Tuesday, December 31, 2019

The Factors Of Media, Body Satisfaction, And Gender On...

The factors of media, body satisfaction, and gender on weight biases Crista Benton University of Tampa INTRO The stigma against obese indivuduals is now global. It happens at the playground, during job interviews, while applying for graduate school, in court and even at the doctors office. (1-5) There are already well documented differences between weight bias and gender. Aruguete, Yates and Edman found that women tend to internalize their anti fat attitudes, meaning they value thinness within themselves more than others. They become fearful of gaining weight, and tend to have a stronger desire than men to lose weight. Aruguete s sample of women had desires 3 times higher to lose weight than the men. Due to the internalization, women tend to be more dissatisfied with their body and are more likely to engage in risky dietary behaviors. Interalizing antifat attitudes is not related to the dislike of obease individuals. Men externalize their anti-fat attitudes; even overweight men are more likely than women to have a bias against overweight individuals. â€Å" Men value thiness in other people more than they do in themselves. â€Å" A previous study shows that watching 40 minutes of The Biggest Loser increases weight bias. The contestants on the program showed deciation and hard work which contributed to the idea the weight is contorollable which leads to a higher fat bias. When they measured the fat biases, they found that overweight participants displayed aShow MoreRelatedThere is a stigma in our society about obesity in our culture. This issue has increased over the3100 Words   |  13 Pagesreport feelings of obesity mostly as a strong automatic preference for thin people compared to fat people. This stigma is influenced by several different factors, including gender, the media, and attitudes about ones own body. Attitudes toward obesity are different among genders. In a study completed by Aruguete, Yates, and Edman, they found that body dissatisfaction was greater among women than men. They found that women indicated more food limitations than men including dieting more, because of theirRead MoreSocio-Demographic Profile and Problems Encountered by the Heads of Lupong Tagapamayapa in the Municipality of Bayambang6072 Words   |  25 Pagestraits, performance, attributes and individuality they manifest, when recognized and harnessed, can promote peace and reconciliation at the local level where they build consensus through dialogue which promote trust among the members of the governing body and the community. The central feature of the system is the Lupong Tagapamayapa, a community-based conflict resolution effort that is highly supportive of the notions of social ordering and human development. While the speedy administration of justiceRead MoreResearch Report on Impact of Time Management11320 Words   |  46 Pagesthe public to focus on either police processes or outcomes. The person answering this question could in good conscience choose both, neither or perhaps something else entirely. And without additional information, we are unable to determine how much weight the survey respondent gives to specific aspects of police performance. Such questions are like those that ask the public to indicate whether they approve of the job that the president of the United States is doing – without specifying any particularRead MoreAppearance Discrimination in Employment22039 Words   |  89 Pagesâ€Å"beautiful†. Originality/value  Ã¢â‚¬â€œ This is an original and comprehensive paper by the authors. Article Type:    Research paper Keyword(s):    Ethnic minorities; Racial discrimination; Disabilities; Discrimination; Equal opportunities; Gender; â€Å"Lookism†; â€Å"Lookphobia†; United States of America. Journal:    Equality, Diversity and Inclusion: An International Journal Volume:    32 Number:    1 Year:    2013 pp:    83-119 Copyright  ©    Emerald Group PublishingRead MoreStephen P. Robbins Timothy A. Judge (2011) Organizational Behaviour 15th Edition New Jersey: Prentice Hall393164 Words   |  1573 PagesSpecialist: Cathleen Petersen Senior Art Director: Janet Slowik Art Director: Kenny Beck Text and Cover Designer: Wanda Espana OB Poll Graphics: Electra Graphics Cover Art: honey comb and a bee working / Shutterstock / LilKar Sr. Media Project Manager, Editorial: Denise Vaughn Media Project Manager, Production: Lisa Rinaldi Full-Service Project Management: Christian Holdener, S4Carlisle Publishing Services Composition: S4Carlisle Publishing Services Printer/Binder: Courier/Kendallville Cover Printer: Courier/KendalvilleRead MoreDefine the Manager Terrain28443 Words   |  114 Pagesdecision-making process The rational decision maker Limits to rationality Bounded rationality The role of intuition Summary 50 50 56 56 60 61 61 Problems and decisions Summary 64 66 Analysing decision alternatives Decision-making styles, biases and errors Summary 68 70 71 Group decision making Summary 73 75 Unit summary Suggested answers to the self-test questions Suggested answers to the case study questions References 79 81 84 85 Unit 2 1 Overview Unit 2 isRead MoreMarket Analysis of Jeans Industry in Surat17928 Words   |  72 Pagesand food all under one roof. A large young working population with median age of 24 years, nuclear families in urban areas, along with increasing workingwomen population and emerging opportunities in the services sector are going to be the key factors in the growth of the organized Retail sector in India. The growth pattern in organized retailing and in the consumption made by the Indian population will follow a rising graph helping the newer businessmen to enter the India Retail Industry. InRead MoreRacism and Ethnic Discrimination44667 Words   |  179 Pages46 5.4.5 Discrimination in education 47 5.4.6 Discrimination in processes promoted by international cooperation