Question: An enactive perspective on architectural experience: A neurophysiological viewpoint on embodiment, motivation, and affordances in design.

This paper conducts a comprehensive meta-analysis to assess the effectiveness of Virtual Reality Exposure Therapy (VRET) in treating anxiety and specific phobias, focusing on the affective outcomes. Despite its growing popularity as a therapeutic tool, there has been a scarcity of quantitative meta-analyses that thoroughly examine the variability and clinical significance of anxiety reduction following VRET. A thorough search through electronic databases resulted in the identification of 52 studies, out of which 21 (comprising 300 subjects) were deemed eligible for inclusion based on the study's criteria. The meta-analysis unveiled substantial reductions in anxiety symptoms post-VRET, indicating its potential as a potent treatment modality. However, the ability to perform moderator analyses was hindered by the inconsistent reporting practices within the VRET literature, particularly regarding aspects such as presence, immersion, anxiety or phobia duration, and demographic details. This underscores the urgent need for future research to adhere to standardized reporting protocols, ensuring that all relevant information is systematically recorded and shared. By doing so, the field can move towards a more nuanced understanding of VRET's efficacy and its role in the broader landscape of anxiety and phobia treatments.

As information technologies (IT) are both, drivers of highly engaging experiences and sources of disruptions at work, the phenomenon of flow - defined as "the holistic sensation that people feel when they act with total involvement" [5, p. 36] - has been suggested as promising vehicle to understand and enhance user behavior. Despite the growing relevance of flow at work, contemporary measurement approaches of flow are of subjective and retrospective nature, limiting our possibilities to investigate and support flow in a reliable and timely manner. Hence, we require objective and real-time classification of flow. To address this issue, this article combines recent theoretical considerations from psychology and experimental research on the physiology of flow with machine learning (ML). The overall aim is to build classifiers to distinguish flow states (i.e., low and high flow). Our results indicate that flow-classifiers can be derived from physiological signals. Cardiac features seem to play an important role in this process resulting in an accuracy of 72.3%. Hereby, our findings may serve as foundation for future work aiming to build flow-aware IT-systems.

The somatic marker hypothesis (SMH; [Damasio, A. R., Tranel, D., Damasio, H., 1991. Somatic markers and the guidance of behaviour: theory and preliminary testing. In Levin, H.S., Eisenberg, H.M., Benton, A.L. (Eds.), Frontal Lobe Function and Dysfunction. Oxford University Press, New York, pp. 217-229]) proposes that emotion-based biasing signals arising from the body are integrated in higher brain regions, in particular the ventromedial prefrontal cortex (VMPFC), to regulate decision-making in situations of complexity. Evidence for the SMH is largely based on performance on the Iowa Gambling Task (IGT; [Bechara, A., Tranel, D., Damasio, H., Damasio, A.R., 1996. Failure to respond autonomically to anticipated future outcomes following damage to prefrontal cortex. Cerebral Cortex 6 (2), 215-225]), linking anticipatory skin conductance responses (SCRs) to successful performance on a decision-making paradigm in healthy participants. These 'marker' signals were absent in patients with VMPFC lesions and were associated with poorer IGT performance. The current article reviews the IGT findings, arguing that their interpretation is undermined by the cognitive penetrability of the reward/punishment schedule, ambiguity surrounding interpretation of the psychophysiological data, and a shortage of causal evidence linking peripheral feedback to IGT performance. Further, there are other well-specified and parsimonious explanations that can equally well account for the IGT data. Next, lesion, neuroimaging, and psychopharmacology data evaluating the proposed neural substrate underpinning the SMH are reviewed. Finally, conceptual reservations about the novelty, parsimony and specification of the SMH are raised. It is concluded that while presenting an elegant theory of how emotion influences decision-making, the SMH requires additional empirical support to remain tenable.

There have been several recent efforts to build behavior-based autonomous creatures. While competent autonomous action is highly desirable, there is an important need to integrate autonomy with “directability”. In this paper we discuss the problem of building autonomous animated creatures for interactive virtual environments which are also capable of being directed at multiple levels. We present an approach to control which allows an external entity to “direct” an autonomous creature at the motivational level, the task level, and the direct motor level. We also detail a layered architecture and a general behavioral model for perception and action-selection which incorporates explicit support for multi-level direction. These ideas have been implemented and used to develop several autonomous animated creatures.

This work evaluates the feasibility of a motor imagery-based optical brain-computer interface (BCI) for humanoid robot control. The functional near-infrared spectroscopy (fNIRS) based BCI-robot system developed in this study operates through a high-level control mechanism where user specifies a target action through the BCI and the robot performs the set of micro operations necessary to fulfill the identified goal. For the evaluation of the system, four motor imagery tasks (left hand, right hand, left foot, and right foot) were mapped to operational commands (turn left, turn right, walk forward, walk backward) that were sent to the robot in real time to direct the robot navigating a small room. An ecologically valid offline analysis with minimal preprocessing shows that seven subjects could achieve an average accuracy of 32.5 %. This was increased to 43.6 % just by including calibration data from the same day of the robot control using the same cap setup, indicating that day-of calibration following the initial training may be important for BCI control.

This article describes research that aims to encourage physical activity through a novel pervasive gaming paradigm. Data from a wearable accelerometer are logged wirelessly to a cell phone and control the animation of an avatar that represents the player in a virtual race game with other players over the cellular network. Winners are declared every day and players with an excess of activity points can spend some to get hints in mental games of the suite, like Sudoku. The racing game runs in the background throughout the day and every little move counts. As the gaming platform is embedded in the daily routine of players, it may act as a strong behavioral modifier and increase everyday physical activity other than volitional sporting exercise. Such physical activity (e.g., taking the stairs), is termed NEAT and was shown to play a major role in obesity prevention and intervention. A pilot experiment demonstrates that players are engaged in NEAT-o-Games and become more physically active while having a good dosage of fun.

The confluence of decades of computer science and computer engineering research in multimodal interaction (e.g., speech and gesture recognition), machine learning (e.g., classification and feature extraction), software (e.g., web browsers, distributed agents), electronics (e.g., energy-efficient microprocessors, head-mounted displays), design methodology in user-centered design, and rapid prototyping have enabled a new class of computers—wearable computers. The lecture takes the viewpoint of a potential designer or researcher in wearable computing. Designing wearable computers requires attention to many different factors because of the computer’s closeness to the body and its use while performing other tasks. For the purposes of discussion, we have created the UCAMP framework, which consists of the following factors: user, corporal, attention, manipulation, and perception. Each of these factors and their importance is described. A number of example prototypes developed by the authors, as well as by other researchers, are used to illustrate these concepts. Wearable computers have established their first foothold in several application domains, such as vehicle and aircraft maintenance and manufacturing, inspection, language translation, and other areas. The lecture continues by describing the next step in the evolution of wearable computers, namely, context awareness. Context-aware computing takes into account a user’s state and surroundings, and the mobile computer modifies its behavior based on this information. A user’s context can be quite rich, consisting of attributes such as physical location, physiological state, personal history, daily behavioral patterns, and so forth. If a human assistant were given such context, he or she would make decisions in a proactive fashion, anticipating user needs, and acting as a proactive assistant. The goal is to enable mobile computers to play an analogous role, exploiting context information to significantly reduce demands on human attention. Context-aware intelligent agents can deliver relevant information when a user needs that information. These data make possible many exciting new applications, such as augmented reality, context-aware collaboration, and augmented manufacturing. The combined studies and research reported in this lecture suggest a number of useful guidelines for designing wearable computing devices. Also included with the guidelines is a list of questions that designers should consider when beginning to design a wearable computer. The research directions section emphasizes remaining challenges and trends in the areas of user interface, modalities of interaction, and wearable cognitive augmentation. Finally, we summarize the most important challenges and conclude with a projection of future directions in wearable computing. KEyWoRDS wearable computers, wearability design, user interface, manipulation devices, interaction modalities, context-aware computing, cognitive augmentation vi

Parental scaffolding is an important mechanism utilized by infants during their development. Infants, for example, pay stronger attention to the features of objects highlighted by parents and learn the way of manipulating an object while being supported by parents. Parents are known to make modifications in infant-directed actions, i.e. use “motionese”. Motionese is characterized by higher range and simplicity of motion, more pauses between motion segments, higher repetitiveness of demonstration, and more frequent social signals to an infant. In this paper, we extend our previously developed affordances framework to enable the robot to benefit from parental scaffolding and motionese. First, we present our results on how parental scaffolding can be used to guide the robot and modify robot’s crude action execution to speed up learning of complex actions such as grasping. For this purpose, we realize the interactive nature of a human caregiver-infant skill transfer scenario on the robot. During reach and grasp attempts, the movement of the robot hand is modified by the human caregiver’s physical interaction to enable successful grasping. Next, we discuss how parental scaffolding can be used in speeding up imitation learning. The system describes how our robot, by using previously learned affordance prediction mechanisms, can go beyond simple goal-level imitation and become a better imitator using infant-directed modifications of parents.

This paper extends the Function-Behaviour-Structure (FBS) framework, which proposed eight fundamental processes involved in designing. This framework did not explicitly account for the dynamic character of the context in which designing takes place, described by the notion of situatedness. This paper describes this concept as a recursive interrelationship between different environments, which, together with a model of constructive memory, provides the foundation of a situated FBS framework. The eight fundamental processes are then reconstructed within this new framework to represent designing in a dynamic world.

