919 research outputs found

    Synthesizing Skeletal Motion and Physiological Signals as a Function of a Virtual Human's Actions and Emotions

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    Round-the-clock monitoring of human behavior and emotions is required in many healthcare applications which is very expensive but can be automated using machine learning (ML) and sensor technologies. Unfortunately, the lack of infrastructure for collection and sharing of such data is a bottleneck for ML research applied to healthcare. Our goal is to circumvent this bottleneck by simulating a human body in virtual environment. This will allow generation of potentially infinite amounts of shareable data from an individual as a function of his actions, interactions and emotions in a care facility or at home, with no risk of confidentiality breach or privacy invasion. In this paper, we develop for the first time a system consisting of computational models for synchronously synthesizing skeletal motion, electrocardiogram, blood pressure, respiration, and skin conductance signals as a function of an open-ended set of actions and emotions. Our experimental evaluations, involving user studies, benchmark datasets and comparison to findings in the literature, show that our models can generate skeletal motion and physiological signals with high fidelity. The proposed framework is modular and allows the flexibility to experiment with different models. In addition to facilitating ML research for round-the-clock monitoring at a reduced cost, the proposed framework will allow reusability of code and data, and may be used as a training tool for ML practitioners and healthcare professionals

    The Effects of Diagrams and Relational Complexity on User Performance in Conditional Probability Problems in a Non-Learning Context

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    Many disciplines in everyday life depend on improved performance in conditional probability problems. Most adults struggle with conditional probability problems and several prior studies have shown participant accuracy is less than 50%. This study examined user performance when aided with computer-generated Venn and Euler type diagrams in a non-learning context. Despite the prevalence of research into diagrams and extensive research into conditional probability problem solving, this study is one of the only studies to apply theories of working memory to predict user performance in conditional probability problems with diagrams. Following relational complexity theory, this study manipulated problem complexity in computer generated diagrams and text-only displays to improve user performance and perceptions of satisfaction. Partially consistent with the study hypotheses, complex visuals outperformed complex text-only displays and simple text-only displays outperformed complex text-only displays. However, a significant interaction between users’ spatial ability and the use of diagram displays led to a degradation of low-spatial user performance in the diagram displays when compared to high spatial users. Participants with less spatial ability were significantly impaired in their ability to solve conditional probability problems when aided by a diagram

    Animation From Instructions

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    We believe that computer animation in the form of narrated animated simulations can provide an engaging, effective and flexible medium for instructing agents in the performance of tasks. However, we argue that the only way to achieve the kind of flexibility needed to instruct agents of varying capabilities to perform tasks with varying demands in work places of varying layout is to drive both animation and narration from a common representation that embodies the same conceptualization of tasks and actions as Natural Language itself. To this end, we are exploring the use of Natural Language instructions to drive animated simulations. In this paper, we discuss the relationship between instructions and behavior that underlie our work and the overall structure of our system. We then describe in some what more detail three aspects of the system - the representation used by the Simulator, the operation of the Simulator and the Motion Generators used in the system

    Artificial general intelligence: Proceedings of the Second Conference on Artificial General Intelligence, AGI 2009, Arlington, Virginia, USA, March 6-9, 2009

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    Artificial General Intelligence (AGI) research focuses on the original and ultimate goal of AI – to create broad human-like and transhuman intelligence, by exploring all available paths, including theoretical and experimental computer science, cognitive science, neuroscience, and innovative interdisciplinary methodologies. Due to the difficulty of this task, for the last few decades the majority of AI researchers have focused on what has been called narrow AI – the production of AI systems displaying intelligence regarding specific, highly constrained tasks. In recent years, however, more and more researchers have recognized the necessity – and feasibility – of returning to the original goals of the field. Increasingly, there is a call for a transition back to confronting the more difficult issues of human level intelligence and more broadly artificial general intelligence

    Reasoning about Goal-Plan Trees in Autonomous Agents: Development of Petri net and Constraint-Based Approaches with Resulting Performance Comparisons

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    Multi-agent systems and autonomous agents are becoming increasingly important in current computing technology. In many applications, the agents are often asked to achieve multiple goals individually or within teams where the distribution of these goals may be negotiated among the agents. It is expected that agents should be capable of working towards achieving all its currently adopted goals concurrently. However, in doing so, the goals can interact both constructively and destructively with each other, so a rational agent must be able to reason about these interactions and any other constraints that may be imposed on them, such as the limited availability of resources that could affect their ability to achieve all adopted goals when pursuing them concurrently. Currently, agent development languages require the developer to manually identify and handle these circumstances. In this thesis, we develop two approaches for reasoning about the interactions between the goals of an individual agent. The first of these employs Petri nets to represent and reason about the goals, while the second uses constraint satisfaction techniques to find efficient ways of achieving the goals. Three types of reasoning are incorporated into these models: reasoning about consumable resources where the availability of the resources is limited; the constructive interaction of goals whereby a single plan can be used to achieve multiple goals; and the interleaving of steps for achieving different goals that could cause one or more goals to fail. Experimental evaluation of the two approaches under various different circumstances highlights the benefits of the reasoning developed here whilst also identifying areas where one approach provides better results than the other. This can then be applied to suggest the underlying technique used to implement the reasoning that the agent may want to employ based on the goals it has been assigned

    A unified approach to planning support in hierarchical coalitions

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    Evaluating the effects of hand drawing on the conceptual process and the implications for final design solutions.

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    As students become dependent on computer aided design programs to execute projects, they abandon the use of hand drawing in every aspect of the design process. Despite the prevalence of technology in the field, professionals continue to value hand drawing as a part of the ideation process and its role in the development of design abilities. The purpose of this study is to examine drawing as a communicative tool for use in the conceptual design process and its implications related to the success of final design solutions. Design programs perpetuate the notion that proficiency in hand drawing and the use of digital design software are mutually exclusive. This sentiment is echoed in studies where benefits of hand drawing are analyzed through the production of a refined artifact as opposed to content, attempting to distinguish one method as superior. Findings provide little direction as to the ways in which faculty emphasize drawing as a tool for communication and its implications for the success of project outcomes. Junior-level interior design students (n=8) participated in a mixed-method study, where the effects of hand drawing as a part of the conceptual design process were examined against the success of the final design solutions. Data from semi-structured interviews and final design presentations were analyzed within the context of instructor feedback and individual student grades to explore a positive correlation between engagement in the design process and higher project scores. Four participants indicated situations in which hand drawing as a part of the conceptual design process facilitated visible improvement related to memory, reflection, and problem solving abilities in the course of achieving project goals. Although modest, results compel educators to re-examine the role of drawing within design curricula and the ways in which it can be reincorporated to best serve student interests at the pre-professional level
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