agencies and development aid 48 5.4.7 Discrimination through the media 48 2 of 104 Racism and Ethnic Discrimination in Nicaragua November 2006 5.4.8 The impact of racism on gender relations 5.4.9 Migration and racism 5.4.10 Advance of the agricultural frontier 5.5 Manifestations of ethnic discrimination in the economic sphere 5.5.1 Racism and poverty 5.5.2 Read MoreMarketing Management130471 Words   |  522 Pagesand management Retailing and Wholesaling Integrated Marketing Communication Advertising management Sales promotion Personal selling Public relations Understanding individual consumer behaviour Understanding industrial consumer behaviour Customer satisfaction Customer relationship management Marketing of services Rural marketing Types of marketing research Process of marketing research Tools and Techniques of marketing research Applications of marketing research Preparation of marketing research reportRead MoreMarriage Guidance: Summary Notes19959 Words   |  80 PagesMarriage Guidance – facilitative couples counselling Theme ONE – Understanding couples Intimacy involves: love, affection and caring, deep attachment to another person. The TRIPOD of couple relationships An intimate relationship consists of three factors that form a tripod on which the relationship rests. 1. Passionate attraction (PA) 2. Mutual expectations (ME) 3. Personal intentions (PI) Passionate attractions (PA) → Individual experiences intensely pleasurable sensations when thinking about

Monday, December 23, 2019

The Two Families That I Chose For This Assignment

The two families that I chose for this assignment are the Poteats’ and the Reitans’ because they each embody a different type of sense making. There are three different types of sense-making, there is the family-unit sense-making which I will explain in detail later, there is the Individual sense-making which I will also explain further in detail later, and there is the incomplete sense-making. Incomplete sense making by definition is when no clear understanding emerges at either the family or individual level, it characterizes in one or more members not being engaged in story-telling, active participants attempt to seek out other’s perspectives, but often do not succeed, less development of explanations or interpretation of experiences and lastly minimal participation by one or more members means less turn-taking. (Comm 478 lecture, Oct 9, 2015) The Poteats’ seem to be an individual sense-making family which means that family members participate in storytelling by sharing separate versions of the story and reaching individual conclusions about its meaning. (Comm 478 lecture, Oct 9, 2015) As Tonia and her parents share their story they are not fully engaged, Tonia’s parents seem to engage more with each other than with their daughter. As Tonia explains on how she process and when about telling her parents about her sexual orientation and their reaction to it, it portrait a picture of different perspectives not been quite accept it. Out of the four families shown theShow MoreRelatedMy First Year Of High School1135 Words   |  5 Pagesschool. In my first two years of public school, I found that I didn’t like my teachers and classes. I started ditching to avoid the boredom, hanging out with friends instead of doing schoolwork. My mom noticed me falling so far behind, so she reached out to a friend who worked at a different type of school. I was signed up and started that school in my junior year. I was still far behind, and wasn’t fazed much on the fact that I might not graduate. By the end of junior year, I was spoken to by myRead MoreIntercultural Interview1422 Words   |  6 PagesCOMMUNICATION Ââ€" SPRING 2007 PROFESSOR CIRAULO INTERCULTURAL INTERVIEW PAPER ASSIGNMENT: Achieving competence as an interpersonal communicator in a diverse society is necessary to your personal and professional success. One way to enhance our understanding of interpersonal communication as a relationship-building activity is to engage in first hand dialogue with people from cultures other than your own. This assignment gives you the opportunity to engage in the dual perspective Ââ€" honoring the perspectiveRead MorePersonal Choice And Freedom In The Giver By Lois Lowry861 Words   |  4 Pagesthat he can have a chance at living in freedom. I do not believe personal choice and freedom should be eliminated as in â€Å"The Giver† even if it means I cannot live in Utopia with my family and friends. In â€Å"The Giver† the Utopian society is established based on no personal freedom or choice. For example one rule of the community is that all children at the age of 12 are given assignments of what job they will have for their lives by the elders. This rule restricts freedom and choice by not giving peopleRead MoreMy Experience With A Deep Depression868 Words   |  4 PagesThis assignment was very interesting. I have never had to do something so emotional in my life. On my list, were some of the most important things, people, and places in my life. Therefore, it was very hard to cross these things off of my list. The first three things in which, I had to cross off were, God, my husband, and traveling. I felt horrible that I had to cross off God and my husband off of my list. Plus, they were the first things that were crossed off which, added even more sadness. HoweverRead MoreFactors That I Have Learned Over The Course Of 8 Weeks1036 Words   |  5 PagesOverview of Comp 1 This paper will be an explanation of the various assignments and important factors that I have learned over the course of 8 weeks. When I began Comp 1, I believed that I was fairly good at expressing myself through my writing. This was the first time in ten years that I had taken a Comp class, so I knew I would be a tad rusty, but I had no idea just how behind I had become. 