Emotions are related with learning processes, and physiological signals can be used to detect them. In this work, it is presented a model for the dynamic personalization of a learning environment. In the model, a specific combination of emotions and cognition processes are connected and integrated with the concept of ‘flow’, since it may provide a way to improve learning abilities. Physiological signals can be used to relate temporal emotions and subject's learning processes; the cardiac pulse is a reliable signal that carries useful information about the subject's emotional condition, which is detected using a classroom chair adapted with non invasive Electro-Mechanical Film (EMFi) sensors and an acquisition system that generates a ballistocardiogram (BCG), which is analyzed by a developed algorithm to obtain cardiac pulse statistics. A study including different data obtained from the chair's sensors was carried out and interpreted in terms of emotions, which together with a cognitive model is used for the personalization of content in a learning scenario. Such model establishes a relation between the learner's knowledge, the content of a course or a learning activity and the emotional condition of each student.

Neuroergonomics is an emerging science that is defined as the study of the human brain in relation to performance at work and in everyday settings. This paper provides a critical review of the neuroergonomic approach to evaluating physical and cognitive work, particularly in mobile settings. Neuroergonomics research employing mobile and immobile brain imaging techniques are discussed in the following areas of physical and cognitive work: (1) physical work parameters; (2) physical fatigue; (3) vigilance and mental fatigue; (4) training and neuroadaptive systems; and (5) assessment of concurrent physical and cognitive work. Finally, the integration of brain and body measurements in investigating workload and fatigue, in the context of mobile brain/body imaging ("MoBI"), is discussed.


Question: An enactive perspective on architectural experience: A neurophysiological viewpoint on embodiment, motivation, and affordances in design.

This paper presents a comprehensive meta-analysis of 125 human fMRI studies to identify brain regions with mirror properties, akin to mirror neurons observed in macaque monkeys that fire during action execution and observation. Over the past two decades, numerous brain-imaging studies have sought to uncover similar phenomena in humans, often leading to broad and speculative interpretations of their functional implications across various cognitive domains, including language and social cognition. Despite these efforts, the neural substrates of mirror properties in humans have remained a subject of debate, with some even questioning the existence of a distinct category of human neurons with mirroring capabilities. To address this issue, we applied activation likelihood estimation (ALE) to provide a quantitative assessment of the consistency of fMRI activity patterns associated with action observation and action execution. After screening over 300 published works, 125 studies met our rigorous selection criteria. The analysis uncovered 14 distinct clusters, involving 9 different Brodmann areas, where activation has been consistently linked to brain regions with mirror properties. These clusters were identified in areas similar to those showing mirroring properties in macaques, including the inferior parietal lobule, inferior frontal gyrus, and adjacent ventral premotor cortex. Interestingly, mirror properties were also found in regions such as the primary visual cortex, cerebellum, and parts of the limbic system, suggesting a broader network of human brain regions with mirror properties. This core network appears to be involved in action observation and execution, with additional areas activated during tasks that require non-motor functions, such as auditory, somatosensory, and affective processing.

**Question**: The Role of Social Support in Coping with Chronic Illness: A Systematic Review of Qualitative Studies

**Documents**: Social support and coping strategies in patients with chronic diseases: a systematic review of the literature
This systematic review aims to analyze the role of social support and coping strategies in patients with chronic diseases. A total of 26 studies were included in this review, which were retrieved from various databases such as PubMed, Scopus, and PsycINFO. The findings revealed that social support plays a significant role in the coping process of patients with chronic diseases. Specifically, emotional support from family, friends, and healthcare professionals was found to be crucial in helping patients manage the psychological impact of their illness. Additionally, practical support in the form of assistance with daily activities, transportation to medical appointments, and financial aid was also found to be beneficial. Coping strategies such as problem-solving, acceptance, and positive

For the past 20 years and more, arguments about the role of quantum mechanics in consciousness and mind theory have been mounting. On the one side are traditional neuroscientists who believe that the way to understanding the brain is through looking at the nerve cells. On the other side are various physicists who suggest that the laws of quantum mechanics may have an influence on the dynamics of consciousness and the mind. At the same time however, consciousness and the mind cannot be separated from matter. They originate in the microscopic world of the human brain. There can be no definite separation between mind and matter; there is no 'mind' without 'matter', and no 'matter' without 'mind'. In terms of cognitive neuroscience, we know a great deal about the working of nerve cells. For example, we understand quite well about the formation of action potential, ion exchange, energy use, axonal transport, the vesicle cycle, and formation, oscillation and breakdown in nerve transmission. However, we still do not understand how experience is formed in our material brain (color, sound, smell, taste, pain, imagination, decision, dreams, love, or orgasm) and how consciousness arises in an unconscious material organ. The insufficiency of these answers no doubt arises from the insufficiency of the methods used by cognitive science.

Light is universally understood as essential to the human condition. Yet light quality varies substantially both in nature and in controlled environments leading to questions of which artificial light characteristics facilitate maximum learning. Recent research has examined lighting variables of color temperature, and illuminance for impacting sleep, mood, focus, motivation, concentration and work and school performance. This has resulted in artificial light systems intended to support human beings in their actualization through dynamic lighting technology allowing for different lighting conditions per task. Eighty-four third graders were exposed to either focus (6000K-100fc average maintained) or normal lighting. Focus lighting led to a higher percentage increase in oral reading fluency performance (36%) than did control lighting (17%). No lighting effects were found for motivation or concentration, possibly attributable to the younger age level of respondents as compared to European studies. These findings illuminate the need for further research on artificial light and learning. The Effects of Lighting on Humans in General The human evolution is shaped by light. In the course of evolution, human beings have adapted and developed an internal clock that under natural light conditions is synchronized to the earth’s 24-hour light-dark rotational cycle (Czeisler et al., 1999). Research reveals the mechanism for how light is essential for human functioning (Boyce, Hunter, & Howlett, 2003). Light is a strong enabler for visual performance (Grangaard, 1995), regulates a large variety of bodily processes such as sleep and alertness (Dijk et al., 1997; Wright et al., 2006; Takasu et al., 2006; Viola et al., 2008), is essential for cognition and mood (Veitch & McColl, 2001; Goven et al., 2011; Taras, 2005), enables production of important hormones such as melatonin and cortisol (Berson, 2002; dijk et al., 1997; Leproult et al., 2001), and is essential for a healthy rest-activity pattern (Wurtman, 1975). Lights of different wavelengths also affect blood pressure, pulse, respiration rates, brain activity, and biorhythms. The role of lighting in our daily lives is essential in order to operate ideally in every environment. Thus, lighting directly influences every dimension of human existence. Tanner reiterated: “Light is the most important environmental input, after food and water, in controlling bodily functions (as cited in Wurtman, 1975). Since the industrial revolution, people spend more and more time indoors while artificial lighting has shown the power to at least partially compensate for the processes that stabilize the body, mind, and emotions (Knez, 1995; Tanner, 2008, van Someren et al.,2005; Takasu et al., 2006; Mishima et al., 2001; Viola et al., 2008). In the following we elaborate a bit more on the proven effects artificial light has on human functioning. Circadian rhythm Sleep is one of the most basic physical requirements for human functioning. Amount and quality of lighting invariably affects the degree and quality of sleep in humans and regulates our biological clocks. In 2002, Berson et al. (2002) identified a new non-image forming photo-pigment residing within a cell type in the retina of the eye. It is referred to as melanopsin and regulates the biological effects of light. When ocular light (light perceived by the eyes) reaches these cells, a complex chemical reaction occurs, producing electrical impulses that are sent via separate nerve pathways to our biological clock, the suprachiasmatic nuclei (SCN). The SCN in turn regulates the circadian (daily) and circannual (seasonal) rhythms of a large variety of bodily processes, such as sleep, and some important hormones, such as melatonin and cortisol, essential for a healthy rest-activity pattern. The system that generates the circadian rhythmicity of biological processes is denoted as the circadian system. The melanopsin pigment is most sensitive to blue light with a peak sensitivity at 480 nm (Brainard et al., 2001; Thapan et al., 2001; Hankins et al., 2008). Sleep consolidation is optimal when sleep timing coincides with the period of melatonin secretion (Dijk et al., 1997). People that sleep during their melatonin peak (as in normal, i.e., well-synchronized, people), are reported to have a longer total sleep time and less wakefulness after sleep onset as compared with people that schedule their wakefulness during the melatonin peak (non-synchronized people) (Wright et al., 2006). Moreover, the same study indicates that cognitive performance (i.e., learning) was better in a synchronized group of people, whereas learning was impaired in a non-synchronized group of people. This indicates that proper alignment between sleep-wakefulness and biological (internal circadian) time is crucial, not only for sleep quality, but also for enhancement of cognitive performance. Vision The most obvious effect of light on humans is to enable vision and performance of visual tasks through the eyes. The eye contains “photoreceptor cells” called rods and cones. These photoreceptor cells regulate the visual effects. When light reaches these cells, a complex chemical reaction occurs. The chemical that is formed creates electrical impulses in the nerve that connects the photoreceptor cells to the visual cortex at the back of the brain. In the visual cortex the electrical impulses are interpreted as “vision”. Rod cells “operate in low-level light situations and do not permit color vision.” Cone cells on the other hand, operate best in “normal daytime lighting conditions,” and are “responsible for sharpness, detail, and color vision.” Studies show that the nature of the task – as well as the amount, spectrum, and distribution of the light – determines the level of performance that is achieved. Mood and Cognition Lighting plays an important role in evoking emotions. Lighting can be used to make an architectural space more aesthetically pleasing or it can create an atmosphere in that space; both affect people’s emotions. In addition, the user’s well-being can be directly influenced by light. Brightness, color, direction, contrast and time are parameters used to create lighting conditions that address this. Nevertheless, concerning the relationship between lighting and mood/cognition, research has not shown consistent results. In a study by Knez (1995), two experiments were performed in order to analyze the effects of color temperature and illuminance levels on mood and cognitive performance tasks including long-term recall, free recall, and performance appraisal between males and females. After each experiment, a test to measure each subject’s mood was administered. The results showed that females performed better in warm white lighting environments, whereas males performed better on cognitive tasks in cool white lighting. Both males and females perceived and responded differently in evaluating the illuminance levels and color index of the lighting and therefore each gender’s mood was affected differently. Positive mood measures showed no increase in mood in both genders; however, the cooler lighting had a more negative effect on females’ moods. Thus, females’ performance on cognitive tasks decreased under cooler lighting. Because physiological changes occur when humans are exposed to light, mood and cognition can be affected indirectly and variably. According to Veitch and McColl (2001), lighting’s cognitive and mood-related effects on people have noteworthy implications: 1) better performance on cognitive related tasks in the workplace or academic environment and 2) overall improved quality of life and well-being. Both visual perception strength and adequate sleep could have a considerable impact on cognitive abilities such as concentration and memory. Mood may also determine the sharpness of these cognitive abilities. Mood can be influenced by the quality and amount of lighting (Partonen et al., 2002; Veitch & McColl, 2001; inter alia Beauchemin & Hays, 1996; Benedetti et al., 2001; Goven, 2011). For instance, light therapy has proven a successful treatment for those with Seasonal Affective Disorder (SAD) and other non-seasonal mood related disorders such as depression and eating disorders (Spiegel et al., 2004; Van Cauter et al., 2000; McColl & Veitch, 2001). Effects for Lighting and Learning Because lighting profoundly impacts numerous levels of human functioning such as vision, circadian rhythms, mood, and cognition, its implicit effects on learning and classroom achievement cannot be dismissed. Several studies have addressed how the quality and color of lighting can either impair or enhance students’ visual skills and thus, academic performance. Visual impairments alone can induce behavioral problems in students as well as level of concentration and motivation in the classroom. Cheatum and Hammond (2000) estimated that around 20% of children that enter the school encounter visual problems (e.g., problems with focusing, eye tracking, training, lazy eye, and trabismus). Among elementary school children, 41% have experienced trouble with tracking, 6% have refractive errors and 4% have strabismus (Koslowe, 1995, as cited in Cheatum & Hammond, 2000). The same study suggests that “the inability of visual tracking is also thought to be the cause of behavioral problems and being illiterate.” Winterbottom (2009) suggested that certain features of lighting can cause discomfort and impair visual and cognitive performance. These features include “imperceptible 100 Hz flicker from fluorescent lighting and glare induced by 1) daylight and fluorescent lighting, 2) interactive whiteboards (IWBs) and dry-erase whiteboards (DWBs)” (2009). The purpose of his study was to determine the degree and magnitude to which students are subjected to the above stated lighting inefficiencies in the classroom. The 100 Hz flicker from fluorescent lighting was displayed in 80% of the 90 UK classrooms u

