616 research outputs found

    Interactive storytelling engines

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    Writing a good story requires immense patience, creativity and work from the author, and the practice of writing a story requires a good grasp of the readers' psychology to create suspense and thrills and to merge the readers' world with that of the story. In the digital writing space, authors can still adhere to these rules of thumb while being aware of the disappearance of certain constraints due to the added possibility of narrating in a nonlinear fashion. There are many overlapping approaches to interactive storytelling or authoring, but each of the approaches has its own strengths and weaknesses. The motivation for this research arises from the perceived need for a new hybrid approach that coalesces and extends existing approaches. Since each of the approaches empowers certain aspects of the storytelling and narration process, the result forces a new research direction which eliminates certain weaknesses exhibited by a single approach, due to the synergistic nature of the various approaches. We have developed: 1) a Hybrid Evolutionary-Fuzzy Time-based Interactive (HEFTI) storytellling engine that generates dynamic stories from a set of authored story constructs given by human authors; 2) a set of authoring tools that allow authors to generate the needed story constructs; and, 3) a storytelling environment for them to orchestrate a digital stage play with computer agents and scripts. We have conducted a usability study and system evaluation to evaluate the performance of the engine. Our experiments and usability study have shown that the authoring environment abstracted the complexity of authoring an interactive, dynamic story from the authors with the use of windows-based interfaces to help them visualize various aspects of a story. This reduces the amount of learning and knowledge required to start having the pleasure of authoring dynamic stories. The studies also revealed certain features and tools that may be reflected by authoring tools in the future to automate various aspects of the authoring process so that the authors may spend more time thinking rather than writing (or programming) their stories

    Human Machine Interaction

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    In this book, the reader will find a set of papers divided into two sections. The first section presents different proposals focused on the human-machine interaction development process. The second section is devoted to different aspects of interaction, with a special emphasis on the physical interaction

    Proceedings of the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology, Volume 1

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    These proceedings are organized in the same manner as the conference's contributed sessions, with the papers grouped by topic area. These areas are as follows: VE (virtual environment) training for Space Flight, Virtual Environment Hardware, Knowledge Aquisition for ICAT (Intelligent Computer-Aided Training) & VE, Multimedia in ICAT Systems, VE in Training & Education (1 & 2), Virtual Environment Software (1 & 2), Models in ICAT systems, ICAT Commercial Applications, ICAT Architectures & Authoring Systems, ICAT Education & Medical Applications, Assessing VE for Training, VE & Human Systems (1 & 2), ICAT Theory & Natural Language, ICAT Applications in the Military, VE Applications in Engineering, Knowledge Acquisition for ICAT, and ICAT Applications in Aerospace

    Designing Sound for Social Robots: Advancing Professional Practice through Design Principles

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    Sound is one of the core modalities social robots can use to communicate with the humans around them in rich, engaging, and effective ways. While a robot's auditory communication happens predominantly through speech, a growing body of work demonstrates the various ways non-verbal robot sound can affect humans, and researchers have begun to formulate design recommendations that encourage using the medium to its full potential. However, formal strategies for successful robot sound design have so far not emerged, current frameworks and principles are largely untested and no effort has been made to survey creative robot sound design practice. In this dissertation, I combine creative practice, expert interviews, and human-robot interaction studies to advance our understanding of how designers can best ideate, create, and implement robot sound. In a first step, I map out a design space that combines established sound design frameworks with insights from interviews with robot sound design experts. I then systematically traverse this space across three robot sound design explorations, investigating (i) the effect of artificial movement sound on how robots are perceived, (ii) the benefits of applying compositional theory to robot sound design, and (iii) the role and potential of spatially distributed robot sound. Finally, I implement the designs from prior chapters into humanoid robot Diamandini, and deploy it as a case study. Based on a synthesis of the data collection and design practice conducted across the thesis, I argue that the creation of robot sound is best guided by four design perspectives: fiction (sound as a means to convey a narrative), composition (sound as its own separate listening experience), plasticity (sound as something that can vary and adapt over time), and space (spatial distribution of sound as a separate communication channel). The conclusion of the thesis presents these four perspectives and proposes eleven design principles across them which are supported by detailed examples. This work contributes an extensive body of design principles, process models, and techniques providing researchers and designers with new tools to enrich the way robots communicate with humans

