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Imitative Learning
Imitative learning is a type of social learning whereby new behaviors are acquired via imitation. Imitation aids in communication, social interaction, and the ability to modulate one's emotions to account for the emotions of others, and is "essential for healthy sensorimotor development and social functioning". The ability to match one's actions to those observed in others occurs in humans and animals; imitative learning plays an important role in humans in cultural development. Imitative learning is different from observational learning in that it requires a duplication of the behaviour exhibited by the model, whereas observational learning can occur when the learner observes an unwanted behaviour and its subsequent consequences and as a result learns to avoid that behaviour. Imitative learning in animals On the most basic level, research performed by A.L. Saggerson, David N. George, and R.C. Honey showed that pigeons were able to learn a basic process that would lead to the ...
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Social Learning Theory
Social learning theory is a psychological theory of social behavior that explains how people acquire new behaviors, attitudes, and emotional reactions through observing and imitating others. It states that learning is a cognitive process that occurs within a social context and can occur purely through observation or direct instruction, even without physical practice or direct reinforcement. In addition to the observation of behavior, learning also occurs through the observation of rewards and punishments, a process known as vicarious reinforcement. When a particular behavior is consistently rewarded, it will most likely persist; conversely, if a particular behavior is constantly punished, it will most likely desist. The theory expands on traditional behaviorism, behavioral theories, in which behavior is governed solely by reinforcements, by placing emphasis on the important roles of various internal processes in the learning individual. Albert Bandura is widely recognized for develop ...
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Observe
Observation in the natural sciences is an act or instance of noticing or perceiving and the acquisition of information from a primary source. In living beings, observation employs the senses. In science, observation can also involve the perception and recording of data via the use of scientific instruments. The term may also refer to any data collected during the scientific activity. Observations can be qualitative, that is, the absence or presence of a property is noted and the observed phenomenon described, or quantitative if a numerical value is attached to the observed phenomenon by counting or measuring. Science The scientific method requires observations of natural phenomena to formulate and test hypotheses. It consists of the following steps: # Ask a question about a phenomenon # Make observations of the phenomenon # Formulate a hypothesis that tentatively answers the question # Predict logical, observable consequences of the hypothesis that have not yet been investigated ...
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Behavioral Concepts
Behavior (American English) or behaviour (British English) is the range of actions of individuals, organisms, systems or artificial entities in some environment. These systems can include other systems or organisms as well as the inanimate physical environment. It is the computed response of the system or organism to various stimuli or inputs, whether internal or external, conscious or subconscious, overt or covert, and voluntary or involuntary. While some behavior is produced in response to an organism's environment (extrinsic motivation), behavior can also be the product of intrinsic motivation, also referred to as "agency" or "free will". Taking a behavior informatics perspective, a behavior consists of actor, operation, interactions, and their properties. This can be represented as a behavior vector. Models Biology Definition Behavior may be defined as "the internally coordinated responses (actions or inactions) of whole living organisms (individuals or groups) to ...
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Reward Function
Reinforcement learning (RL) is an interdisciplinary area of machine learning and optimal control concerned with how an intelligent agent should take actions in a dynamic environment in order to maximize a reward signal. Reinforcement learning is one of the three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input-output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead, the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge) with the goal of maximizing the cumulative reward (the feedback of which might be incomplete or delayed). The search for this balance is known as the exploration–exploitation dilemma. The environment is typically stated in the form of a Markov decision process (MDP), as many reinforcement learning algorithms use dynam ...
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Reinforcement Learning
Reinforcement learning (RL) is an interdisciplinary area of machine learning and optimal control concerned with how an intelligent agent should take actions in a dynamic environment in order to maximize a reward signal. Reinforcement learning is one of the three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning differs from supervised learning in not needing labelled input-output pairs to be presented, and in not needing sub-optimal actions to be explicitly corrected. Instead, the focus is on finding a balance between exploration (of uncharted territory) and exploitation (of current knowledge) with the goal of maximizing the cumulative reward (the feedback of which might be incomplete or delayed). The search for this balance is known as the exploration–exploitation dilemma. The environment is typically stated in the form of a Markov decision process (MDP), as many reinforcement learning algorithms use dyn ...
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Robotics
Robotics is the interdisciplinary study and practice of the design, construction, operation, and use of robots. Within mechanical engineering, robotics is the design and construction of the physical structures of robots, while in computer science, robotics focuses on robotic automation algorithms. Other disciplines contributing to robotics include electrical engineering, electrical, control engineering, control, software engineering, software, Information engineering (field), information, electronics, electronic, telecommunications engineering, telecommunication, computer engineering, computer, mechatronic, and materials engineering, materials engineering. The goal of most robotics is to design machines that can help and assist humans. Many robots are built to do jobs that are hazardous to people, such as finding survivors in unstable ruins, and exploring space, mines and shipwrecks. Others replace people in jobs that are boring, repetitive, or unpleasant, such as cleaning, ...
