Multi-graph-Based Intent Hierarchy Generation to Determine Action Sequence

Author(s):  
Hrishikesh Kulkarni
Author(s):  
Rachel M. Brown ◽  
Erik Friedgen ◽  
Iring Koch

AbstractActions we perform every day generate perceivable outcomes with both spatial and temporal features. According to the ideomotor principle, we plan our actions by anticipating the outcomes, but this principle does not directly address how sequential movements are influenced by different outcomes. We examined how sequential action planning is influenced by the anticipation of temporal and spatial features of action outcomes. We further explored the influence of action sequence switching. Participants performed cued sequences of button presses that generated visual effects which were either spatially compatible or incompatible with the sequences, and the spatial effects appeared after a short or long delay. The sequence cues switched or repeated across trials, and the predictability of action sequence switches was varied across groups. The results showed a delay-anticipation effect for sequential action, whereby a shorter anticipated delay between action sequences and their outcomes speeded initiation and execution of the cued action sequences. Delay anticipation was increased by predictable action switching, but it was not strongly modified by the spatial compatibility of the action outcomes. The results extend previous demonstrations of delay anticipation to the context of sequential action. The temporal delay between actions and their outcomes appears to be retrieved for sequential planning and influences both the initiation and the execution of actions.


Author(s):  
Heecheol Kim ◽  
Masanori Yamada ◽  
Kosuke Miyoshi ◽  
Tomoharu Iwata ◽  
Hiroshi Yamakawa

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Xilei Zhang ◽  
Xingxun Jiang ◽  
Xiangyong Yuan ◽  
Wenming Zheng

AbstractThe majority of human behaviors are composed of automatic movements (e.g., walking or finger-tapping) which are learned during nurturing and can be performed simultaneously without interfering with other tasks. One critical and yet to be examined assumption is that the attention system has the innate capacity to modulate automatic movements. The present study tests this assumption. Setting no deliberate goals for movement, we required sixteen participants to perform personalized and well-practiced finger-tapping movements in three experiments while focusing their attention on either different component fingers or away from movements. Using cutting-edge pose estimation techniques to quantify tapping trajectory, we showed that attention to movement can disrupt movement automaticity, as indicated by decreased inter-finger and inter-trial temporal coherence; facilitate the attended and inhibit the unattended movements in terms of tapping amplitude; and re-organize the action sequence into distinctive patterns according to the focus of attention. These findings demonstrate compelling evidence that attention can modulate automatic movements and provide an empirical foundation for theories based on such modulation in controlling human behavior.


Pragmatics ◽  
2011 ◽  
Vol 21 (3) ◽  
pp. 393-410 ◽  
Author(s):  
Elizabeth Holt

In this article I explore the relationship between laugh responses and the turns which they orient to. I consider whether it is possible to identify properties of the prior turns that the recipient may be orienting to in laughing. Thus, I begin by briefly exploring the relationship between laughter and humour in interaction. But I point to some of the difficulties in identifying what it is that makes some discourse humorous, and I argue that laughter is not simply a reaction to the perception of humour. Laughter should be considered as an action in its own right, the occurrence of which may have nothing to do with the presence of humour. Consequently, I consider the notion of the “laughable” and whilst I agree that “(v)irtually any utterance or action could draw laughter, under the right (or wrong) circumstances” (Glenn 2003: 49), I argue it is often possible to identify recurrent properties of turns treated as laughables. These properties concern the design, action and the sequential position of the turns. Thus, it seems that speakers draw from a range of resources in constructing laughables. I illustrate this by exploring a collection of instances of figurative phrases followed by laugh responses from telephone calls. I argue that in responding with laughter, recipients may orient to a cluster of properties in the prior turn. However, because laughter is an action with its own sequential implications, rather than simply a response to a prior turn, whether a recipient orients to a prior candidate laughable by laughing will depend on the nature of his or her contribution to the action sequence.


1987 ◽  
Vol 10 (3) ◽  
pp. 175-188 ◽  
Author(s):  
Edna Barenbaum ◽  
Phyllis Newcomer ◽  
Barbara Nodine

In this study of children's ability to write stories, written compositions were classified by means of a system consisting of the following categories: story, primitive story, action sequence, descriptive, and expressive. Three groups of children served as subjects: learning disabled, low achievers, and normal achievers in grades 3, 5 and 7. Findings permit conclusions pertaining to (a) the performance of the three ability groups; (b) the relationship between age / grade and writing ability; (c) the continuum of composition categories used; (d) composition consistency; and (e) effect of task on performance. Specifically, the percentages of the various composition categories varied according to subjects' age and learning capacity. Also, the structure of the writing tasks and the length of compositions produced by the subjects were found to relate to story category.