What was noted by E. J. hanger (1978) remains true today: that much of contemporary psychological research is based on the assumption that people are consciously and systematically processing incoming information in order to construe and interpret their world and to plan and engage in courses of action. As did E. J. hanger, the authors question this assumption. First, they review evidence that the ability to exercise such conscious, intentional control is actually quite limited, so that most of moment-to-moment psychological life must occur through nonconscious means if it is to occur at all. The authors then describe the different possible mechanisms that produce automatic, environmental control over these various phenomena and review evidence establishing both the existence of these mechanisms as well as their consequences for judgments, emotions, and behavior. Three major forms of automatic self-regulation are identified: an automatic effect of perception on action, automatic goal pursuit, and a continual automatic evaluation of one's experience. From the accumulating evidence, the authors conclude that these various nonconscious mental systems perform the lion's share of the self-regulatory burden, beneficently keeping the individual grounded in his or her current environment.

When listening to music, we often spontaneously synchronize our body movements to a rhythm's beat (e.g. tapping our feet). The goals of this study were to determine how features of a rhythm such as metric structure, can facilitate motor responses, and to elucidate the neural correlates of these auditory-motor interactions using fMRI. Five variants of an isochronous rhythm were created by increasing the contrast in sound amplitude between accented and unaccented tones, progressively highlighting the rhythm's metric structure. Subjects tapped in synchrony to these rhythms, and as metric saliency increased across the five levels, louder tones evoked longer tap durations with concomitant increases in the BOLD response at auditory and dorsal premotor cortices. The functional connectivity between these regions was also modulated by the stimulus manipulation. These results show that metric organization, as manipulated via intensity accentuation, modulates motor behavior and neural responses in auditory and dorsal premotor cortex. Auditory-motor interactions may take place at these regions with the dorsal premotor cortex interfacing sensory cues with temporally organized movement.

Functional magnetic resonance imaging (fMRI) was used to localize brain areas that were active during the observation of actions made by another individual. Object- and non-object-related actions made with different effectors (mouth, hand and foot) were presented. Observation of both object- and non-object-related actions determined a somatotopically organized activation of premotor cortex. The somatotopic pattern was similar to that of the classical motor cortex homunculus. During the observation of object-related actions, an activation, also somatotopically organized, was additionally found in the posterior parietal lobe. Thus, when individuals observe an action, an internal replica of that action is automatically generated in their premotor cortex. In the case of object-related actions, a further object-related analysis is performed in the parietal lobe, as if the subjects were indeed using those objects. These results bring the previous concept of an action observation/execution matching system (mirror system) into a broader perspective: this system is not restricted to the ventral premotor cortex, but involves several somatotopically organized motor circuits.

Affordances encode relationships between actions, objects, and effects. They play an important role on basic cognitive capabilities such as prediction and planning. We address the problem of learning affordances through the interaction of a robot with the environment, a key step to understand the world properties and develop social skills. We present a general model for learning object affordances using Bayesian networks integrated within a general developmental architecture for social robots. Since learning is based on a probabilistic model, the approach is able to deal with uncertainty, redundancy, and irrelevant information. We demonstrate successful learning in the real world by having an humanoid robot interacting with objects. We illustrate the benefits of the acquired knowledge in imitation games.

To explore issues of developmental structure, physical embodiment, integration of multiple sensory and motor systems, and social interaction, we have constructed an upper-torso humanoid robot called Cog. The robot has twenty-one degrees of freedom and a variety of sensory systems, including visual, auditory, vestibular, kinesthetic, and tactile senses. This chapter gives a background on the methodology that we have used in our investigations, highlights the research issues that have been raised during this project, and provides a summary of both the current state of the project and our long-term goals. We report on a variety of implemented visual-motor routines (smooth-pursuit tracking, saccades, binocular vergence, and vestibular-ocular and opto-kinetic reflexes), orientation behaviors, motor control techniques, and social behaviors (pointing to a visual target, recognizing joint attention through face and eye finding, imitation of head nods, and regulating interaction through expressive feedback). We further outline a number of areas for future research that will be necessary to build a complete embodied system.

My intent in this essay is to reflect on the history of some biological notions such as autopoiesis, structural coupling, and cognition, that I have developed since the early 1960's as a result of my work on visual perception and the organization of the living. No doubt I shall repeat things that I have said in other publications (Maturana & Varela, 1980, 1988), and I shall present notions"that once they are said appear as obvious truisms. Moreover, I shall refine or expand the meaning of such notions, or even modify them. Yet, in any case, the reader is not invited to attend to the truisms, or to what seems to be obvious, rather he or she is invited to attend to the consequences that those notions entail for the understanding of cognition as a biological process. After all, explanations or demonstrations always become self evident once they are understood and accepted, and the purpose of this essay is the expansion of understanding in all dimensions of human existence.

Despite the importance and pervasiveness of marketing, almost nothing is known about the neural mechanisms through which it affects decisions made by individuals. We propose that marketing actions, such as changes in the price of a product, can affect neural representations of experienced pleasantness. We tested this hypothesis by scanning human subjects using functional MRI while they tasted wines that, contrary to reality, they believed to be different and sold at different prices. Our results show that increasing the price of a wine increases subjective reports of flavor pleasantness as well as blood-oxygen-level-dependent activity in medial orbitofrontal cortex, an area that is widely thought to encode for experienced pleasantness during experiential tasks. The paper provides evidence for the ability of marketing actions to modulate neural correlates of experienced pleasantness and for the mechanisms through which the effect operates.