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Blue Whale Challenge
Blue Whale Challenge (), also known simply as the Blue Whale, is a social network phenomenon dating from 2016 that is claimed to exist in several countries. It is a "game" reportedly consisting of a series of tasks assigned to players by administrators over a 50-day period, initially innocuous before introducing elements of self-harm and the final challenge requiring the player to commit suicide. "Blue Whale Challenge" first attracted news coverage in May 2016 in an article in the Russian newspaper ''Novaya Gazeta'' that linked many unrelated child suicides to membership of group "F57" on the Russian-based VK social network. A wave of moral panic swept Russia. The piece was criticised for attempting to make a causal link where none existed, and none of the suicides were found to be a result of the group's activities. Claims of suicides connected to the game have been reported worldwide, but none have been confirmed. The game has reportedly been banned in some countries, includin ...
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Werther Effect
''Werther'' is an opera (''drame lyrique'') in four acts by Jules Massenet to a French libretto by Édouard Blau, Paul Milliet and Georges Hartmann (who used the pseudonym Henri Grémont). It is loosely based on Goethe's epistolary novel ''The Sorrows of Young Werther'', which was based both on fact and on Goethe's own early life. Earlier examples of operas using the story were made by Kreutzer (1792) and Pucitta (1802). Milnes R. Werther. In: ''The New Grove Dictionary of Opera''. Macmillan, London and New York, 1997. Performance history Massenet started composing ''Werther'' in 1885, completing it in 1887. He submitted it to Léon Carvalho, the director of the Paris Opéra-Comique, that year, but Carvalho declined to accept it on the grounds that the scenario was too serious. With the disruption of the fire at the Opéra-Comique and Massenet's work on other operatic projects (especially ''Esclarmonde''), it was put to one side, until the Vienna Opera, pleased with the success ...
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Conformity
Conformity or conformism is the act of matching attitudes, beliefs, and behaviors to social group, group norms, politics or being like-minded. Social norm, Norms are implicit, specific rules, guidance shared by a group of individuals, that guide their interactions with others. People often choose to conform to society rather than to pursue personal desires – because it is often easier to follow the path others have made already, rather than forging a new one. Thus, conformity is sometimes a product of group communication. This tendency to conform occurs in small groups and/or in society as a whole and may result from subtle unconscious influences (predisposed mental state, state of mind), or from direct and overt social pressure. Conformity can occur in the presence of others, or when an individual is alone. For example, people tend to follow social norms when eating or when watching television, even if alone. Solomon Asch, a social psychologist whose obedience research remains a ...
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Emulation (observational Learning)
In emulation learning, subjects learn about parts of their environment and use this to achieve their own goals and is an observational learning mechanism (sometimes called social learning mechanisms). In this context, emulation was first coined by child psychologist David Wood in 1988. In 1990 "emulation" was taken up by Michael Tomasello to explain the findings of an earlier study on ape social learning. The meaning of the term emulation has changed gradually over time. Emulation is different from imitation - because emulation focuses on the action's environmental results instead of a model's action themselves. The fidelity of an observational learning mechanism is expected to have profound implications for its capacity for cultural transmission. Emulation is argued by some to produce only fleeting fidelity - though this is still being discussed. History of the term In the original version, emulation referred to observers understanding objects in their potential to help them achi ...
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Learning Bias
The inductive bias (also known as learning bias) of a learning algorithm is the set of assumptions that the learner uses to predict outputs of given inputs that it has not encountered. Inductive bias is anything which makes the algorithm learn one pattern instead of another pattern (e.g., step-functions in decision trees instead of continuous functions in linear regression models). Learning involves searching a space of solutions for a solution that provides a good explanation of the data. However, in many cases, there may be multiple equally appropriate solutions. An inductive bias allows a learning algorithm to prioritize one solution (or interpretation) over another, independently of the observed data. In machine learning, the aim is to construct algorithms that are able to learn to predict a certain target output. To achieve this, the learning algorithm is presented some training examples that demonstrate the intended relation of input and output values. Then the learner is s ...
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Behavior
Behavior (American English) or behaviour (British English) is the range of actions of Individual, individuals, organisms, systems or Artificial intelligence, artificial entities in some environment. These systems can include other systems or organisms as well as the inanimate physical environment. It is the computed response of the system or organism to various stimuli or inputs, whether internal or external, conscious or subconscious, overt or covert, and voluntary action, voluntary or Volition (psychology), involuntary. While some behavior is produced in response to an organism's environment (extrinsic motivation), behavior can also be the product of intrinsic motivation, also referred to as "agency" or "free will". Taking a behavior informatics perspective, a behavior consists of actor, operation, interactions, and their properties. This can be represented as a behavior Euclidean vector, vector. Models Biology Definition Behavior may be defined as "the internally coordin ...
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