32,036 research outputs found
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
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A survey of simulation techniques in commerce and defence
Despite the developments in Modelling and Simulation (M&S) tools and techniques over the past years, there has been a gap in the M&S research and practice in healthcare on developing a toolkit to assist the modellers and simulation practitioners with selecting an appropriate set of techniques. This study is a preliminary step towards this goal. This paper presents some results from a systematic literature survey on applications of M&S in the commerce and defence domains that could inspire some improvements in the healthcare. Interim results show that in the commercial sector Discrete-Event Simulation (DES) has been the most widely used technique with System Dynamics (SD) in second place. However in the defence sector, SD has gained relatively more attention. SD has been found quite useful for qualitative and soft factors analysis. From both the surveys it becomes clear that there is a growing trend towards using hybrid M&S approaches
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
ARTMAP-FTR: A Neural Network For Fusion Target Recognition, With Application To Sonar Classification
ART (Adaptive Resonance Theory) neural networks for fast, stable learning and prediction have been applied in a variety of areas. Applications include automatic mapping from satellite remote sensing data, machine tool monitoring, medical prediction, digital circuit design, chemical analysis, and robot vision. Supervised ART architectures, called ARTMAP systems, feature internal control mechanisms that create stable recognition categories of optimal size by maximizing code compression while minimizing predictive error in an on-line setting. Special-purpose requirements of various application domains have led to a number of ARTMAP variants, including fuzzy ARTMAP, ART-EMAP, ARTMAP-IC, Gaussian ARTMAP, and distributed ARTMAP. A new ARTMAP variant, called ARTMAP-FTR (fusion target recognition), has been developed for the problem of multi-ping sonar target classification. The development data set, which lists sonar returns from underwater objects, was provided by the Naval Surface Warfare Center (NSWC) Coastal Systems Station (CSS), Dahlgren Division. The ARTMAP-FTR network has proven to be an effective tool for classifying objects from sonar returns. The system also provides a procedure for solving more general sensor fusion problems.Office of Naval Research (N00014-95-I-0409, N00014-95-I-0657
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