Since the original demonstration that electrical activity generated by ensembles of cortical neurons can be employed directly to control a robotic manipulator, research on brain-machine interfaces (BMIs) has experienced an impressive growth. Today BMIs designed for both experimental and clinical studies can translate raw neuronal signals into motor commands that reproduce arm reaching and hand grasping movements in artificial actuators. Clearly, these developments hold promise for the restoration of limb mobility in paralyzed subjects. However, as we review here, before this goal can be reached several bottlenecks have to be passed. These include designing a fully implantable biocompatible recording device, further developing real-time computational algorithms, introducing a method for providing the brain with sensory feedback from the actuators, and designing and building artificial prostheses that can be controlled directly by brain-derived signals. By reaching these milestones, future BMIs will be able to drive and control revolutionary prostheses that feel and act like the human arm.


Question: An embodied, enactive perspective on architectural experience: Neurophysiological insights into motivation, embodiment, and affordances.

Exploring the Influence of Immersion and Emotional Content on Virtual Reality Experience: A Study on Presence Enhancement

This research aims to investigate the effects of immersion and the emotional valence of virtual environments on the sense of presence. The study focuses on how the affective qualities of virtual worlds can modulate the experience of being present within them. An experimental design was employed to compare the impact of three different levels of immersion—a standard PC monitor, a rear-projected video wall, and a head-mounted display—alongside two types of virtual environments: one with emotionally charged content and the other without. The objective was to examine the combined influence of media form and content on the sense of presence. To this end, six groups of 10 participants each were assessed using two self-report measures of presence. The findings indicate that both immersion and emotional content significantly influence the sense of presence, with a more pronounced effect of immersion in non-emotional environments compared to emotional ones. This suggests that the presence-enhancing power of immersion is particularly evident in virtual scenarios lacking emotional stimuli.

This paper is a reflection on the emerging genre of narrative visualization, a creative response to the need to share complex data engagingly with the public. In it, we explain how narrative visualization offers authors the opportunity to communicate more effectively with their audience by reproducing and sharing an experience of insight similar to their own. To do so, we propose a two part model, derived from previous literature, in which insight is understood as both an experience and also the product of that experience. We then discuss how the design of narrative visualization should be informed by attempts elsewhere to track the provenance of insights and share them in a collaborative setting. Finally, we present a future direction for research that includes using EEG technology to record neurological patterns during episodes of insight experience as the basis for evaluation.

Recent imaging results suggest that individuals automatically share the emotions of others when exposed to their emotions. We question the assumption of the automaticity and propose a contextual approach, suggesting several modulatory factors that might influence empathic brain responses. Contextual appraisal could occur early in emotional cue evaluation, which then might or might not lead to an empathic brain response, or not until after an empathic brain response is automatically elicited. We propose two major roles for empathy; its epistemological role is to provide information about the future actions of other people, and important environmental properties. Its social role is to serve as the origin of the motivation for cooperative and prosocial behavior, as well as help for effective social communication.

Previous neuroimaging studies of spatial perspective taking have tended not to activate the brain's mentalising network. We predicted that a task that requires the use of perspective taking in a communicative context would lead to the activation of mentalising regions. In the current task, participants followed auditory instructions to move objects in a set of shelves. A 2x2 factorial design was employed. In the Director factor, two directors (one female and one male) either stood behind or next to the shelves, or were replaced by symbolic cues. In the Object factor, participants needed to use the cues (position of the directors or symbolic cues) to select one of three possible objects, or only one object could be selected. Mere presence of the Directors was associated with activity in the superior dorsal medial prefrontal cortex (MPFC) and the superior/middle temporal sulci, extending into the extrastriate body area and the posterior superior temporal sulcus (pSTS), regions previously found to be responsive to human bodies and faces respectively. The interaction between the Director and Object factors, which requires participants to take into account the perspective of the director, led to additional recruitment of the superior dorsal MPFC, a region activated when thinking about dissimilar others' mental states, and the middle temporal gyri, extending into the left temporal pole. Our results show that using perspective taking in a communicative context, which requires participants to think not only about what the other person sees but also about his/her intentions, leads to the recruitment of superior dorsal MPFC and parts of the social brain network.

Research on how the brain processes music is emerging as a rich and stimulating area of investigation of perception, memory, emotion, and performance. Results emanating from both lesion studies and neuroimaging techniques are reviewed and integrated for each of these musical functions. We focus our attention on the common core of musical abilities shared by musicians and nonmusicians alike. Hence, the effect of musical training on brain plasticity is examined in a separate section, after a review of the available data regarding music playing and reading skills that are typically cultivated by musicians. Finally, we address a currently debated issue regarding the putative existence of music-specific neural networks. Unfortunately, due to scarcity of research on the macrostructure of music organization and on cultural differences, the musical material under focus is at the level of the musical phrase, as typically used in Western popular music.

An ultimate goal of neuroscience is to understand the mechanisms of mammalian intellectual functions, many of which are thought to depend extensively on the cerebral cortex. While this may have been considered a remote objective when Neuron was launched in 1988, neuroscience has now evolved to a stage where it is possible to decipher neural-circuit mechanisms in the deepest parts of the cortex, far away from sensory receptors and motoneurons. In this review, we show how studies of place cells in the hippocampus and grid cells in the entorhinal cortex may provide some of the first glimpses into these mechanisms. We shall review the events that led up to the discovery of grid cells and a functional circuit in the entorhinal cortex and highlight what we currently see as the big questions in this field--questions that, if resolved, will add to our understanding of cortical computation in a general sense.

The term 'synergy' - from the Greek synergia - means 'working together'. The concept of multiple elements working together towards a common goal has been extensively used in neuroscience to develop theoretical frameworks, experimental approaches, and analytical techniques to understand neural control of movement, and for applications for neuro-rehabilitation. In the past decade, roboticists have successfully applied the framework of synergies to create novel design and control concepts for artificial hands, i.e., robotic hands and prostheses. At the same time, robotic research on the sensorimotor integration underlying the control and sensing of artificial hands has inspired new research approaches in neuroscience, and has provided useful instruments for novel experiments. The ambitious goal of integrating expertise and research approaches in robotics and neuroscience to study the properties and applications of the concept of synergies is generating a number of multidisciplinary cooperative projects, among which the recently finished 4-year European project "The Hand Embodied" (THE). This paper reviews the main insights provided by this framework. Specifically, we provide an overview of neuroscientific bases of hand synergies and introduce how robotics has leveraged the insights from neuroscience for innovative design in hardware and controllers for biomedical engineering applications, including myoelectric hand prostheses, devices for haptics research, and wearable sensing of human hand kinematics. The review also emphasizes how this multidisciplinary collaboration has generated new ways to conceptualize a synergy-based approach for robotics, and provides guidelines and principles for analyzing human behavior and synthesizing artificial robotic systems based on a theory of synergies.

The free-energy principle (FEP) is a formal model of neuronal processes that is widely recognised in neuroscience as a unifying theory of the brain and biobehaviour. More recently, however, it has been extended beyond the brain to explain the dynamics of living systems, and their unique capacity to avoid decay. The aim of this review is to synthesise these advances with a meta-theoretical ontology of biological systems called variational neuroethology, which integrates the FEP with Tinbergen's four research questions to explain biological systems across spatial and temporal scales. We exemplify this framework by applying it to Homo sapiens, before translating variational neuroethology into a systematic research heuristic that supplies the biological, cognitive, and social sciences with a computationally tractable guide to discovery.

In this short paper we survey recent research views in non-traditional brain-computer interfaces. That is, interfaces that can process brain activity input, but that are designed for non-clinical purposes, that are meant to be used by `healthy' users, that process other user input as well, and that even allow input, voluntarily or involuntarily, from multiple users. This is a rather new research and BCI application area. Control of applications can be made more robust by fusing brain activity information with other information, either explicitly provided by a user (such as commands) or extracted from the user by interpreting his or her behavior (movements, posture, gaze, facial expression, nonverbal speech) or sensing (neuro-)physiological characteristics (skin conductivity, heart rate, brain activity). We see also research where brain activity of multiple users is fused to get a (sometimes critical) control task done. We see also the emergence of applications where BCI measurements help to improve group performance, for example, during meetings, or where information obtained from these measurements helps to learn about audience preferences. Multi-brain BCI has also become a paradigm in artistic and game applications. Artistic interactive BCI applications may require audience participation. In game environments brain activity of various players can be used to control or adapt the game. Both competition and collaboration in serious games, entertainment games and artistic installations requires fusion of EEG measurements from different subjects.

As is known for centuries, humans exhibit an electrical profile. This profile is altered through various psychological and physiological processes, which can be measured through biosignals; e.g., electromyography (EMG) and electrodermal activity (EDA). These biosignals can reveal our emotions and, as such, can serve as an advanced man-machine interface (MMI) for empathic consumer products. However, such a MMI requires the correct classification of biosignals to emotion classes. This chapter starts with an introduction on biosignals for emotion detection. Next, a state-of-the-art review is presented on automatic emotion classification. Moreover, guidelines are presented for affective MMI. Subsequently, a research is presented that explores the use of EDA and three facial EMG signals to determine neutral, positive, negative, and mixed emotions, using recordings of 21 people. A range of techniques is tested, which resulted in a generic framework for automated emotion classification with up to 61.31% correct classification of the four emotion classes, without the need of personal profiles. Among various other directives for future research, the results emphasize the need for parallel processing of multiple biosignals. That men are machines (whatever else they may be) has long been suspected; but not till our generation have men fairly felt in concrete just what wonderful psycho-neuro-physical mechanisms they are. William James (1893; 1842 – 1910) A. Fred, J. Filipe, and H. Gamboa (Eds.): BIOSTEC 2009, CCIS 52, pp. 21–47, 2010. c © Springer-Verlag Berlin Heidelberg 2010 22 E.L. van den Broek et al.