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It wasn’t easy taking the decision to pursue a graduate study, and like all major decisions in one’s life, it comes with challenges, which were of an emotional, financial, and organizational nature in my case. To facilitate success, setting goals is most commonly seen as the way forward. In addition to discussing setting goals and milestones, I will be exposing the challenges met in the roadRead MoreHigh Involvement and Low Involvement Purchase Essay1358 Words   |  6 PagesTrident University International Principles of Marketing, MKT301 Module 1 CASE ASSIGNMENT Select TWO products which you have bought (or rented), ONE a High Involvement purchase, and ONE a Low Involvement purchase, in the following product categories A FOOD GOOD, A SERVICE OR A TRAVEL-RELATED GOOD. First Page Applying the teaching materials, explain why the first product you chose was a High Involvement purchase and why the second was a Low Involvement purchase. (10%) Using the five stageRead MoreDyad Content And Process Content1321 Words   |  6 PagesContent I met with my dyad partner on Saturday September 3, 2016 at approximately 11:30 am. My partner and I had communicated via email to schedule our meeting times and planned for any difficulties that could occur. We had scheduled two scheduled times just in case the first attempt was not successful. And we would give each other a 10min grace period to connect with one another via teleconferencing. During our first scheduled time to meet I knew I was going to be away from home so I was hopingRead MoreA Peace Corps Recruiter, Flora Tano, Who Is Based In Illinois1322 Words   |  6 Pageswhere she was privileged to be a part of high level negotiations. She decided after to join the Peace Corps where she could focus more on the people aspect of diplomacy rather than the government aspect. Her assignment was in China and she spent two years there living in the small town. 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Sunday, December 15, 2019

Simulation of Personal Emotion Experience Free Essays

string(90) " feeling of happiness or of resentment, depending on the relationship between the agents\." Reeves NAS (1996) showed that humans like to communicate with computers as they do with people. Software applications which include models of emotional processes are needed to model the social and emotional aspects of human-machine interaction. Extending classic AAA and logic by adding simulated emotions can be useful to improve the user’s experience in many ways. We will write a custom essay sample on Simulation of Personal Emotion Experience or any similar topic only for you Order Now This chapter will provide a brief overview of existing solutions and models used for artificial emotions (AWE) and present a novel model of emotion simulation (SIMPLEX). Empirical data will be reported on its performance, especially the occurrence of emotions, in a game environment. This chapter concludes with a comment on the usefulness of separating AAA and AWE engendering recent advances in cognitive neuroscience. 2. Models for artificial emotions 2. 1 Historical roots The ass saw what might have been the first debate about emotions and artificial intelligence. The main and – as we know now – most important point was that purely cognitive systems lacked emotions, which strongly influence human thought processes.. Two of the models that emerged at that time will be described here. Simony’s interrupt system Herbert Simon was the first to propose that emotions should be part of a model of cognitive processes (Simon, 1967). His intention was to provide a theoretical inundation for a system incorporating emotions and multiple goals. Within this system, important processes could be interrupted so that more attention went into satisfying important needs (e. G. Hunger, safety). Herbert Simon imagined two parallel systems, one designed to achieve goals (cognition, planning) and one observing the environment for events that require immediate attention (emotions). Indeed, the possibility of interrupting current cognitive processes is 2 Name of the book (Header position 1,5) vital for survival, as it makes it possible to react to threats, but also to pay more attention to one’s surroundings when a threat is expected. Today’s Fungus Eater Another step towards a theory for the computer modeling of emotions was made by the psychologist Mason Toad (Toad, 1982) between 1961 and 1980, with a model called the Fungus Eater. This model resulted in the design of an autonomous robot system and partial implementations. At first, Toad only wanted to create a scenario for a cognitive system that would require concentrating on multiple issues at the same time. In this scenario, the task was collecting as much ore as possible with the help of a mining robot. Operating his robot required energy that could only be gained by collecting a special fungus. Additionally, different Fungus Eaters were competing for the same resources, thus making the scenario more complicated. Toad came to the conclusion that in order to survive on their own, these Fungus Eaters would need to have emotions and to be partially controlled by them. However, Toad named them â€Å"urges† instead of emotions and on closer examination, it is apparent that some of these are actual emotions like joy or anger, while others are needs, goals or motives (e. G. Hunger). 2. 