12 research outputs found

    A software toolkit for web-based virtual environments based on a shared database

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    We propose a software toolkit for developing complex web-based user interfaces, incorporating such things as multi-user facilities, virtual environments (VEs), and interface agents. The toolkit is based on a novel software architecture that combines ideas from multi-agent platforms and user interface (UI) architectures. It provides a distributed shared database with publish-subscribe facilities. This enables UI components to observe the state and activities of any other components in the system easily. The system runs in a web-based environment. The toolkit is comprised of several programming and other specification languages, providing a complete suite of systems design languages. We illustrate the toolkit by means of a couple of examples

    Enhancing information acquisition in game agents

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    Significant enhancements in the capabilities of software agents can result through improving how they acquire information. Decision making depends on getting the right information, but the issue of what actually constitutes the right information is complex. This paper outlines important characteristics of information acquisition in agents and suggests how to improve the effectiveness of information acquisition in agents in virtual worlds. By taking an affordance oriented approach it is possible to identify information resources that are efficient, reusable and well matched to the capabilities of game agents

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Multi-Agents Corporate Memory Management System

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    International audienceThis paper presents an approach to design a multi-agent system managing a corporate memory in the form of a distributed semantic web and describes the resulting architecture. The system was designed during the CoMMA European project (Corporate MemoryManagement through Agents) and aims at helping users in the management of a corporate memory, facilitating the creation, dissemination, transmission and reuse of knowledge in an organisation. The implementation integrated several emerging technologies: multi-agents system technology (using the JADE FIPA-compliant platform), knowledge modelling and XML technology for information retrieval (using the CORESE semantic search engine) and machine learning techniques. Here, we describe the agent roles and interactions, we explain the design rationale for the agent societies and we discuss the configuration and implementation issues

    A Multi-Agent System to Support Exploiting an XML-based Corporate Memory

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    International audienceA corporate memory and the World Wide Web have in common that they are both heterogeneous and distributed information landscapes. They also share the same problem of relevance of results when one wants to search them. However, compared to the Web, a corporate memory has a delimited and better defined context, infrastructure and scope : the corporation. Taking into account the characteristics of a corporate memory we show in this paper the assets of an approach combining XML technology designed for the Web and the distributed nature of multi-agent systems. In particular, we consider the heterogeneity and distribution of the multi-agent system as a solution to the heterogeneity and the distribution of the corporate memory

    A paradigm for controlling virtual humans in urban environment simulations

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    Presents a new architecture for simulating virtual humans in complex urban environments. The approach is based on the integration of six modules. Four key modules are used in order to manage environmental data, simulate human crowds, control interactions between virtual humans and objects, and generate tasks based on a rule-based behavioral model. The communication between these modules is made through a client/server system. Finally, all low-level virtual human actions are delegated to a single motion and behavioral control module. Our architecture combines various human and object simulation aspects, based on the coherent extraction and classification of information from a virtual city database. This architecture is discussed in this paper, together with a detailed case study exampl

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Ontology Engineering: a Survey and a Return on Experience

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    Ontology is a new object of IA that recently came to maturity and a powerful conceptual tool of Knowledge Modeling. It provides a coherent base to build on, and a shared reference to align with, in the form of a consensual conceptual vocabulary, on which one can build descriptions and communication acts. This report presents the object that is called "an ontology" and a state of the art of engineering techniques for ontologies. Then it describes a project for which we developed an ontology and used it to improve knowledge management. Finally it describes the design process and discuss the resulting ontology
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