Cuny Games Conference 4.0: The Interactive Course, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm, Anders A. Wallace, Cuny Games Network Jan 2018

Proceedings Of The Cuny Games Conference 4.0: The Interactive Course, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm, Anders A. Wallace, Cuny Games Network

Publications and Research

Proceedings of the CUNY Games Conference, held from January 22-23, 2018, at the CUNY Graduate Center and Borough of Manhattan Community College.

Critical Play with History (Panel) - Composition & Storytelling - Health & Cognitive Sciences - Gaming Anthropology: Teaching Culture and Power Through Games and Design (Panel) - Twine & Writing Games - Easy Ideas II - STEM Games - Global Games for Change Catalog (Panel) - Comics & Active Learning - Fact Checking & Research - Computer Science & Game Design - SimGlobal: Building a Serious Roleplay Course for the Social Sciences (Panel) - Role Playing Games, Narrative, …


A Model For Attention-Driven Judgements In Type Theory With Records, Simon Dobnik, John D. Kelleher Jul 2016

A Model For Attention-Driven Judgements In Type Theory With Records, Simon Dobnik, John D. Kelleher

Conference papers

This paper makes three contributions to the discussion on the applicability of Type Theory with Records (TTR) to embodied dialogue agents. First, it highlights the problem of type assignment or judgements in practical implementations which is resource intensive. Second, it presents a judgement control mechanism, which consists of grouping of types into clusters or states by their thematic relations and selection of types following two mechanisms inspired by the Load Theory of selective attention and cognitive control (Lavie et al., 2004), that addresses this problem. Third, it presents a computational framework, based on Bayesian inference, that offers a basis for …


Proceedings Of The 3rd Annual Cuny Games Festival, Robert O. Duncan, Joe Bisz, Julie Cassidy, Carlos Hernandez, Kathleen Offenholley, Maura A. Smale, Deborah Sturm, Cuny Games Network Jan 2016

Proceedings Of The 3rd Annual Cuny Games Festival, Robert O. Duncan, Joe Bisz, Julie Cassidy, Carlos Hernandez, Kathleen Offenholley, Maura A. Smale, Deborah Sturm, Cuny Games Network

Publications and Research

Proceedings of the CUNY Games Conference, held from January 22-23, 2016, at the CUNY Graduate Center and Borough of Manhattan Community College.

Literacy and Story - Anything Can be Attempted: In-Person Simulations and Role-Plays in Educations - Game Design - STEM - Design Research - Literature and Story - Awareness: Gender and Sex - Transformative Games Initiative: Game Design as a Classroom Laboratory for Any Discipline - Narrative and Rhetoric - Design Challenges - Information Literacy and Language - Game Design for All: What’s Your Game Plan? Turn Any Idea into a Game! - Ghosts in the Machine - Game …


Design, Programming, And User-Experience, Kaila G. Manca May 2015

Design, Programming, And User-Experience, Kaila G. Manca

Honors Scholar Theses

This thesis is a culmination of my individualized major in Human-Computer Interaction. As such, it showcases my knowledge of design, computer engineering, user-experience research, and puts into practice my background in psychology, com- munications, and neuroscience.

I provided full-service design and development for a web application to be used by the Digital Media and Design Department and their students.This process involved several iterations of user-experience research, testing, concepting, branding and strategy, ideation, and design. It lead to two products.

The first product is full-scale development and optimization of the web appli- cation.The web application adheres to best practices. It was …


Proceedings Of The 2nd Annual Cuny Games Festival, Robert O. Duncan, Joe Bisz, Francesco Crocco, Carlos Hernandez, Kathleen Offenholley, Maura A. Smale, Deborah Sturm, Cuny Games Network Jan 2015

Proceedings Of The 2nd Annual Cuny Games Festival, Robert O. Duncan, Joe Bisz, Francesco Crocco, Carlos Hernandez, Kathleen Offenholley, Maura A. Smale, Deborah Sturm, Cuny Games Network

Publications and Research

Proceedings of the CUNY Games Conference, held from January 16-17, 2015, at the CUNY Graduate Center and Borough of Manhattan Community College.

Health Games - Language and Composition - Design: Classroom Considerations - Games in the Physical Environment - Games and Behavioral Science - Play, Politics & Economics - Gaming Curricula, Disciplines & Programs - Gaming and History - Institutional Programming with Games - Philosophy and Roleplaying - Ed. Game Design: Strategy & Tactics - Repurposing Game Genres - Narrative, Storytelling & Games - Community & Social Justice - Extemporaneity - Personal & Social Transformation - Cognition, Design & Play …


Proceedings Of The 1st Annual Cuny Games Festival, Robert O. Duncan, Joe Bisz, Francesco Crocco, Carlos Hernandez, Kathleen Offenholley, Leah Potter, Maura A. Smale, Cuny Games Network Jan 2014

Proceedings Of The 1st Annual Cuny Games Festival, Robert O. Duncan, Joe Bisz, Francesco Crocco, Carlos Hernandez, Kathleen Offenholley, Leah Potter, Maura A. Smale, Cuny Games Network

Publications and Research

Proceedings of the CUNY Games Conference, held from January 17-18, 2014, at the CUNY Graduate Center and Borough of Manhattan Community College.

Topics in Game Design - Teaching with Virtual and Augmented Realities - Writing with Games - Breaking the Magic Circle: Games & Real Life - Interactive Game Design (What's Your Game Plan? - Designing Ethical Games - Games and Gender - Gaming English Language and Literature - Game, Narrative, Literacy - Teaching with Games - Games, Storytelling, and Narrative - Games and STEM - Learning by Design - Students as Game Designers - Experiencing Reality in Popular Games …


Using Noninvasive Brain Measurement To Explore The Psychological Effects Of Computer Malfunctions On Users During Human-Computer Interactions, Leanne M. Hirshfield, Philip Bobko, Alex Barelka, Stuart H. Hirshfield, Mathew T. Farrington, Spencer Gulbronson, Diane Paverman Jan 2014

Using Noninvasive Brain Measurement To Explore The Psychological Effects Of Computer Malfunctions On Users During Human-Computer Interactions, Leanne M. Hirshfield, Philip Bobko, Alex Barelka, Stuart H. Hirshfield, Mathew T. Farrington, Spencer Gulbronson, Diane Paverman

Management Faculty Publications

In today’s technologically driven world, there is a need to better understand the ways that common computer malfunctions affect computer users. These malfunctions may have measurable influences on computer user’s cognitive, emotional, and behavioral responses. An experiment was conducted where participants conducted a series of web search tasks while wearing functional nearinfrared spectroscopy (fNIRS) and galvanic skin response sensors. Two computer malfunctions were introduced during the sessions which had the potential to influence correlates of user trust and suspicion. Surveys were given after each session to measure user’s perceived emotional state, cognitive load, and perceived trust. Results suggest that fNIRS …


Proximity In Context: An Empirically Grounded Computational Model Of Proximity For Processing Topological Spatial Expression., John D. Kelleher, Geert-Jan Kruijff, Fintan Costello Jan 2006

Proximity In Context: An Empirically Grounded Computational Model Of Proximity For Processing Topological Spatial Expression., John D. Kelleher, Geert-Jan Kruijff, Fintan Costello

Conference papers

The paper presents a new model for context-dependent interpretation of linguistic expressions about spatial proximity between objects in a natural scene. The paper discusses novel psycholinguistic experimental data that tests and verifies the model. The model has been implemented, and enables a conversational robot to identify objects in a scene through topological spatial relations (e.g. ''X near Y''). The model can help motivate the choice between topological and projective prepositions.