2 Theoretical approach and recent models There are roughly three areas where emotion models are applied. Artificial emotions (AWE) can be used to improve problem-solving in complex environments, as in the early approaches mentioned above. Emotion models can also be used to test psychological emotion theories in experiments using controlled scenarios. Finally, emotions are essential to make computer characters more believable. Emotion models which synthesize and express emotions are necessary to make AAA characters more human- like. These models will be the focus of the next sections as they have inspired our own emotional model. The most influential theoretical approach, COCO, will be presented in detail, as it is the basis of many computational models of emotion. Then, three interesting recent models are briefly described. COCO – a theoretical approach to simulate emotions The COCO model by Retort, Color and Collins is an emotion theory based on appraisal which was explicitly developed to offer a foundation for artificial emotion systems (Retort, Color, Collins, 1988). Its authors succeeded as it inspired many modern models and approaches to artificial emotions. The basis of the model is that emotions are reactions to the attributes of objects, to vents or to actions. Note that internal events (like bodily sensations or memories) which are a part of most modern emotion theories are neglected in the COCO approach. Objects, events and actions are evaluated in an appraisal process based on specific criteria, and result in multiple emotions of different intensities. Figure 1 gives an overview of the COCO approach. Appraising the aspects of objects requires the agent to have attitudes (tastes or preferences) in order to decide whether the object is appealing or not. This appraisal process results in either love or hate. Chapter Title (Header position 1,5) 3 Fig. 1. The COCO model Events, or rather consequences of events, are appraised by analyzing their impact on the agent’s goals. This determines the desirability of events. The degree of desirability depends on how much closer to or further away from achieving the goal the agent will be after the event. The emotions of Joy and distress are direct results of desirable and undesirable events, considering the consequences they have for the agent himself. Some emotions, like for example pity, are triggered when processing events that have consequences for other agents. An open issue is whether this appraisal should be based upon the agent’s own goals or rather the other agent’s goals. How much should an agent be empathic if another one looses something that is not important to the first agent? In an attempt to solve this issue, abstract goals were introduced (such as for example, not losing property). It eventually became clear that it is very important to keep the goals general and abstract, to avoid having to define too many specific goals. The emotions triggered by reacting to other agents’ good or bad fortune depend on how well-liked they are. Another agent’s bad fortune can trigger pity or gloating, while happy events can result in either feeling of happiness or of resentment, depending on the relationship between the agents. You read "Simulation of Personal Emotion Experience" in category "Papers" Appraising an event also means evaluating its prospects – hoping or fearing that something will or will not occur. Prospect-based emotions include disappointment and relief. The intensity of these emotions is usually based on the intensity of the preceding hope or fear. The criterion used to appraise the actions of agents is their praiseworthiness, which is based on the agent’s standards. Generally, praiseworthy actions cause pride and blameworthy actions cause shame, if the agent himself is the one acting. When the actions of other agents are 4 appraised, the emotions triggered are admiration or reproach. Standards can be as complex as attitudes (aspects of objects) and goals (consequences of events), and are almost as subjective and individual. Again, the problem of listing them was solved by describing actions in an abstract way. An interesting phenomenon is the ability of feeling proud or ashamed of someone else’s actions. Simply put, the closer an agent feels related to the acting agent(s), the more he will identify with him in appraising is actions. Examples of this phenomenon (called the strength of the cognitive unit) can range from parents being proud of their child to soccer fans being ashamed of their team’s performance. One of the many practical implementations of COCO is the model by Stapler PETA (1999). They constructed a virtual agent which emotion architecture links discrete emotions categories to 14 action response categories, comprising a large range of individual actions. The COCO emotion model is also partly congruent with Nice Fried’s renewed theory of emotions (Afraid, 1986). For more details on emotion theory, see Trace Kessler (2003). Artificial Emotion Engine The aim of the Emotion Engine (E) is to control the behavior of an artificial agent in complex scenarios. It is made of three layers- emotions, mood and personality (Wilson, 2000). If an emotion is triggered, the actions will be based on this emotion. When emotions are not triggered, the engine bases its actions on the current mood; when no mood is activated, then personality serves as a basis for behavior. The emotion engine is based on the FEE model, which is a three-dimensional space, describing personality traits in terms of Extroversion, Fear and Aggression. Within this space, an area around the point representing an artificial agent’s personality is determined and all traits located inside this area are considered to be available to the specific character. For Wilson, the FEE is congruent with the three central systems of the human brain which according to Gray (Gray McLaughlin, 1996) determine behavior: the Approach system, the Behavior Inhibition system and the Fight/Flight system. These three basic dimensions are intuitive, which makes programming easy. Different personalities trigger some moods more frequently than others: extroversion s linked to good moods, and fear to negative moods. Aggression affects the speed of mood changes. Reward and punishment signals work as the main inputs, and this is comparable with the desirability of events in COCO. Inputs are adjusted based on personality, but also on how often this input occurred before. An agent can get used to a certain input, and this