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Edita: Creative Codeworks

congresos:ecsi

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European Conference on Social Intelligence

Barcelona, November 3-5, 2014

Web del Congreso: http://ecsi.sintelnet.eu/
Proceedings: http://ceur-ws.org/Vol-1283/
Organizado por European Network for Social Intelligence (SINTELNET)
Sourcebook: http://www.sintelnet.eu/wiki/index.php/Sourcebook

Social intelligence is a general term at the intersection between different disciplines including philosophy, social science - sociology, economics, legal science, etc. - and computer science. Broadly speaking, social intelligence is the capacity to understand others and to act rationally and emotionally in relations with others. This is an ability that not only human but also artificial agents have, as modelled in artificial intelligence and agent-based research in particular.

The interactions between philosophy, social sciences and computer science around social intelligence are manifold, and many concepts and theories from social science have found their way into artificial intelligence and agent-based research. In the latter, coordination and cooperation between largely independent, autonomous computational entities are modelled. Conversely, logical and computational models and their implementations have been used in the social sciences to help improve simulations, hypotheses and theories. Among the most prominent subjects at the interface are action and agency, communicative interaction, group attitudes, socio-technical epistemology and social coordination. In computer science, these concepts from social science are sometimes deployed at a more metaphorical level rather than in the form of rigorous implementations of the “genuine” concepts and their corresponding theories. Equally, the computer models used in social science are not always convincing.

The aim of the European Network for Social Intelligence (SINTELNET, 2011-2014) is to help build a shared perspective at the intersection of the above fields, to identify challenges and opportunities for cross-disciplinary collaboration, to provide guidelines for research and policy-making and to kindle partnerships among participants. The aim of the European Conference on Social Intelligence is to provide a productive meeting ground for researchers from the above fields. Topics of interest include but are not limited to:

  • Action and agency
  • Mental attitudes (e.g., beliefs, desires, goals, intentions)
  • Dynamics of mental attitudes (at individual and collective level)
  • Argumentation theory
  • Cooperation and coordination
  • Social epistemology and ontology
  • Epistemic game theory
  • Theory of signalling
  • Norms and normative systems
  • Group attitudes, collective reasoning, collective intentionality
  • Theories of artefacts and technical design
  • Socio-technical systems
  • Trust and reputation
  • Speech act theory
  • Epistemic and evolutionary aspects of conventions
  • Emotions and affective phenomena
  • Social influence
  • Social power and social dependence

Contactos

http://www.ia.urjc.es/~dpearce/

Keynotes

Reason-based Rationalization, Christian List

http://personal.lse.ac.uk/LIST/

Dependencia del contexto por parte del agente.

Deviations from classical rationality: Bounded (framing effects) vs sophisticated rationality (politeness)

Distinguish between the context and the array of options from this context.

Properties: (x,K) option-context pairs Property System: all the options an agent has available

REASON-BASED MODEL explain an agent choice function pair of

  • motivation salience function
  • fundamental preference relation

Contexts with the same context properties induce the same motivationally salient properties This model explains

Ability to predict future choices

CAPTURE THE COGNITIVE PROCESSES BEHIND THOSE DECISIONS

El estado de animo del agente puede caracterizarse como una opcion mas del contexto

Este modelo se propone con un esqueleto formal (formal shell) que puede ser rellenado con elementos procedentes de la sociologia y la psicologia

Perceptual and Behavioural Consequences of Virtual Embodiment, Mel Slater

Mel Slater, ICREA Universidad de Barcelona

VR: Respond to events and situations in immersive virtual reality. Sirve para estudiar el uso del cuerpo y su papel en la percepcion porque no estas moviendo un raton con los dedos sino que como la experiencia es inmersiva mueves todo el cuerpo porque estas dentro de la situacion.

Hay ciertos aspectos de la mente/cerebro que no conocen la diferencia entre entornos simulados y reales y actuan como si fuera real aunque el individuo sepa que es simulado. Entornos de VR se usan para estudiar la respuesta ante la violencia, algo imposible con experimentos reales (ej. violencia en el futbol o estudios clasicos eticamente problematicos electroshock). VR es eficaz para estudiar dilemas morales aunque la representacion visual no sea realista.

Seminal Milgram paper. El problema del experimento de Milgram es que hacía pensar a la gente que era real y por tanto el experimento incluía más factores de los que se pretendían estudiar. En VR todo el mundo sabe que el experimento es simulado y aún así actúan COMO SI fuera real. Este hecho elimina aspectos morales complejos del que se somete al experimento y se estudian solo aquellos aspectos más intrínsecos.

Body Ownership: induced by multisensory contradictory data

  • The Pinoccio Illusion (Lackner 1998)
  • The Rubber Hand Illusion. Visual-Tactile Synchronisation (Botvinick & Cohen 1998,Nature) prioperceptive drift
  • Illusory Agency. Ver a un cuerpo que asumes tuyo porque se mueve en sincronizacion con el tuyo hacer algo por su cuenta hace que pienses que efectivamente tú lo has hecho. Visiomotor sync “Este es mi cuerpo y habló por tanto yo hablé”.

EMBODIMENT IN A ROBOT, BEAMING (Star Trek), se puede hacer mediante VR. Poseer el cuerpo de un robot en un lugar distante hace pensar al que lo posee que efectivamente está en ese lugar distante.

Peliculas: Código fuente, Avatar

La tesis de Andy Clark de la mente extendida se relaciona con esta capacidad de la mente de incorporar elementos externos al cuerpo como si fueran propios y a usarlos en los procesos cognitivos.

Body ownership

  • can be achieved through multisensory illusion
  • has consequences depending on the form of the body
  • contributes to agency

THESIS: the body has a semantics

The issue of AGENCY crucial to understand as we become replaced more and more by avatars and robots.

Computer games related to violence? literature very divided. Falta investigación sobre la posible relación entre videojuegos inmersivos y violencia. Con la aparición de Oculus Rift se va a facilitar este estudio.

Índice de ponencias

Keynote: Intelligence vs. Self-organization in an Hybrid Society, Cristiano Castellfranchi

congresos/ecsi.1427886172.txt.gz · Última modificación: 2015/04/01 11:02 por Joaquín Herrero Pintado