AI is one of the most debated subjects of today and there seems little common understanding concerning the differences and similarities of human intelligence and artificial intelligence. Discussions on many relevant topics, such as trustworthiness, explainability, and ethics are characterized by implicit anthropocentric and anthropomorphistic conceptions and, for instance, the pursuit of human-like intelligence as the golden standard for Artificial Intelligence. In order to provide more agreement and to substantiate possible future research objectives, this paper presents three notions on the similarities and differences between human- and artificial intelligence: 1) the fundamental constraints of human (and artificial) intelligence, 2) human intelligence as one of many possible forms of general intelligence, and 3) the high potential impact of multiple (integrated) forms of narrow-hybrid AI applications. For the time being, AI systems will have fundamentally different cognitive qualities and abilities than biological systems. For this reason, a most prominent issue is how we can use (and “collaborate” with) these systems as effectively as possible? For what tasks and under what conditions, decisions are safe to leave to AI and when is human judgment required? How can we capitalize on the specific strengths of human- and artificial intelligence? How to deploy AI systems effectively to complement and compensate for the inherent constraints of human cognition (and vice versa)? Should we pursue the development of AI “partners” with human (-level) intelligence or should we focus more at supplementing human limitations? In order to answer these questions, humans working with AI systems in the workplace or in policy making have to develop an adequate mental model of the underlying ‘psychological’ mechanisms of AI. So, in order to obtain well-functioning human-AI systems, Intelligence Awareness in humans should be addressed more vigorously. For this purpose a first framework for educational content is proposed.
a b s t r a c tA challenge for serious games designers is to integrate learning with entertainment. For this purpose, the generation of curiosity using the foreshadowing/back story technique is promising. To implement this technique we propose the Game Discourse Analysis (GDA) which discerns between information flow (i.e. the sequence of information elements in a chronological order) and game discourse (i.e. the manipulation of the information flow to make the game more engaging and effective). We elaborate on the GDA and describe how two of the authors applied it in order to implement foreshadowing/back story in the game ReMission. The GDA was found to have potential as a communication tool for multidisciplinary design teams. Also, two problems were signaled: (1) creating an information flow is laborious and designers may benefit from automating parts of the GDA; (2) substantial deviations from the optimal information flow by players' actions may interfere with the intention of the game discourse. Additionally, in an experiment we tested the impact of this GDA supported manipulation on engagement (curiosity) and learning. We found that the GDA-supported foreshadowing/back story yielded more curiosity, but that it did not yield learning.
With the application of virtual reality (VR), tailored interventions can be created that mirror the traumatic experiences of veterans with post-traumatic stress disorder (PTSD). Visual elements can be mimicked, and auditory and other senses stimulated. In doing so, the degree of immersion can be adjusted to optimize the therapeutic process. Objectively measuring the sensory immersion is key to keep subjects within their personal window of tolerance. Based on this information the therapist can decide manipulate the sensory stimulation embedded in the treatment. The objectives of this article are to explore the different immersive design aspects of VRET that can be modified to influence the experienced presence in veterans with PTSD, and to discuss possible methods of measuring the emotional response facilitated by immersive design aspects and experienced presence. Four design aspects are discussed: system, sensory cues, narrative and challenge. We also report on a user experiment in three veterans that informed on quality and depth of immersion. Believability of the neutral virtual environment was important for maintaining the veterans’ presence within the VR experience. The immersive design aspects that were personalized and supportive in the narrative of the veteran such as music and self-selected images appeared to have a strong influence on recall and reliving of the traumatic events. Finally, in order to increase the therapeutic effect in veterans with PTSD, the highlighted design aspects should be recognized and tailored to maximize immersion in virtual reality exposure therapy.
Introduction With the application of virtual reality (VR), tailored interventions can be created that mirror the traumatic experiences of veterans with post-traumatic stress disorder (PTSD). Visual elements can be mimicked, and auditory and other senses stimulated. In doing so, the degree of immersion can be adjusted to optimize the therapeutic process. Objectively measuring the sensory immersion is key to keep subjects within their personal window of tolerance. Based on this information the therapist can decide manipulate the sensory stimulation embedded in the treatment. Objectives The objectives of this study are to explore the different immersive design aspects of VRET that can be modified to influence the experienced presence in veterans with PTSD, and to discuss possible methods of measuring the emotional response facilitated by immersive design aspects and experienced presence. Methods Four design aspects are discussed: system, sensory cues, narrative and challenge. We also report on a user experiment in three veterans that informed on quality and depth of immersion. Results Believability of the neutral virtual environment was important for maintaining the veterans’ presence within the VR experience. The immersive design aspects that were personalized and supportive in the narrative of the veteran such as music and self-selected images appeared to have a strong influence on recall and reliving of the traumatic events. Conclusions Finally, in order to increase the therapeutic effect in veterans with PTSD, the highlighted design aspects should be recognized and tailored to maximize immersion in virtual reality exposure therapy. Disclosure No significant relationships.
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