lowers the impact it will eventually have (habituation). On the contrary, a rare or unprecedented input will have more effect (novelty). Needs are organized hierarchically. Physiological needs, such as hunger, thirst, and the need for warmth and energy are the most important. Each of these needs can become a priority, as when for example a very hungry agent will consider eating as his most important goal. Safety, affiliation and esteem needs are the remaining layers. While physiological needs are the most important, the order of the other layers can vary, depending on what is more important to the agent. Memory is very limited; an agent only remembers how much he likes the other agents. In the same way, in COCO, sympathy is used to cause different emotions for liked and disliked entities. Only the six basic emotions of fear, anger, Joy, sadness, disgust and surprise can be triggered. This might appear like a limited selection compared to the 24 emotions of COCO, but given the reactive nature of emotions in this model (working without inner events and 5 triggers) and since some emotion theorists consider the broad spectrum of emotions as mixtures of these basic emotions, this is quite a sensible choice. Personality is used to adjust the intensity or the frequency of the occurrence of emotions, so that a character with personality that is â€Å"low in Fear† will simply not experience as much fear as others. FLAME The Fuzzy Logic Adaptive Model of Emotion (FLAME) is partially based on COCO, but hat differentiates FLAME from other models is the use of fuzzy logic. This results in a relatively simple appraisal process. FLAME can integrate multiple emotions at the same time (in a process called emotional filtering), as emotions at times inhibit one another. For example, imagine an agent feeling Joy and pride because he Just obtained a new position, but who at the same time feels anger, because a relative of the boss of the company was given a higher position than himself. At this point, his anger may prevent him from feeling joy any longer. When opposite emotions occur, FLAME lets the stronger emotion inhibit the weaker one(s), giving a slightly stronger weight to negative emotions. Another way to handle conflicting emotions is through mood, which is determined by comparing the intensities of positive and negative emotions over the last few steps. If the summed up intensities of positive emotions are higher than that of the negative emotions, then the mood will be positive. If a positive and a negative emotion of comparable intensities occur at the same time, the mood determines which of these emotions will inhibit the other one. As there is little research about the decay of emotions, FLAME uses a simple constant cay, though positive emotions decay faster than negative emotions. FLAME does not make it possible to implement an agent’s personality; instead, differences in behavior are created through learning. For example, an agent may learn that reacting in an angry way will enable him to reach his goals, thus enticing him to be more choleric. FLAME implements multiple types of learning, such as classical conditioning (associating expectations with objects) which occurs in many situations, triggering fear or hope. Another type of learning is learning about consequences of actions or events. This is simple whenever an action directly causes a result. For example, learning that eating will result in feeling less hungry is rather trivial. In the case of more complex causal relations over time, FLAME is using Q-learning, a form of reinforcement learning. Another form of learning, quite similar to model learning, is the ability to recognize patterns in the behavior of a user by observing sequences of actions. For this type of learning, FLAME simply counts the occurrences of sequences. The last type of learning in FLAME, but one of the most important, is learning about the value of actions. Remember that COCO relies on the praiseworthiness of actions, which is based on the agent’s standards. In FLAME, these standards are not predefined knowledge, but they are learned from the interaction between users. Using learning instead of predefined knowledge seems like a very sensible way to avoid most of the troubling issues that come with using COCO. Additionally, learning allows agents to adjust, which makes them all the more believable. ALMA The intention in designing A Layered Model of Affect (ALMA) was to control agents in conversational scenarios. In interactive game or learning environments, the artificial harassers display facial expressions of emotions and moods through their postures to 6 appear more believable. Emotions, moods and personalities are implemented and interact with each other. Events and actions are described in terms of abstract tags which are then evaluated during the appraisal process and describe things like for example the expressed emotion or gesture accompanying an action or simply if something is a good or bad event. As ALMA is aimed at conversations, an action is often a statement. Hence, there are tags to describe the kind of statement, for example if it was an insult or a compliment. In addition, ALMA requires defining personality profiles for each agent. Essentially, these profiles already contain the desirability and praiseworthiness the agent assigns to certain tags. Since our own emotion model shares some features with ALMA (see below) a key difference should be pointed out. In SIMPLEX we considered it impractical to explicitly specify this information, as this would have limited the model to a small number of agents. So instead of using tags, our model requires to specify goals and their priorities for an agent, where generic goals can be used for all agents. Events still need to be scribed in a special way, but this is reduced too relatively objective list of which agents goals are affected and in which way. All other information like praiseworthiness is automatically derived from this and the agent’s personality. Although this approach is providing less control over an agent’s appraisal process, it is better suited for a generic system meant to be used with minimal extra effort. 