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在可变不确定性水平下对与新奇性相关的情绪进行建模:一种贝叶斯方法。

Modeling Emotions Associated With Novelty at Variable Uncertainty Levels: A Bayesian Approach.

作者信息

Yanagisawa Hideyoshi, Kawamata Oto, Ueda Kazutaka

机构信息

Design Engineering Laboratory, Department of Mechanical Engineering, The University of Tokyo, Tokyo, Japan.

Creative Design Laboratory, Department of Mechanical Engineering, The University of Tokyo, Tokyo, Japan.

出版信息

Front Comput Neurosci. 2019 Jan 24;13:2. doi: 10.3389/fncom.2019.00002. eCollection 2019.

Abstract

Acceptance of novelty depends on the receiver's emotional state. This paper proposes a novel mathematical model for predicting emotions elicited by the novelty of an event under different conditions. It models two emotion dimensions, arousal and valence, and considers different uncertainty levels. A state transition from before experiencing an event to afterwards is assumed, and a Bayesian model estimates a posterior distribution as being proportional to the product of a prior distribution and a likelihood function. Our model uses Kullback-Leibler divergence of the posterior from the prior, which we termed information gain, to represent arousal levels because it corresponds to surprise, a high-arousal emotion, upon experiencing a novel event. Based on Berlyne's hedonic function, we formalized valence as a summation of reward and aversion systems that are modeled as sigmoid functions of information gain. We derived information gain as a function of prediction errors (i.e., differences between the mean of the posterior and the peak likelihood), uncertainty (i.e., variance of the prior that is proportional to prior entropy), and noise (i.e., variance of the likelihood function). This functional model predicted an interaction effect of prediction errors and uncertainty on information gain, which we termed the arousal crossover effect. This effect means that the greater the uncertainty, the greater the information gain for a small prediction error. However, for large prediction errors, greater uncertainty means a smaller information gain. To verify this effect, we conducted an experiment with participants who watched short videos in which different percussion instruments were played. We varied uncertainty levels by using familiar and unfamiliar instruments, and we varied prediction error magnitudes by including congruent or incongruent percussive sounds in the videos. Event-related potential P300 amplitudes and subjective reports of surprise in response to the percussive sounds were used as measures of arousal levels, and the findings supported the hypothesized arousal crossover effect. The concordance between our model's predictions and our experimental results suggests that Bayesian information gain can be decomposed into uncertainty and prediction errors and is a valid measure of emotional arousal. Our model's predictions of arousal may help identify positively accepted novelty.

摘要

对新奇事物的接受程度取决于接受者的情绪状态。本文提出了一种新颖的数学模型,用于预测在不同条件下由事件新奇性引发的情绪。它对两个情绪维度——唤醒度和效价进行建模,并考虑不同的不确定性水平。假定存在从经历事件之前到之后的状态转变,并且贝叶斯模型估计后验分布与先验分布和似然函数的乘积成比例。我们的模型使用后验相对于先验的库尔贝克-莱布勒散度(我们称之为信息增益)来表示唤醒水平,因为它对应于在经历新奇事件时的惊讶,一种高唤醒情绪。基于伯利恩的享乐函数,我们将效价形式化为奖励和厌恶系统的总和,这些系统被建模为信息增益的Sigmoid函数。我们将信息增益推导为预测误差(即后验均值与最大似然之间的差异)、不确定性(即与先验熵成比例的先验方差)和噪声(即似然函数的方差)的函数。这个功能模型预测了预测误差和不确定性对信息增益的交互作用,我们称之为唤醒交叉效应。这种效应意味着不确定性越大,对于小的预测误差信息增益就越大。然而,对于大的预测误差,更大的不确定性意味着更小的信息增益。为了验证这种效应,我们对观看演奏不同打击乐器短视频的参与者进行了一项实验。我们通过使用熟悉和不熟悉的乐器来改变不确定性水平,并通过在视频中包含一致或不一致的打击声音来改变预测误差大小。与事件相关的电位P300振幅和对打击声音的惊讶主观报告被用作唤醒水平的指标,研究结果支持了假设的唤醒交叉效应。我们模型的预测与实验结果之间的一致性表明,贝叶斯信息增益可以分解为不确定性和预测误差,并且是情绪唤醒的有效度量。我们模型对唤醒的预测可能有助于识别被积极接受的新奇事物。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4c6d/6353852/5a98c3bf119c/fncom-13-00002-g0001.jpg

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