The concept of attention as central to human performance extends back to the start of experimental psychology (James 1890), yet even a few years ago, it would not have been possible to outline in even a preliminary form a functional anatomy of the human attentional system. New developments in neuroscience (Hillyard & Picton 1987, Raichle 1983, Wurtz et al 1980) have opened the study of higher cognition to physiological analysis, and have revealed a system of anatomical areas that appear to be basic to the selection of information for focal (conscious) processing. The importance of attention is its unique role in connecting the mental level of description of processes used in cognitive science with the anatomical level common i neuroscience. Sperry (1988, p. 609) describes the central role that mental concepts play in understanding brain function as follows:


Question: An enactive perspective on architectural experience: A neurophysiological viewpoint on embodiment, motivation, and affordances in design.

This paper delves into the pivotal role of the mirror-neuron system in understanding actions performed by others and its critical importance for human survival and social organization. For humans, the ability to comprehend and imitate actions is not only a matter of survival but also the foundation of cultural learning and transmission. Unlike many other species, humans possess a unique capacity for imitation learning, which is deeply rooted in our mirror-neuron system. Here, we explore the neurophysiological underpinnings of this mechanism and its significance in action interpretation and imitation. Initially, we outline the functional attributes of mirror neurons observed in non-human primates, particularly monkeys. Subsequently, we examine the human mirror-neuron system's characteristics, highlighting those that uniquely contribute to our imitative learning abilities. Finally, we discuss the potential link between the mirror-neuron system and the development of language, underscoring the system's role in the complex cognitive processes that underlie human communication and culture.

For many years, the approach taken towards technology design focused on supporting the effective, efficient, and satisfying use of it. The way people use technology has shifted from merely using it to enjoying using it. This paper describes an early approach to understanding user experience in context of technologies (e.g. digital cameras, PDAs, and mobile phones), as well as in more general context such as physical activities e.g. exercising, orienteering, and walking, and in context of diaries. The focus of this paper is on hedonic user experience; that is pleasure, enjoyment, excitement, and fun in the context of technology. This study provides insights into factors contributing to and influencing such experiences and the relationships between them.

In this paper, we introduce a new approach for applying haptic feedback technology to interpersonal communication. We present the design of our prototype inTouch system which provides a physical link between users separated by distance.

'Anticipatory affect' refers to emotional states that people experience while anticipating significant outcomes. Historically, technical limitations have made it difficult to determine whether anticipatory affect influences subsequent choice. Recent advances in the spatio-temporal resolution of functional magnetic resonance imaging, however, now allow researchers to visualize changes in neural activity seconds before choice occurs. We review evidence that activation in specific brain circuits changes during anticipation of monetary incentives, that this activation correlates with affective experience and that activity in these circuits may influence subsequent choice. Specifically, an activation likelihood estimate meta-analysis of cued response studies indicates that nucleus accumbens (NAcc) activation increases during gain anticipation relative to loss anticipation, while anterior insula activation increases during both loss and gain anticipation. Additionally, anticipatory NAcc activation correlates with self-reported positive arousal, whereas anterior insula activation correlates with both self-reported negative and positive arousal. Finally, NAcc activation precedes the purchase of desirable products and choice of high-risk gambles, whereas anterior insula activation precedes the rejection of overpriced products and choice of low-risk gambles. Together, these findings support a neurally plausible framework for understanding how anticipatory affect can influence choice.

In the last decade many studies examined egocentric and allocentric spatial relations. For various tasks, navigators profit from both kinds of relations. However, their interrelation seems to be underspecified. We present four elementary representations of allocentric and egocentric relations (sensorimotor contingencies, egocentric coordinate systems, allocentric coordinate systems, and perspective-free representations) and discuss them with respect to their encoding and retrieval. Elementary representations are problematic for capturing large spaces and situations which encompass both allocentric and egocentric relations at the same time. Complex spatial representations provide a solution to this problem. They combine elementary coordinate representations either by pair-wise connections or by hierarchical embedding. We discuss complex spatial representations with respect to computational requirements and their plausibility regarding behavioral and neural findings. This work is meant to clarify concepts of egocentric and allocentric, to show their limitations, benefits and empirical plausibility and to point out new directions for future research.

We present an adaptive biofeedback game that aims to maintain the player’s arousal by modifying game difficulty in response to the player’s physiological state, as measured with wearable sensors. Our approach models the interaction between human physiology and game difficulty during gameplay as a control problem, where game difficulty is the system input and player arousal its output. We validate the approach on a car-racing game with real-time adaptive game mechanics. Specifically, we use (1) car speed, road visibility, and steering jitter as three mechanisms to manipulate game difficulty, (2) electrodermal activity as physiological correlate of arousal, and (3) two types of control law: proportional (P) control, and proportional-integral-derivative (PID) control. We also propose quantitative measures to characterize the effectiveness of these game adaptations and controllers in manipulating the player’s arousal. Experimental trials with 25 subjects in both open-loop (no feedback) and closed-loop (negative feedback) conditions show statistically significant differences in effectiveness among the three game mechanics and also between the two control laws. Specifically, manipulating car speed provides higher control of arousal levels than changing road visibility or vehicle steering. Our results also confirm that PID control leads to lower error and reduced oscillations in the closed-loop response compared to proportional-only control. Finally, we discuss the theoretical and practical implications of our approach.

How can designers of programming interfaces, interactive tools, and rich social environments enable more people to be more creative more often?