3. SIMPLEX – Simulation of Personal Emotion Experience 3. Overview SIMPLEX is a context-independent module to create emotions as a result of primary application (environment) events. Goals, emotions, mood-states, personality, memory and relationships between agents have been modeled so they could interact as in real life. Figure 2 shows an overview of the model. SIMPLEX is based on the COCO model by Retort, Color and Collins (1988) in that it creates discrete emotions by appraising events based on the desirability of their consequences and the praiseworthiness of the actions of agents. The appraisal process was modified by including the personality of virtual agents. The personality component is based on the Five Factor Model (FM) introduced by psychologists McCrae Costa (1987), which includes extroversion, conscientiousness, agreeableness, neurotics and openness. The personality module influences the emotion module on multiple levels during appraisal processes and in the development of mood-states. Other important aspects of the model are mood-states and relationships. Mood- states are represented in a three-dimensional space which dimensions are pleasure, arousal and dominance (Bradley Lang, 1994), and they are based on active or recently experienced emotions (implemented by pull-functions). In the absence of motions, a mood state will slowly gravitate back to a default mood-state based on the agent’s personality. A mood-state also functions as a threshold to determine whether an emotion is strong enough to become active at a given time. Relationships are handled as if they were mood-states towards other agents (for instance a player in a game scenario): they are based on emotions caused by other agents and they can be considered as a simplified way to store memories of experiences with these agents. They are used as thresholds as well; for example, an agent will be more likely to become angry at another agent towards when their legislation is in the range of negative valence. 7 Fig. 2. The emotion module SIMPLEX Personality (long-term), mood-state (mid-term) and emotions (short-term) thus represent three levels of the emotion module that interact with each other in order to create believable agents. Events from the scenario serve as the model’s inputs. They are appraised according to the COCO algorithm (see figure 1). This appraisal is influenced by the agent’s goals, his personality and his relationships with other agents. At the end of an appraisal one or several discrete emotions are generated. These emotions and the current mood-state are represented in the same three- dimensional PAD space: on the one hand, the emotion(s) serve(s) as an attractor for the recent mood-state position (pull function). On the other hand, the closer an emotion is located to the current mood-state, the more probable it will be that the emotion will be activated. The speed at which the mood-state changes, is influenced by the agent’s neurotics (a personality variable). Additionally, emotions that are caused by other agents will influence another mood-state representation (stored on another PAD space) representing the relationship with that agent. Thus, every agent has specific relationships with other agents, which influences his behavior towards others. Emotions, mood-states and relationships with other agents are the outputs of the model and can be used by the AAA application. Originally, the PAD space was designed to represent emotions in a dimensional rather than a discrete way (Russell, 1978). In our model, PAD is used as a common space where three different constructs (discrete COCO emotions, continuous mood- states and personality), are represented in order to be handled together by the SIMPLEX algorithm. An agent’s current mood-state is thus the result of a mathematical function which takes into account the default mood (defined by personality), the pulling behavior of COCO emotion(s) triggered by appraisals, and weighed factors influencing movement speed (see equation 1). Mood-state = f(PADDED, Paternosters, Filter) 8 3. 2 Basic components Mood-state represented in the PAD-Space (Pleasure-Arousal-Dominance) Beyond discrete emotions, which are typically short-term, mood-states are a powerful way to model emotional shifts and explain affective influences over longer periods of time. To implement mood-states in our model, we chose to use Russell three-dimensional space to describe emotions (Russell, 1978) and Meridian’s concept of how emotions are linked to personality traits (Meridian, 1996). The dimension of Pleasure encompasses valence ranging from very positive to very negative. Arousal is an indicator of how intensely something is perceived, or of how much it affects the organism. Dominance is a measure of experienced control over the situation. For example, a different degree of dominance can make the difference between fear and anger. Both of these emotions are states of negative valence and sigh arousal, but not feeling in control is what differentiates fear from anger. When an agent is angry, it is because he believes he can have a potential influence. Although emotions are triggered by COCO appraisals and are therefore discrete, they are handled in a continuous three-dimensional space by SIMPLEX. The advantage of treating emotions in this way and not Just as a fixed set of possible emotions is that it makes it possible to represent emotions that do not even have a name. It also creates the possibility to combine emotions, mood-state and personality in one space. First, a ordinate in PAD space can obviously represent an agent’s mood-state. But emotions and personalities