24,682 research outputs found

    Agent oriented AmI engineering

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    Establishing Rapport with a Virtual Dancer

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    We discuss an embodied agent that acts as a dancer and invites human partners to dance with her. The dancer has a repertoire of gestures and moves obtained from inverse kinematics and motion capturing that can be combined in order to dance both on the beat of the music that is provided to the dancer and sensor input (visual and dance pad) from a human partner made available to the virtual dancer. The interaction between virtual dancer and human dancer allows alternating ‘lead’ ad ‘follow’ behavior, both from the point of view of the virtual and the human dancer

    Behavioural pattern identification and prediction in intelligent environments

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    In this paper, the application of soft computing techniques in prediction of an occupant's behaviour in an inhabited intelligent environment is addressed. In this research, daily activities of elderly people who live in their own homes suffering from dementia are studied. Occupancy sensors are used to extract the movement patterns of the occupant. The occupancy data is then converted into temporal sequences of activities which are eventually used to predict the occupant behaviour. To build the prediction model, different dynamic recurrent neural networks are investigated. Recurrent neural networks have shown a great ability in finding the temporal relationships of input patterns. The experimental results show that non-linear autoregressive network with exogenous inputs model correctly extracts the long term prediction patterns of the occupant and outperformed the Elman network. The results presented here are validated using data generated from a simulator and real environments

    Meetings and Meeting Modeling in Smart Environments

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    In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear

    Robotic ubiquitous cognitive ecology for smart homes

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    Robotic ecologies are networks of heterogeneous robotic devices pervasively embedded in everyday environments, where they cooperate to perform complex tasks. While their potential makes them increasingly popular, one fundamental problem is how to make them both autonomous and adaptive, so as to reduce the amount of preparation, pre-programming and human supervision that they require in real world applications. The project RUBICON develops learning solutions which yield cheaper, adaptive and efficient coordination of robotic ecologies. The approach we pursue builds upon a unique combination of methods from cognitive robotics, machine learning, planning and agent- based control, and wireless sensor networks. This paper illustrates the innovations advanced by RUBICON in each of these fronts before describing how the resulting techniques have been integrated and applied to a smart home scenario. The resulting system is able to provide useful services and pro-actively assist the users in their activities. RUBICON learns through an incremental and progressive approach driven by the feed- back received from its own activities and from the user, while also self-organizing the manner in which it uses available sensors, actuators and other functional components in the process. This paper summarises some of the lessons learned by adopting such an approach and outlines promising directions for future work
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