Behavior informatics

From Wikipedia, the free encyclopedia

Behavior informatics (BI) is the informatics of behaviors so as to obtain behavior intelligence and behavior insights.[1]

Different from applied behavior analysis [2] from the psychological perspective, BI builds computational theories, systems and tools to qualitatively and quantitatively model, represent, analyze, and manage behaviors of individuals, groups and/or organizations [1].

BI is built on classic study of behavioral science,[3] including behavior modeling, applied behavior analysis, behavior analysis, behavioral economics, and organizational behavior. Typical BI tasks consist of individual and group behavior formation, representation,[4] computational modeling,[5] analysis,[6] learning,[7] simulation,[8] and understanding of behavior impact, utility, non-occurring behaviors etc. for behavior intervention and management.

Behavior analytics[]

Behavior informatics covers behavior analytics which focuses on analysis and learning of behavioral data.

Behavior[]

From an Informatics perspective, a behavior consists of four key elements: actors (behavioral subjects and objects), operations (actions, activities) and interactions (relationships), and their properties. A behavior can be represented as a behavior vector, all behaviors of an actor or an actor group can be represented as behavior sequences and multi-dimensional behavior matrix.

See also[]

References[]

  1. ^ Cao, Longbing (2010). "In-depth Behavior Understanding and Use: the Behavior Informatics Approach". Information Science. 180 (17): 3067–3085. arXiv:2007.15516. doi:10.1016/j.ins.2010.03.025.
  2. ^ Fisher, Wayne W.; Piazza, Cathleen C.; Roane, Henry S. (eds.) (2011). Handbook of Applied Behavior Analysis. The Guilford Press.CS1 maint: extra text: authors list (link)
  3. ^ Hinkle, D.E.; Wiersma, W.; Jurs, S.G. (2002). Applied Statistics for the Behavioral Sciences: Applying Statistical Concepts. Wadsworth Publishing.
  4. ^ Wang, Can; et al. (2015). "Formalization and Verification of Group Behavior Interactions". IEEE Transactions on Systems, Man, and Cybernetics: Systems. 45 (8): 1109–1124. doi:10.1109/TSMC.2015.2399862.
  5. ^ Ilgen, D.R.; Hulin., C.L. (Eds.) (2000). Computational Modeling of Behavior in Organizations: The Third Scientific Discipline. American Psychological Association.CS1 maint: extra text: authors list (link)
  6. ^ Pierce, W.D.; Cheney, C.D. (2008). Behavior Analysis and Learning. Psychology Press.
  7. ^ Xu, Y.S.; Lee, K.C. (2005). Human Behavior Learning and Transfer. CRC Press.
  8. ^ Zacharias, G.L.; MacMillan, J. (Eds.) (2008). Behavioral Modeling and Simulation: From Individuals to Societies. National Academies Press.CS1 maint: extra text: authors list (link)
Retrieved from ""