can also be described in terms of Pleasure, Arousal and Dominance values. For example, the value of arousal can be not only the degree of arousal associated with a specific emotion, but also the restorability of a person. Meridian (1996) gives specific names to the resulting different octants in PAD-space and describes the diagonally opposite octants as Exuberant/Bored, Dependent/ Disdainful, Relaxed/Anxious, Docile/Hostile. Thus mood-states are not points but octants of the Bedspread. However, positioning a personality (based on FM) within a PAD-space could have been a rather difficult task, since there is no mathematically- correct way to make the conversion. Luckily, this transformation can be based upon empirical data. Meridian provided such a conversion table from FM to PAD after correlation analyses of questionnaires measuring both constructs in healthy subjects (Meridian, 1996). Five Factor Model of Personality (FM) The implementation of personality is a key factor when creating believable agents that differ from each other. COCO already offers a few possibilities: different goals, tankards and attitudes automatically result in differences during the appraisal process. However, since personality goes beyond preferences, it was necessary to find a model of personality that made it possible to adjust the appraisal process, to shift the agent’s perception and to influence mood-states. The model chosen for SIMPLEX was the Five Factor Model (McCrae Costa, 1987). After years of research, an agreement emerged that five groups of traits are sufficient to describe a personality. Using self-report questionnaires with multiple items, a personality profile can be provided for each individual scoring high or low in each of he five factors (this approach is called â€Å"dimensional†). In the case of our model, the value for each factor can be typed in when defining the artificial agent. 9 Agreeableness refers to a tendency to cooperate and to compromise, in order to interact with others in an agreeable way. High agreeableness often means having a positive outlook on human nature, assuming people to be good rather than bad. Low agreeableness is essentially selfishness, putting your own needs above the needs of others and not caring about the consequences your actions might have for others. Conscientiousness is usually high in people who plan a lot, who think everything through, and who are very tidy or achievers. Extreme cases can appear to be compulsive or pedantic. The opposite personality trait includes sloppiness or ignoring one’s duties. Extroversion can be a measure of how much people experience positive emotions. An enthusiastic and active person that enjoys company and attention is extroverted, while a quiet individual who needs to spend more time alone is introverted. Neurotics is partly an opposite of Extroversion in being a tendency to experience negative emotions. However, being neurotic also means being more sensitive in general, and reacting emotionally to unimportant events that wouldn’t usually trigger a response. Neurotics can be prone to mood swings and tend to be more negative in their interpretation of situations. Low neurotics means high emotional stability and describes calm people who are not easily upset. Finally, those scoring high on Openness to Experience are creative and curious individuals, interested in art and more in touch with their own emotions than others. Those scoring low on that dimension are conservative persons with few interests, hey prefer straight and simple things rather than fancy ones, and they do not care about art or science. It is suspected that Openness can be influenced by education. 3. 3 Technical implementation The appraisal process and the generation of emotions There are three categories of inputs to the appraisal process of the emotion model: consequences of events, actions of agents and objects (see the COCO model in figure 1). The following section will describe the respective mechanisms applied when mapping each type of input to emotions. Each event handled by a character is first adjusted according to the agent’s rationality. First, the consequences are adjusted based on the agent’s neurotics. As neurotic people tend to see things more negatively, consequences are rated worse than what they actually are. The factor by which neurotics can reduce the desirability of events is adjustable. Note that all personality traits are in the range [-1; 1], so that negative neurotics actually makes consequences more positive. In real life, positive people could think â€Å"it could have been worse†. The desirability of events is determined by (predefined) goals during the event appraisal. A goal consists of two aspects: relevance [O; 1] and state of realization [O; 1], which means to which percentage the goal is already achieved. Afterwards, the praiseworthiness of actions is determined. Basically, the more positive consequences an action has, the more praiseworthy it is considered to be. Sympathy plays a role in this process, as it is added to positive values and subtracted from negative ones. Consequences for self are considered to be more important than consequences for others, which are currently factored in at 50% of their value. 