In recent years, abundant evidence from behavioral and cognitive studies and functional-imaging experiments has indicated that individuals come to understand the emotional and affective states expressed by others with the help of the neural architecture that produces such states in themselves. Such a mechanism gives rise to shared representations, which constitutes one important aspect of empathy, although not the sole one. We suggest that other components, including people’s ability to monitor and regulate cognitive and emotional processes to prevent confusion between self and other, are equally necessary parts of a functional model of empathy. We discuss data from recent functional-imaging studies in support of such amodel and highlight the role of specific brain regions, notably the insula, the anterior cingulate cortex, and the right temporo-parietal region. Because this model assumes that empathy relies on dissociable informationprocessing mechanisms, it predicts a variety of structural or functional dysfunctions, depending on which mechanism is disrupted. KEYWORDS—empathy; intersubjectivity; affective sharing; perspective taking; emotion regulation Empathy refers to the capacity to understand and respond to the unique affective experiences of another person. At an experiential level of description, this psychological construct denotes a sense of similarity between one’s own feelings and those expressed by another person. At a basic level of description, empathy can be conceived of as an interaction between any two individuals, with one experiencing and sharing the feeling of the other. This sharing of feelings does not necessarily imply that one will act or even feel impelled to act in a supportive or sympathetic way. The social and emotional situations eliciting empathy can be quite complex, depending on the feelings experienced by the observed person (target), the relationship of the target to the observer, and the context in which they socially interact. In recent years, there has been a growing interest in the cognitive-affective neuroscience of empathy. In this article, we first discuss what the components of this psychological construct are and then present empirical data that can cast some light on the neurocognitive mechanisms subserving empathy, with a special emphasis on the perception of pain in others. THE MAJOR COMPONENTS OF EMPATHY Despite the various definitions of empathy, there is broad agreement on three primary components: (a) an affective response to another person, which often, but not always, entails sharing that person’s emotional state; (b) a cognitive capacity to take the perspective of the other person; and (c) emotion regulation. Some scholars favor a particular aspect over the others in their definitions. For instance, Hoffman (1981) views empathy as a largely involuntary vicarious response to affective cues from another person, while Batson et al. (1997) emphasize people’s intentional role-taking ability, which taps mainly into cognitive resources. These two aspects represent the opposite sides of the same coin: Depending on how empathy is triggered, the automatic tendency to mimic the expressions of others (bottom-up processing) and the capacity for the imaginative transposing of oneself into the feeling and thinking of another (top-down processing) are differentially involved. Moreover, both aspects tap, to some extent, similar neural mechanisms that underpin emotion processing. It is unlikely, however, that the overlap between selfand other representations is absolute. Such a complete overlapping between self and other could lead to personal distress (i.e., a self-focused, aversive response to another’s emotional state). This would consequently hamper the ability to toggle between selfand other perspectives and would not constitute an adaptive behavior. Therefore, self-regulatory processes are at play to prevent confusion between selfand other feelings. Address correspondence to Jean Decety, Department of Psychology, University of Chicago, 5848 S. University Avenue, Chicago, IL 60637; e-mail: decety@uchicago.edu. CURRENT DIRECTIONS IN PSYCHOLOGICAL SCIENCE 54 Volume 15—Number 2 Copyright r 2006 Association for Psychological Science Affective Sharing Between Self and Others A number of theorists have pointed out that empathy involves resonating with another person’s unconscious affect and experiencing that person’s experience along with him or her while keeping one’s own self-integrity intact. Notably, Basch (1983) speculated that, because their respective autonomic nervous systems are genetically programmed to respond in a like fashion, a given affective expression by a member of a particular species sometimes triggers a similar response in other members of that species. The view that unconscious automatic mimicry of a target generates in the observer the autonomic response associated with that bodily state and facial expression subsequently received empirical support from a variety of studies as well as observations from ethologists (Preston & de Waal, 2002). For instance, viewing facial expressions triggers similar expressions on one’s own face, even in the absence of conscious recognition of the stimulus. It was proposed that people may ‘‘catch’’ the emotions of others as a result of feedback generated by elementary motor mimicry of others’ expressive behavior, producing a simultaneous matching emotional experience. Interestingly, Levenson and Ruef (1992) found that a perceiver’s accuracy in inferring a target’s negative emotional states is related to the degree of physiological synchrony between the perceiver and the target. In other words, when the physiological state (e.g., heart rate, muscle activity) of two individuals is more closely matched, they are more accurate at perceiving each other’s feelings. Recently a functional magnetic resonance imaging (fMRI) experiment confirmed these results by showing that when participants are required to observe or to imitate facial expressions of various emotions, increased neurodynamic activity is detected in the brain regions that are implicated in the facial expression of these emotions, including the superior temporal sulcus, the anterior insula, and the amygdala, as well as specific areas of the premotor cortex (Carr, Iacoboni, Dubeau, Mazziotta, & Lenzi, 2003). The similarity between the expression of an emotion and the perception of that emotion has also been demonstrated for disgust. Damage to the insula, a region crucial in monitoring body state, can impair both the experience of disgust and the recognition of social signals (e.g., facial and emotional expression) that convey disgust. Functional neuroimaging studies (see Decety & Jackson, 2004, for review) have later shown that observing facial expressions of disgust and feelings of disgust activated very similar sites in the anterior insula and anterior cingulate cortex (ACC). Altogether these results point to one basic mechanism for social interaction: the direct link between perception and action. Such a system automatically prompts the observer to resonate with the emotional state of another individual, with the observer emulating the motor representations and associated autonomic and somatic responses of the observed target (Preston& deWaal, 2002). This covert mimicry process is responsible for shared affects and feelings between self and other. Developmental research has demonstrated that motor and affective mimicry are active already in the earliest interactions between infants and caregivers, raising the possibility that these processes are hardwired. The expression of pain provides a crucial signal that can motivate helping behaviors in others. Finding out how individuals perceive others in pain is thus an interesting way to decipher the underlying neural mechanisms of empathy. Recently, a handful of fMRI studies have indicated that the observation of pain in others is mediated by several brain areas that are implicated in processing the affective and motivational aspects of one’s own pain. In one study, participants received painful stimuli and observed signals indicating that their partner, who was present in the same room, had received the same stimuli (Singer et al., 2004). The rostral (or anterior) ACC, the insula, and the cerebellum were active during both conditions. In another study, participants were shown photographs depicting body parts in painful or neutral everyday-life situations, and were asked to imagine the level of pain that these situations would produce (Jackson, Meltzoff, & Decety, 2005). In comparison to neutral situations, painful conditions elicited significant activation in regions involved in the affective aspects of pain processing, notably the ACC and the anterior insula. Moreover, analyses taking into account the behavioral responses of participants revealed that the level of activity within the ACC correlated with ratings of pain that subjects ascribed to the different situations. This finding strongly suggests that this region plays a crucial role in affective modulation, which is triggered by the assessment of painful situations. Altogether, these results lend support to the idea that common neural circuits are involved in representing one’s own and others’ affective painrelated states (Fig. 1). Adopting the Perspective of the Other Humans have the capacity to intentionally adopt the subjective perspective of others by putting themselves into other people’s shoes and imagining what they feel. Such a capacity requires that one mentally simulate the other’s perspective using one’s own neural machinery. In one neuroimaging study, the participants were presented with short written sentences that depicted real-life situations likely to induce social emotions (e.g., shame) or other situations that were emotionally neutral (Ruby & Decety, 2004). Participants were each asked to imagine how they would feel if they were in those situatio

Advances in interactive media technologies have reached the stage where users need no longer to act as passive observers. As the technology evolves further we will be able to engage in computer based synthetic performances that mimic events in the real or natural world. Performances in this context refers to plays, films, computer based simulations, engineering mock-ups, etc. At a more fundamental level, we are dealing with complex interactions of the human sensory and perceptual systems with a stimulus environment (covering visual, auditory and other components). Authors or rather directors of these new media environments will exploit computer generated perceptual illusions to convince the person (participant) who is interacting with the system that they are present in the environment. Taken to the limit the participant would not be able to distinguish between being in a real or natural environment compared with being in a purely synthetic environment. Unfortunately, the performance of current technology falls considerably short of even getting even close to providing a faithful perceptual illusion of the real world. Eventually, VR authoring tools will become more sophisticated and it will be possible to produce realistic virtual environments that match more closely with the real world. Some VR practitioners have attempted to collect data that they purport to represent the degree of presence a user experiences. Unfortunately, we do not yet have an agreed definition of presence and seem undecided whether it is a meaningful metric in its own right. This paper will examine the dangers of attempting to measure the 'presence' of a VR system as a one-dimensional parameter. The question of whether presence is a valid measure of a VR system will also be addressed. An important differentiating characteristic of VR systems compared with other human-computer interfaces are their ability to create a sense of 'being-in' the computer generated environment. Other forms of media such as film and TV are also known to induce a sense of 'being-in' the environment. Some VR practitioners have tended to use the term presence to describe this effect This means that people who are engaged in the virtual environment feel as though they are actually part of the virtual environment. In order to be perceptually present in a virtual environment it is first important to understand what it means to be present in the real-world. A good example of real world experience is that of a roller coaster ride. The sensory …

This paper extends the Function-Behaviour-Structure (FBS) framework, which proposed eight fundamental processes involved in designing. This framework did not explicitly account for the dynamic character of the context in which designing takes place, described by the notion of situatedness. This paper describes this concept as a recursive interrelationship between different environments, which, together with a model of constructive memory, provides the foundation of a situated FBS framework. The eight fundamental processes are then reconstructed within this new framework to represent designing in a dynamic world.

Structural MRIs of the brains of humans with extensive navigation experience, licensed London taxi drivers, were analyzed and compared with those of control subjects who did not drive taxis. The posterior hippocampi of taxi drivers were significantly larger relative to those of control subjects. A more anterior hippocampal region was larger in control subjects than in taxi drivers. Hippocampal volume correlated with the amount of time spent as a taxi driver (positively in the posterior and negatively in the anterior hippocampus). These data are in accordance with the idea that the posterior hippocampus stores a spatial representation of the environment and can expand regionally to accommodate elaboration of this representation in people with a high dependence on navigational skills. It seems that there is a capacity for local plastic change in the structure of the healthy adult human brain in response to environmental demands.


Question: An enactive perspective on architectural experience: A neurophysiological view of embodiment, motivation, and affordances in design.

Investigating Mirror Neuron Function in Autism: Insights into Social Deficits and Emotional Processing

This study explores the dysfunction of mirror neurons in children with autism spectrum disorders (ASD) to better understand their social and emotional challenges. High-functioning children with ASD and a matched control group participated in functional magnetic resonance imaging (fMRI) scans while engaging in tasks that involved imitating and observing emotional expressions. Despite comparable task performance between the two groups, children with ASD displayed no mirror neuron activity in the inferior frontal gyrus (pars opercularis), a key region associated with emotional and social processing. Strikingly, the level of activity in this area was negatively correlated with the severity of social deficits in the ASD group, suggesting that a compromised 'mirror neuron system' might be a contributing factor to the social impairments commonly observed in individuals with autism. This finding highlights the critical role of mirror neurons in emotional and social cognition, offering new insights into the neurophysiological underpinnings of autism.

This compendium constitutes a comprehensive overview of presence measures described in the literature so far. It contains both subjective and objective approaches to presence measurement. The theoretical basis of measures is described, along with research in which they have been applied, and other relevant literature. Authors: Joy van Baren and Wijnand IJsselsteijn Project funded by the European Community under the "Information Society Technologies" Programme

Humans can effortlessly recognize others' actions in the presence of complex transformations, such as changes in viewpoint. Several studies have located the regions in the brain involved in invariant action recognition; however, the underlying neural computations remain poorly understood. We use magnetoencephalography decoding and a data set of well-controlled, naturalistic videos of five actions (run, walk, jump, eat, drink) performed by different actors at different viewpoints to study the computational steps used to recognize actions across complex transformations. In particular, we ask when the brain discriminates between different actions, and when it does so in a manner that is invariant to changes in 3D viewpoint. We measure the latency difference between invariant and noninvariant action decoding when subjects view full videos as well as form-depleted and motion-depleted stimuli. We were unable to detect a difference in decoding latency or temporal profile between invariant and noninvariant action recognition in full videos. However, when either form or motion information is removed from the stimulus set, we observe a decrease and delay in invariant action decoding. Our results suggest that the brain recognizes actions and builds invariance to complex transformations at the same time and that both form and motion information are crucial for fast, invariant action recognition. NEW & NOTEWORTHY The human brain can quickly recognize actions despite transformations that change their visual appearance. We use neural timing data to uncover the computations underlying this ability. We find that within 200 ms action can be read out of magnetoencephalography data and that this representation is invariant to changes in viewpoint. We find form and motion are needed for this fast action decoding, suggesting that the brain quickly integrates complex spatiotemporal features to form invariant action representations.

