355 research outputs found

    A cognitive architecture for emergency response

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    Plan recognition, cognitive workload estimation and human assistance have been extensively studied in the AI and human factors communities, resulting in many techniques being applied to domains of various levels of realism. These techniques have seldom been integrated and evaluated as complete systems. In this paper, we report on the development of an assistant agent architecture that integrates plan recognition, current and future user information needs, workload estimation and adaptive information presentation to aid an emergency response manager in making high quality decisions under time stress, while avoiding cognitive overload. We describe the main components of a full implementation of this architecture as well as a simulation developed to evaluate the system. Our evaluation consists of simulating various possible executions of the emergency response plans used in the real world and measuring the expected time taken by an unaided human user, as well as one that receives information assistance from our system. In the experimental condition of agent assistance, we also examine the effects of different error rates in the agent's estimation of user's stat or information needs

    Designing and Implementing Embodied Agents: Learning from Experience

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    In this paper, we provide an overview of part of our experience in designing and implementing some of the embodied agents and talking faces that we have used for our research into human computer interaction. We focus on the techniques that were used and evaluate this with respect to the purpose that the agents and faces were to serve and the costs involved in producing and maintaining the software. We discuss the function of this research and development in relation to the educational programme of our graduate students

    Agent-Based Participatory Simulations: Merging Multi-Agent Systems and Role-Playing Games

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    In 2001, Olivier Barreteau proposed to jointly use multi-agent systems and role-playing games for purposes of research, training and negotiation support in the field of renewable resource management. This joint use was later labeled the "MAS/RPG methodology" and this approach is one of the foundation stones of the ComMod movement. In this article, we present an alternative method called "agent-based participatory simulations". These simulations are multi-agent systems where human participants control some of the agents. The experiments we conducted prove that it is possible to successfully merge multi-agent systems and role-playing games. We argue that agent-based participatory simulations are also a significant improvement over the MAS/RPG approach, opening new perspectives and solving some of the problems generated by the joint use of role-playing games and multi-agent systems. The advantages are at least threefold. Because all interactions are computer mediated, they can be recorded and this record can be processed and used to improve the understanding of participants and organizers alike. Because of the merge, agent-based participatory simulations decrease the distance between the agent-based model and the behavior of participants. Agent-based participatory simulations allow for computer-based improvements such as the introduction of eliciting assistant agents with learning capabilities.Agent-Based Participatory Simulations, Multi-Agent Systems, Role-Playing Games, Validation, Negotiation Support Tool

    Plan Recognition as an Aid in Virtual Worlds

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    Minutes of Meeting: 1956

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    Meeting Minutes from: December 3, 1956 October 1, 1956 April 24, 1956 February 23, 1956 Minutes from Annual Extension Meeting: February 23, 1956 Expenditure Estimate

    Column Leaching Tests to Valorize a Solid Waste from the Decommissioning of Coal-Fired Power Plants

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    The authors are grateful to the Minera de Órgiva, S.L., Granada, Spain for financial support, supply of materials used for experiments and approval of this work for publication. Also, authors would like to thank to Celso Amor for his helpful advice on various technical issues oriented to scale-up.Solid waste from the decommissioning of coal-fired power plants collected from a power plant in Spain (Puertollano, Ciudad Real) was subjected to acid leaching tests in columns to evaluate the leachability of several valuable and toxic metals (Al, Ca, Fe, K, Mg, Na, Ti, V, Cr, Mn, Ni, and Zn). First, the contaminated waste, delivered by a national company, was chemically characterized. Second, column-leaching tests were conducted using two different acid solutions (nitric and sulfuric acid). The effect of the leaching agent concentration and time of leaching were examined. The results of column leaching tests showed that different concentrations of the acid solutions leached different proportions of Al, Fe, Mg, Mn, Ni, V, and Zn, which were leached by acid solutions from the solid waste sample. In general, use of sulfuric acid at pH 0.5 resulted in better leaching. Next, a comparison between three different configurations (one single stage without recirculation, one single stage with total recirculation of leachate and leaching in two consecutive stages: one with total recirculation of leachate and another one with acid set to a pH value of 0.5 and without recirculation) was performed. At the end of the experiments, all leaching methods resulted in comparable yields for Al (0.36–0.48%), Fe (5.99–6.40%), Mg (4.43–5.11%), Mn (2.71–2.83%), Ni (12.08–12.75%), V (0.08–0.34%), and Zn (23.62–25.28%). However, better results were obtained when two consecutive stages were carried out. Additionally, the effect of forced aeration on leachability was studied. Finally, this investigation showed that hydrometallurgical treatment of contaminated solid by means of acid leaching followed by basic leaching and a water wash between these stages was a potentially feasible method for reducing hazardous levels of the residue.This research was funded by MINERA DE ÓRGIVA, S.L

    Using Computational Agents to Design Participatory Social Simulations

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    In social science, the role of stakeholders is increasing in the development and use of simulation models. Their participation in the design of agent-based models (ABMs) has widely been considered as an efficient solution to the validation of this particular type of model. Traditionally, "agents" (as basic model elements) have not been concerned with stakeholders directly but via designers or role-playing games (RPGs). In this paper, we intend to bridge this gap by introducing computational or software agents, implemented from an initial ABM, into a new kind of RPG, mediated by computers, so that these agents can interact with stakeholders. This interaction can help not only to elicit stakeholders' informal knowledge or unpredicted behaviours, but also to control stakeholders' focus during the games. We therefore formalize a general participatory design method using software agents, and illustrate it by describing our experience in a project aimed at developing agent-based social simulations in the field of air traffic management.Participatory Social Simulations, Agent-Based Social Simulations, Computational Agents, Role-Playing Games, Artificial Maieutics, User-Centered Design

    Minutes of Meeting: 1955

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    Meeting Minutes from: December 15, 1955 October 24, 1955 May 3, 1955 February 15, 195
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