11,934 research outputs found

    On the simulation of interactive non-verbal behaviour in virtual humans

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    Development of virtual humans has focused mainly in two broad areas - conversational agents and computer game characters. Computer game characters have traditionally been action-oriented - focused on the game-play - and conversational agents have been focused on sensible/intelligent conversation. While virtual humans have incorporated some form of non-verbal behaviour, this has been quite limited and more importantly not connected or connected very loosely with the behaviour of a real human interacting with the virtual human - due to a lack of sensor data and no system to respond to that data. The interactional aspect of non-verbal behaviour is highly important in human-human interactions and previous research has demonstrated that people treat media (and therefore virtual humans) as real people, and so interactive non-verbal behaviour is also important in the development of virtual humans. This paper presents the challenges in creating virtual humans that are non-verbally interactive and drawing corollaries with the development history of control systems in robotics presents some approaches to solving these challenges - specifically using behaviour based systems - and shows how an order of magnitude increase in response time of virtual humans in conversation can be obtained and that the development of rapidly responding non-verbal behaviours can start with just a few behaviours with more behaviours added without difficulty later in development

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    A conceptual framework for interactive virtual storytelling

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    This paper presents a framework of an interactive storytelling system. It can integrate five components: management centre, evaluation centre, intelligent virtual agent, intelligent virtual environment, and users, making possible interactive solutions where the communication among these components is conducted in a rational and intelligent way. Environment plays an important role in providing heuristic information for agents through communicating with the management centre. The main idea is based on the principle of heuristic guiding of the behaviour of intelligent agents for guaranteeing the unexpectedness and consistent themes

    Special issue on smart interactions in cyber-physical systems: Humans, agents, robots, machines, and sensors

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    In recent years, there has been increasing interaction between humans and non‐human systems as we move further beyond the industrial age, the information age, and as we move into the fourth‐generation society. The ability to distinguish between human and non‐human capabilities has become more difficult to discern. Given this, it is common that cyber‐physical systems (CPSs) are rapidly integrated with human functionality, and humans have become increasingly dependent on CPSs to perform their daily routines.The constant indicators of a future where human and non‐human CPSs relationships consistently interact and where they allow each other to navigate through a set of non‐trivial goals is an interesting and rich area of research, discovery, and practical work area. The evidence of con- vergence has rapidly gained clarity, demonstrating that we can use complex combinations of sensors, artificial intelli- gence, and data to augment human life and knowledge. To expand the knowledge in this area, we should explain how to model, design, validate, implement, and experiment with these complex systems of interaction, communication, and networking, which will be developed and explored in this special issue. This special issue will include ideas of the future that are relevant for understanding, discerning, and developing the relationship between humans and non‐ human CPSs as well as the practical nature of systems that facilitate the integration between humans, agents, robots, machines, and sensors (HARMS).Fil: Kim, Donghan. Kyung Hee University;Fil: Rodriguez, Sebastian Alberto. Universidad TecnolĂłgica Nacional; Argentina. Consejo Nacional de Investigaciones CientĂ­ficas y TĂ©cnicas. Centro CientĂ­fico TecnolĂłgico Conicet - TucumĂĄn; ArgentinaFil: Matson, Eric T.. Purdue University; Estados UnidosFil: Kim, Gerard Jounghyun. Korea University

    An autonomous satellite architecture integrating deliberative reasoning and behavioural intelligence

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    This paper describes a method for the design of autonomous spacecraft, based upon behavioral approaches to intelligent robotics. First, a number of previous spacecraft automation projects are reviewed. A methodology for the design of autonomous spacecraft is then presented, drawing upon both the European Space Agency technological center (ESTEC) automation and robotics methodology and the subsumption architecture for autonomous robots. A layered competency model for autonomous orbital spacecraft is proposed. A simple example of low level competencies and their interaction is presented in order to illustrate the methodology. Finally, the general principles adopted for the control hardware design of the AUSTRALIS-1 spacecraft are described. This system will provide an orbital experimental platform for spacecraft autonomy studies, supporting the exploration of different logical control models, different computational metaphors within the behavioral control framework, and different mappings from the logical control model to its physical implementation

    Extending Feynman's Formalisms for Modelling Human Joint Action Coordination

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    The recently developed Life-Space-Foam approach to goal-directed human action deals with individual actor dynamics. This paper applies the model to characterize the dynamics of co-action by two or more actors. This dynamics is modelled by: (i) a two-term joint action (including cognitive/motivatonal potential and kinetic energy), and (ii) its associated adaptive path integral, representing an infinite--dimensional neural network. Its feedback adaptation loop has been derived from Bernstein's concepts of sensory corrections loop in human motor control and Brooks' subsumption architectures in robotics. Potential applications of the proposed model in human--robot interaction research are discussed. Keywords: Psycho--physics, human joint action, path integralsComment: 6 pages, Late

    Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control

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    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control

    CGAMES'2009

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    Robotics software frameworks for multi-agent robotic systems development

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    Robotics is an area of research in which the paradigm of Multi-Agent Systems (MAS) can prove to be highly useful. Multi-Agent Systems come in the form of cooperative robots in a team, sensor networks based on mobile robots, and robots in Intelligent Environments, to name but a few. However, the development of Multi-Agent Robotic Systems (MARS) still presents major challenges. Over the past decade, a high number of Robotics Software Frameworks (RSFs) have appeared which propose some solutions to the most recurrent problems in robotics. Some of these frameworks, such as ROS, YARP, OROCOS, ORCA, Open-RTM, and Open-RDK, possess certain characteristics and provide the basic infrastructure necessary for the development of MARS. The contribution of this work is the identification of such characteristics as well as the analysis of these frameworks in comparison with the general-purpose Multi-Agent System Frameworks (MASFs), such as JADE and Mobile-C.Ministerio de Ciencia e InnovaciĂłn TEC2009-10639-C04-02Junta de AndalucĂ­a P06-TIC-2298Junta de AndalucĂ­a P08-TIC-0386
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