This paper investigates the differences between 3D level designs in 21 popular games. We have developed a framework to analyze 3D level designs based on patterns extracted from level designers and game play sessions. We then use these patterns to analyze several game play sessions. Results of this analysis reveal methods by which designers push and pull players through levels. We discuss an analysis of these patterns in terms of three level affordance configurations, combat, environmental resistance, and mixed goals in 21 different games using one walkthrough play session per game. By looking at the variety of games, we can further explore the level similarities and differences between games.

Recent animal studies reveal ascending nociceptive and descending modulatory pathways that may contribute to the affective-motivational aspects of pain and play a critical role in the modulation of pain. In humans, a reliable pattern of cerebral activity occurs during the subjective experience of pain. Activity within the anterior cingulate cortex and possibly in other classical limbic structures, appears to be closely related to the subjective experience of pain unpleasantness and may reflect the regulation of endogenous mechanisms of pain modulation.

The standard reinforcement learning view of the involvement of neuromodulatory systems in instrumental conditioning includes a rather straightforward conception of motivation as prediction of sum future reward. Competition between actions is based on the motivating characteristics of their consequent states in this sense. Substantial, careful, experiments reviewed in Dickinson & Balleine, 12,13 into the neurobiology and psychology of motivation shows that this view is incomplete. In many cases, animals are faced with the choice not between many different actions at a given state, but rather whether a single response is worth executing at all. Evidence suggests that the motivational process underlying this choice has different psychological and neural properties from that underlying action choice. We describe and model these motivational systems, and consider the way they interact.

tures throughout our history. The paintings at Niaux, Altamira, and Lascaux (Clottes, 1995; Ruspoli, 1986), for example, are known to be about 14,000 years old, but with the recently discovered paintings in the Grotte Chauvet, the origin of representational art appears to have been pushed back even further (Chauvet, Brunel Deschamps, & Hillaire, 1995; Clottes, 1996), to 20,000 years ago if not longer.1 Thus, these paintings date from about the time at which homo sapiens sapiens first appeared in Europe (Nougier, 1969). We should remember these paintings in the context of virtual reality; our fascination with pictures is by no means recent. My intent is threefold: first, to discuss our perception of the cluttered layout, or space, that we normally find around us; second, to discuss the development of representational art up to our current appreciation of it; and third, to apply this knowledge to virtual reality systems. The first discussion focuses on the use of multiple sources of information specifying ordinal depth relations, within the theoretical framework that I have called directed perception (Cutting, 1986, 1991). The second discussion is embedded within the first, but it is steeped in neither history nor art history; instead, it is offered through the peculiar eyes of optics and psychology, particularly psychophysics. The third is addressed to one of the pressing problems of graphics and of virtual reality—how we perceive the layout of the environments that we simulate.

Structures in Spatial Cognition Christopher Habel and Carola Eschenbach University of Hamburg Abstract. The importance of studying spatial cognition in cognitive science is enforced by the fact that the applicability of spatial concepts and spatial expressions is not limited to the spatial domain. We claim that common structures underlying both concrete, physical space and other domains are the basis for using spatial expressions, e.g., prepositions like between, with respect to space as well as time or other domains. This claim opposes the thesis that the common use is based upon an analogy between concrete space and other domains. The development of geometry from Euclid’s Elements to more differentiated systems of diverse geometries and topologies can be perceived of as an example of the transfer from modeling concrete space towards describing abstract spatial structures. The importance of studying spatial cognition in cognitive science is enforced by the fact that the applicability of spatial concepts and spatial expressions is not limited to the spatial domain. We claim that common structures underlying both concrete, physical space and other domains are the basis for using spatial expressions, e.g., prepositions like between, with respect to space as well as time or other domains. This claim opposes the thesis that the common use is based upon an analogy between concrete space and other domains. The development of geometry from Euclid’s Elements to more differentiated systems of diverse geometries and topologies can be perceived of as an example of the transfer from modeling concrete space towards describing abstract spatial structures. 1 The Current Interest in Spatial Cognition: Spatial Representations and Spatial Concepts Human behavior is anchored in space and time. Spatial information, i.e., information about spatial properties of the entities in our environment, about spatial constellations in our surrounding, and about the spatial properties and relations of our bodies with respect to this surrounding, has a central position for human cognition. In the recognition of objects and events by different sensory channels, i.e., in visual, haptic or auditory perception, spatial information is involved. Motor behavior, i.e., locomotion and the movement of the body, is based on such information as well. Beyond perception and motor action, some higher cognitive activities that interact indirectly with the spatial environment are coupled with spatial information, for instance, memory, problem solving and planning (cf. Eilan et al. 1993). The interaction of spatial cognition and other cognitive faculties is also exemplified by the ability to communicate information about spatial properties of the external world, especially about objects or constellations not directly perceivable (cf. Freksa & Habel 1990). The cognitive science method of investigating and explaining cognition based on computation and representation has led to increasing research activities focusing on spatial representations and processes on such representations: * Parts of this paper are based on Habel & Eschenbach (1995). The research reported in this paper was carried out in connection to the project ‘Axiomatik räumlicher Konzepte’ (Ha 1237/7) supported by the Deutsche Forschungsgemeinschaft (DFG). Thanks to an anonymous referee for comments and suggestions for improvements. Address: FB Informatik (AB WSV) and Graduiertenkolleg Kognitionswissenschaft, Universität Hamburg, Vogt-Kölln-Str. 30, D-22527 Hamburg. {habel, eschenbach}@informatik.uni-hamburg.de. • In cognitive psychology spatial concepts are basic for thinking about objects and situations in physical space and therefore the necessary constituents for the integration of the central higher cognitive faculties with sensory, motor and linguistic faculties (cf. Miller 1978, Landau & Jackendoff 1993). • In linguistics spatial concepts are discussed as basic ingredients of the – mental – lexicon; the linguistic approach of cognitive grammar – with Lakoff, Langacker and Talmy as its most influential advocates – is committed to space as the foundation for semantics and for the general grammatical system. • In Artificial Intelligence spatial concepts are the basis for developing representational formalisms for processing spatial knowledge; for example, calculi of Qualitative Spatial Reasoning differ with respect to what their primitive terms are and which spatial expressions are definable on this basis (See, e.g., Freksa 1992, Hernández 1994, and Randell et al. 1992, Schlieder 1995a, b). In the cognitive grammar approach as well as in most other discussions on spatial information the question what the basis of using the term spatial is seems to allow a simple answer: Space is identified with three-dimensional physical space. And by this, the concrete, physical space of our environment is seen as the conceptual and semantic basis for a wide range of linguistic and non-linguistic cognition. Accordingly, spatial concepts concern size, shape or relative location of objects in three-dimensional physical space. This view is based on the judgment that direct interaction with concrete, physical space is the core of our experience and therefore of our knowledge. Our spatial experience leads to groupings among spatial concepts depending on geometrical types of spatial characterizations. Examples of such groups, each of them corresponding to types of experience, are: topological concepts • based on relations between regions and their boundaries • invariant with respect to elastic transformations concepts of ordering • based on relations between objects or regions with respect to the relative position in a spatial constellation. • independent of the extensions and distances of the objects and regions in question metric concepts • include measures of distance and size of objects and regions. 1 Following Miller (1978) we assume that the conceptual structure includes different types of concepts, e.g. concepts for objects, properties and relations. In this sense, spatial relations like touching or betweenness correspond to relational concepts, while shape properties like being round or angular correspond to predicative concepts. 2 See, e.g., Lakoff (1987), Langacker (1986), Talmy (1983). Note that in the initial phase of this framework the term space grammar was used (Langacker 1982). 3 Although it is often claimed that physical space is not concrete but an abstraction based on spatial properties and relations of material bodies, we will use the term concrete space to refer to physical space in contrast to abstract spatial structures referring to less restricted structures (such as topological, ordering or metric spaces) underlying physical space. Aspects of this division are reflected by the contrast between qualitative and quantitative spatial reasoning. The means of qualitative spatial reasoning are in many cases restricted to topological terms (e.g., Randell et al. 1992) and terms of ordering (e.g., Schlieder 1995a, b). An independent dimension of analysis concerns the distinction between concept types and types of spatial entities: On the one hand we deal with spatial relations between objects, their location or relative position. Characteristically these relations are independent of shape and extension, such that they can apply to points idealizing the place of the objects. On the other hand we are concerned with shape properties of extended objects or regions independent of their location. Shape properties are coined by the relative position of object parts among themselves. Concepts of object orientation combine both, shape of extended entities and spatial relations of their parts and other objects. These types of spatial concepts can be subdivided according to the dimension of geometrical type. As a third dimension in classifying spatial concepts, we distinguish between static and dynamic concepts. Whereas the former concern properties and relations without consideration of time and change, the latter reflect the possibility of changes of spatial properties and relations over time. Since trajectories or paths of locomotion processes are extended spatial entities, spatial concepts are applicable to them as well as to material or geographical entities. (See Table 1 for an exemplification of some sections according to the three-dimensional classification scheme).