2019 ◽  
Author(s):  
Blake Porter ◽  
Kristin L. Hillman

AbstractHere we present a novel effort-based task for laboratory rats: the weight lifting task (WLT). Studies of effort expenditure in rodents have typically involved climbing barriers within T-mazes or operant lever pressing paradigms. These task designs have been successful for neuropharmacological and neurophysiological investigations, but both tasks involve simple action patterns prone to automatization. Furthermore, high climbing barriers present risk of injury to animals and/or tethered recording equipment. In the WLT, a rat is placed in a large rectangular arena and tasked with pulling a rope 30 cm to trigger food delivery at a nearby spout; weights can be added to the rope in 45 g increments to increase the intensity of effort. As compared to lever pressing and barrier jumping, 30 cm of rope pulling is a multi-step action sequence requiring sustained effort. The actions are carried out on the single plane of the arena floor, making it safer for the animal and more suitable for tethered equipment and video tracking. A microcontroller and associated sensors enable precise timestamping of specific behaviors to synchronize with electrophysiological recordings. The rope and reward spout are spatially segregated to allow for spatial discrimination of the effort zone and the reward zone. We validated the task across five cohorts of rats (total n=35) and report consistent behavioral metrics. The WLT is well-suited for neuropharmacological and/or in vivo neurophysiological investigations surrounding effortful behaviors, particularly when wanting to probe different aspects of effort expenditure (intensity vs. duration).


eLife ◽  
2019 ◽  
Vol 8 ◽  
Author(s):  
Briac Halbout ◽  
Andrew T Marshall ◽  
Ali Azimi ◽  
Mimi Liljeholm ◽  
Stephen V Mahler ◽  
...  

Efficient foraging requires an ability to coordinate discrete reward-seeking and reward-retrieval behaviors. We used pathway-specific chemogenetic inhibition to investigate how rats’ mesolimbic and mesocortical dopamine circuits contribute to the expression and modulation of reward seeking and retrieval. Inhibiting ventral tegmental area dopamine neurons disrupted the tendency for reward-paired cues to motivate reward seeking, but spared their ability to increase attempts to retrieve reward. Similar effects were produced by inhibiting dopamine inputs to nucleus accumbens, but not medial prefrontal cortex. Inhibiting dopamine neurons spared the suppressive effect of reward devaluation on reward seeking, an assay of goal-directed behavior. Attempts to retrieve reward persisted after devaluation, indicating they were habitually performed as part of a fixed action sequence. Our findings show that complete bouts of reward seeking and retrieval are behaviorally and neurally dissociable from bouts of reward seeking without retrieval. This dichotomy may prove useful for uncovering mechanisms of maladaptive behavior.


10.2196/21855 ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. e21855
Author(s):  
Maria Cutumisu ◽  
Simran K Ghoman ◽  
Chang Lu ◽  
Siddhi D Patel ◽  
Catalina Garcia-Hidalgo ◽  
...  

Background Neonatal resuscitation involves a complex sequence of actions to establish an infant’s cardiorespiratory function at birth. Many of these responses, which identify the best action sequence in each situation, are taught as part of the recurrent Neonatal Resuscitation Program training, but they have a low incidence in practice, which leaves health care providers (HCPs) less prepared to respond appropriately and efficiently when they do occur. Computer-based simulators are increasingly used to complement traditional training in medical education, especially in the COVID-19 pandemic era of mass transition to digital education. However, it is not known how learners’ attitudes toward computer-based learning and assessment environments influence their performance. Objective This study explores the relation between HCPs’ attitudes toward a computer-based simulator and their performance in the computer-based simulator, RETAIN (REsuscitation TrAINing), to uncover the predictors of performance in computer-based simulation environments for neonatal resuscitation. Methods Participants were 50 neonatal HCPs (45 females, 4 males, 1 not reported; 16 respiratory therapists, 33 registered nurses and nurse practitioners, and 1 physician) affiliated with a large university hospital. Participants completed a demographic presurvey before playing the game and an attitudinal postsurvey after completing the RETAIN game. Participants’ survey responses were collected to measure attitudes toward the computer-based simulator, among other factors. Knowledge on neonatal resuscitation was assessed in each round of the game through increasingly difficult neonatal resuscitation scenarios. This study investigated the moderating role of mindset on the association between the perceived benefits of understanding the terminology used in the computer-based simulator, RETAIN, and their performance on the neonatal resuscitation tasks covered by RETAIN. Results The results revealed that mindset moderated the relation between participants’ perceived terminology used in RETAIN and their actual performance in the game (F3,44=4.56, R2=0.24, adjusted R2=0.19; P=.007; estimate=–1.19, SE=0.38, t44=–3.12, 95% CI –1.96 to –0.42; P=.003). Specifically, participants who perceived the terminology useful also performed better but only when endorsing more of a growth mindset; they also performed worse when endorsing more of a fixed mindset. Most participants reported that they enjoyed playing the game. The more the HCPs agreed that the terminology in the tutorial and in the game was accessible, the better they performed in the game, but only when they reported endorsing a growth mindset exceeding the average mindset of all the participants (F3,44=6.31, R2=0.30, adjusted R2=0.25; P=.001; estimate=–1.21, SE=0.38, t44=−3.16, 95% CI –1.99 to –0.44; P=.003). Conclusions Mindset moderates the strength of the relationship between HCPs’ perception of the role that the terminology employed in a game simulator has on their performance and their actual performance in a computer-based simulator designed for neonatal resuscitation training. Implications of this research include the design and development of interactive learning environments that can support HCPs in performing better on neonatal resuscitation tasks.


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