0 After the adjusted values for all consequences have been summed up, unconsciousness is used to obtain the final result, by being scaled and subtracted. Thus the more conscientious an agent is, the harder it will be to commit an action positive enough to be deemed praiseworthy. This applies to both actions of other agents and actions of the agent himself. Agreeableness works the opposite way, but only for the actions of others. This is based on the psychological notion that agreeable people tend to be more forgiving in order to get along with others. Apart from having a different weight, factoring in agreeableness has the same results as active conscientiousness. The remaining factors serving as parameters for the action (responsibility, unexpectedness, publicizes) are averaged and used to scale the result of the above calculations. Finally, as cost is attempted to be derived from consequences for self, it is subtracted, before the calculated praiseworthiness is averaged over the number of consequences or rather the number of affected agents. The resulting value of praiseworthiness is used as the intensity for admiration or reproach, depending on whether it is positive or negative. If the agent is appraising his own actions, the motions are pride or shame instead of admiration and reproach. Once the praiseworthiness has been calculated, a search is conducted through the list of prospects for all the ones that are active and that match the name of the event. For each, the prospect appraisal function is called, which determines the net desirability by multiplying it with the affected goal’s relevance. This value will be compared to the expected desirability for this event. The simplest situation is when a positive consequence was expected but a negative one occurs. This would obviously cause disappointment. However, this is also the case if a very high desirability was hoped for and the actual consequences are less positive, but still not negative. Having a hope fulfilled results in satisfaction. If an event has exactly the expected consequences, it results in the full intensity for the emotion. The intensity of emotions is the product of the determined quality of the event and of the intensity of the prospects. For example, if there was very little hope, there cannot be strong satisfaction. Which emotion is created depends on the kind of prospect and on the sign of the quality value. Hope and positive quality result in satisfaction, hope and negative quality in disappointment, fear and positive quality in fears-confirmed and fear and negative quality in relief. After the prospect appraisal is done, short term or one-shot prospects (only valid for one round) are removed. Appraisal concerning Joy and distress is done for each consequence affecting the agent himself, while appraisal for pity/gloating and happy-for/resentment is done for the remaining consequences. How to cite Simulation of Personal Emotion Experience, Papers

Friday, December 6, 2019

Enternal nutrition in icu Essay Example For Students

Enternal nutrition in icu Essay Enteral and Parenteral Nutrition in the Critical Care Setting Management of patient nutrition has long been a topic of controversy. Questing of timing, route of administration and composition of feeding solution constituents are several variables that share a lack of consensus. There is a 50% rate of malnutrition cited in hospitalized patients. Many states associated with critical care admissions have altered metabolic rates. Some examples of increased catabolism are multiple injury trauma, sepsis, organ failure (CHF, ARF, RF), and ventilator dependent status. It is important to assess for a history of such hyper- or altered metabolic states like Diabetes Melitus, Alcoholism, Renal Failure, and COPD. Over feeding is associated with: immunosuppression, hyperglycemia, liver dysfunction and refeeding syndrome. EnteralNo associated immune suppression, no associated infection complications, easier to maintain electrolyte balance. ParenteralImmune suppression (the converse is also true- malnutrition also causes immune suppression), fatty liver, potential for pneumothorax, line infections, loss of gut barrier, hyperosmolality, refeeding syndrome Feeding tubes great option, if the gut works, use it. Prealbumin (2-3 day t1/2) Transferrin (8-10 day t1/2) Albumin (14-20 day t1/2) Nitrogen balance studies can aid in the clinical picture of nutrition status although there is not any clinical evidence of their effect on morbidity and mortality BMI = (weight in kg) / (height in meters) MEE (measured energy expenditure) 104.67 146. 54 kj/kg can be used to estimate the avg. daily caloric requirement Mifflin-St Jeor formula REE = 9.99 x weight + 6.25 x height 4.92 x age + 166 x sex (males, 1; females, 0) 161. Simplification of this formula REE (males) = 10 x weight (kg) + 6. 25 x height (cm) 5 x age (y) + 5; REE (females) = 10 x weight (kg) + 6.25 x height (cm) 5 x age (y) 161. Harris-Benedict equation Males BEE (kcal) = 66.5 + 13.8 x weight (kg) + 5 x height (cm) 6.8 x age (yrs) Females Males BEE (kcal) = 655. 1 + 9.6 x weight (kg) + 1.8 x height (cm) 4.7 x age (yrs) Indirect calorimetry (metabolic cart) measures the CO2 produced and the O2 consumed. Also gives the RQ (respiratory quotient) a value 1 suggests carbohydrate oxidation and overfeeding. Specific Requirements in TPN Protein In the ICU a stressed patient can tolerate 1-1. 5 g/kg of protein per day at 4 kcal/g Carbohydrates Allocate 40-55% of total calories as Dextrose in TPN solution 3.4 kcal/g Lipids 0.5-1 g/kg per day or 20-30% of total calories per day at 9 kcal/g Fluids An estimate of fluid needs in TPN solution is 30 ml/kg to begin Renal Failure Vitamin D Alcoholism Thiamine, Folate, Niacin, B12 Liver Failure A, E, K Although research has not shown evidence for the use of BCAA (Branched chain amino acids their use in liver failure, and other protein intolerant states can be justified. References: Mifflin MD, St. Jeor ST, Hill LA, Scott BJ, Daugherty SA, Koh YO. A new predictive equation for resting energy expenditure in healthy individuals. Am J Clin Nutr. 1990; 51:241 -247 Ireton-Jones Carol, Robbyn Kindle, Effects of Home Parenteral Nutrition on Resting Metabolic Rate: A Case Study. Nutrition in Clinical Practice , Vol. 19, No. 6, 637-639 Stone Sue MD, Nutritional Support of the Critically Ill and Injured Patient, Crit Care Clin 01-JAN-2004; 20(1): 135-57 ASPEN Board of Directors. Guidelines for use of parenteral and enteral nutrition in adult and pediatric patients. J Parenter Enteral Nutr 2002;26(1 Suppl):1SA- 138SA .