In the last decade many studies examined egocentric and allocentric spatial relations. For various tasks, navigators profit from both kinds of relations. However, their interrelation seems to be underspecified. We present four elementary representations of allocentric and egocentric relations (sensorimotor contingencies, egocentric coordinate systems, allocentric coordinate systems, and perspective-free representations) and discuss them with respect to their encoding and retrieval. Elementary representations are problematic for capturing large spaces and situations which encompass both allocentric and egocentric relations at the same time. Complex spatial representations provide a solution to this problem. They combine elementary coordinate representations either by pair-wise connections or by hierarchical embedding. We discuss complex spatial representations with respect to computational requirements and their plausibility regarding behavioral and neural findings. This work is meant to clarify concepts of egocentric and allocentric, to show their limitations, benefits and empirical plausibility and to point out new directions for future research.

Whilst external events trigger emotional responses, interoception (the perception of internal physiological states) is fundamental to core emotional experience. By combining high resolution functional neuroimaging with concurrent physiological recordings, we investigated the neural mechanisms of interoceptive integration during free listening to an emotionally salient audio film. We found that cardiac activity, a key interoceptive signal, was robustly synchronised across participants and centrally represented in the posterior insula. Effective connectivity analysis revealed that the anterior insula, specifically tuned to the emotionally salient moments of the audio stream, serves as an integration hub of interoceptive processing: interoceptive states represented in the posterior insula are integrated with exteroceptive representations by the anterior insula to highlight these emotionally salient moments. Our study for the first time demonstrates the insular hierarchy for interoceptive processing during natural emotional experience. These findings provide an ecologically-valid framework for elucidating the neural underpinnings of emotional deficits in neuropsychiatric disorders.

JackIn is a new human-human communication framework for connecting two or more people. With first-person view video streaming from a person (called Body) wearing a transparent head-mounted display and a head-mounted camera, the other person (called Ghost) participates in the shared first-person view. With JackIn, people's activities can be shared and assistance or guidance can be given through other peoples expertise. This can be applied to daily activities such as cooking lessons, shopping navigation, education in craft-work or electrical work, and sharing experiences of sporting and live events. For a better viewing experience with frist-person view, we developed the out-of-body view in which first-person images are integrated to construct a scene around a Body, and a Ghost can virtually control the viewpoint to look around the space surrounding the Body. We also developed a tele-pointing gesture interface. We conducted an experiment to evaluate how effective this framework is and found that Ghosts can understand the spatial situation of the Body.


Question: A wideband dual-polarized L-probe antenna array featuring a hollow structure and an altered ground plane for improved isolation enhancement.

This paper introduces a 2x1 dual-polarized L-probe stacked patch antenna array, which employs an innovative method to achieve superior isolation between the two input ports. The antenna exhibits a 14-dB return loss bandwidth of 19.8%, spanning from 0.808 to 0.986 GHz, applicable to both ports. It boasts an input port isolation of over 30 dB and maintains an average gain of 10.5 dBi throughout this bandwidth. Additionally, the antenna's radiation patterns in both principal planes display a cross-polarization level below -15 dB within the 3-dB beamwidths across the operating frequency band. Given these characteristics, this antenna array is exceptionally well-suited for outdoor base stations, designed to cover the operating bandwidths of both CDMA800 and GSM900 mobile communication systems, ensuring optimal performance and compatibility.

In this paper, the authors proposed a technique to improve the gain, narrow the H-plane beamwidth, and minimize the phase center variations with frequency by utilizing Vivaldi antenna with a protruded dielectric rod. A sample antenna was fabricated and measured, and preliminary measured results are very promising, and in good agreement with the simulation results.

A miniaturized, dual-band, circularly polarized microstrip antenna (CPMA) for satellite mobile phones was designed. Two miniaturized radiation elements using folded structures are stacked vertically to achieve dual bands. Each radiation element shows left-handed circular polarization. The total volume of this dual-band, circularly polarized, microstrip antenna is 46 mm (length) x 24 mm (width) x 13 mm (height). The overall antenna is mounted on a phone-shaped ground plane to fit inside satellite mobile phones.

This paper presents design and simulation of a wide band antenna for base station in the TV White Space (TVWS) spectrum band operating between 470 MHz-700 MHz. Concept of printed Log Periodic Dipole Array (LPDA), which provides wide bandwidth, has been used to realize wide band antenna. The antenna elements are printed on low cost FR4 substrate with εr = 4.4 and tan δ = 0.02. These elements are printed alternatively on both side of the substrate. Total volume of the antenna is 303 × 162.3 × 1.6 mm3. To reduce the size, scaling factor (τ) for this design is considered as 0.89 and the relative spacing (σ) is chosen as 0.054. The antenna is fed at the base of smallest element. The antenna shows an impedance bandwidth for VSWR ≤ 2 in the frequency range of 470 MHz–700 MHz. The gain of this antenna is between 5.3 dB to 6.5 dB in the entire band of operation. The radiation pattern shows end fire behavior with uniform radiation pattern in both E and H-planes with maximum front to back lobe ratio (F/B) of 30 dB.

A double-sided printed bow-tie antenna array fed by balanced Schiffman phase shifter, which used as a reader antenna in ultra-wideband (UWB) location system, is proposed in this paper. The presented antenna has a impedance bandwidth of 3.4-4.4 GHz and a high gain of more than 5dB within the whole bandwidth. Good omnidirectional radiation pattern is obtained in the plane of θ = 15°. Good simulation results are achieved by HFSS.

In this paper, an attempt has been made to improve the gain of a wide-band antenna using two layers of frequency-selective surfaces. It is seen that using two layers it is possible to achieve flat transmission characteristics over a reasonable bandwidth. However with an actual antenna, the gain improvement has at present been achieved over only a small band. It is expected that with further optimization and possibly increasing the number of layers, wide-band gain enhancement can be achieved.

A novel design of dual broadband high gain substrate integrated waveguide (SIW) cavity backed slot array antenna is described. The SIW cavity is design in dominant mode TE10. The proposed antenna is design by two pair of λg/2-resonators cavity backed slot on broad wall of single layer substrate integrated waveguide. To place two pair unequal slot length in stair nature on broad-wall of SIW cavity are responsible to broadening the bandwidth at two different frequency band and also due to arraying nature of slot enhanced the gain. The proposed antenna have Lower frequency bandwidth 4.4% (9.58 GHz–10.02 GHz) and higher frequency bandwidth is 9.49% (10.84 GHz–11.92 GHz) with 10 dB gain at lower band and 9.4 dB gain at higher band. The proposed antenna has high gain, directive radiation field with high FTBR.

A modified topology of the 2-D multibeam antenna array fed by a passive beamforming network (BFN) is proposed by introducing two sets of vertical interconnections into the conventional array configuration. Different from the traditional design, the new array structure can be integrated into multilayered planar substrates conveniently, which has advantages of low loss characteristics, ease of realization, and low fabrication cost for millimeter-wave (mmWave) applications. A  $4\times4$  multibeam antenna array that can generate 16 beams is then designed, fabricated, and measured in order to demonstrate the correctness of the proposed topology. As the crucial components of the design, two kinds of aperture-coupled magnetoelectric dipole antenna elements with multilayered feed structures and three types of vertical interconnections consisting of the vertical substrate integrated waveguides are investigated, respectively. Wide bandwidth of 16.4%, stable radiation beams, and gain up to 14.7 dBi are achieved by the fabricated prototype. The proposed array configuration provides a new mean to implement the relatively large size 2-D multibeam antenna arrays with planar passive BFNs, which would be attractive for future mmWave wireless systems used for 5G communications and other applications.

In this paper, a two element antipodal Vivaldi antenna array in combination with an ultra-wideband (UWB) Wilkinson power divider feeding network is presented. The antennas are placed in a stacked configuration to provide more gain and to limit cross talk between transmit and receive antennas in radar applications. Each part can be realized with standard planar technology. For a single antenna element, a comparison in performance is done between standard FR4 and a Rogers® RO3003 substrate. The antenna spacing is obtained using the parametric optimizer of CST MWS®. The performance of the power divider and the antenna array is analyzed by means of simulations and measurements.

We present a new waveguide slot configuration able to radiate a circular polarization with a very low axial ratio. This configuration is mainly intended as a circularly polarized radiating element to be used in an array. Both left-hand and right-hand circular polarization can be independently obtained and therefore this configuration could be used to realize a polarization agile antenna. The proposed configuration consists of two very closely spaced radiating slots, so a specialized method of moments code has been developed to analyze, in a very effective way, the near-field interaction between such slots. Our method of moments code has been validated against a commercial finite-element method code, and then used to design a number of different circularly polarized radiating elements.

In this paper, stringent requirements imposed on the design of base station antennas for mobile communications are summarized. Conventional techniques for implementing base station antennas are reviewed. The complementary antenna concept of combining an electric dipole with a magnetic dipole is reconsidered. Recently, this kind of antenna has been commonly called a “Huygen's source.” The purpose is to develop wideband unidirectional antennas with stable frequency characteristics and low back radiation. Based on this concept, the magnetoelectric dipole was invented by integrating an electric dipole with an -probe fed shorted quarter-wave patch antenna. A number of magnetoelectric dipoles with different radiation patterns and different polarizations have been developed in recent years. An overview of the characteristics of this new class of complementary antennas is presented. Major design challenges are explained. Finally, a new magnetoelectric dipole that is low in profile and robust in structure is presented. The magnetic dipole part of this antenna is realized by a triangular-shaped loop antenna. The antenna is inherently direct current (dc) grounded, which satisfies the requirement for outdoor applications.