    Framework for autonomous navigation through MS HoloLenses

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    Τα τελευταία χρόνια, η τεράστια ανάπτυξη των τεχνολογιών εικονικής πραγματικότητας φαίνεται να κατακλύζει την τεχνολογική κοινότητα. Οι δυνατότητες που η οικογένεια της εικονικής πραγματικότητας φέρνει στο τραπέζι, αποτελούν μια εμπειρία που αλλάζει τόσο την καθημερινή όσο και τη βιομηχανική ζωή. Πιο συγκεκριμένα, η Επαυξημένη Πραγματικότητα (AR) θεωρείται από ένα μεγάλο μέρος της επιστημονικής κοινότητας, η κυρίαρχη τεχνολογία των Διεπαφών Χρήστη (UI). Το βασικό χαρακτηριστικό του AR είναι ότι προσθέτει ψηφιακό περιεχόμενο στο πραγματικό περιβάλλον χωρίς να απομονώνει το χρήστη από αυτό, παρέχοντας μια πολύ ρεαλιστική αλληλεπίδραση κοντά στην αντίληψη του χρήστη. Λαμβάνοντας υπόψη αυτά τα χαρακτηριστικά, η τεχνολογία AR μπορεί να χρησιμοποιηθεί για παράδειγμα σε περιπτώσεις βελτιωμένης μάθησης, ελέγχου μηχανής, πλοήγησης ανθρώπου / οχήματος. Για παράδειγμα, ένα AR UI ανεπτυγμένο σε γυαλιά AR μπορεί να βοηθήσει τον χειριστή να ελέγξει ένα μηχάνημα εύκολα και χωρίς κίνδυνο από απόσταση. Επιπλέον, αυτή η λειτουργικότητα μπορεί να εμπλουτιστεί χρησιμοποιώντας ένα μη επανδρωμένο όχημα, ένα ρομπότ, ως το μηχάνημα που θα ελέγχεται. Η ρομποτική είναι ένας τομέας της τεχνολογίας, του οποίου η παρέμβαση στη ζωή των ανθρώπων φαίνεται ασταμάτητη σε όλο και περισσότερες πτυχές. Σήμερα, τα μη επανδρωμένα οχήματα χρησιμοποιούνται στην πλειονότητα των βιομηχανικών δραστηριοτήτων και των καθημερινών συνηθειών. Ας εξετάσουμε μια κατάσταση κατά την οποία επιβλαβή απόβλητα πρέπει να εξαχθούν από μια συγκεκριμένη περιοχή. Η χρήση μη επανδρωμένου οχήματος είναι υποχρεωτική για τη συλλογή και την απομάκρυνση των αποβλήτων. Επιπλέον, ένα UI επαυξημένης πραγματικότητας για το τηλεχειριστήριο του UV, προσφέρει τη δυνατότητα στον χειριστή να αξιοποιήσει στο έπακρο τις δεξιότητές του χωρίς να διακινδυνεύσει τη ζωή του. Το AR UI προσφέρει έναν πολύ φυσικό και οικείο έλεγχο στον χρήστη. Σε αυτήν την πτυχιακή εργασία, εξετάζουμε το σενάριο όπου ο χρήστης ελέγχει / πλοηγεί ένα μη επανδρωμένο όχημα εδάφους με τη βοήθεια AR γυαλιών. Τα γυαλιά AR προβάλλουν μία ειδικά σχεδιασμένη διεπαφή χρήστη για τον έλεγχο κίνησης του ρομπότ. Η πλοήγηση του οχήματος εξαρτάται αποκλειστικά από την αντίληψη και την εμπειρία του χρήστη. Εκεί η τεχνολογία AR γίνεται πρακτική καθώς δεν επηρεάζει την όραση και την αντίληψη του περιβάλλοντος για τον χρήστη και το περιβάλλον του. Πιο συγκεκριμένα, πραγματοποιείται μια σειρά πειραμάτων, όπου ο χρήστης φορά τα AR γυαλιά και πλοηγεί το ρομπότ δίνοντας μια σειρά εντολών κίνησης. Φυσικά, το ρομπότ πρέπει να παραμένει πάντα στο οπτικό του πεδίο. Τα πειράματα εκτελέστηκαν τόσο σε προσομοιωμένο όσο και σε πραγματικό κόσμο. Για την προσομοίωση, χρησιμοποιήθηκε ο προσομοιωτής Gazebo με ένα εικονικό Turtlebot 2 με λειτουργικό σύστημα ROS και ο προσομοιωτής Unity για τα AR γυαλιά. Τα πειράματα του πραγματικού κόσμου εκτελέστηκαν με ένα Turtlebot2 που εκτελεί ROS και τα γυαλιά Microsoft HoloLens AR όπου αναπτύχθηκε η εφαρμογή AR.In recent years, the immense development of the virtual reality technologies seems to overwhelm the technological community. The possibilities which the virtual reality family brings to the table, pose a life changing experience for both daily and industrial life. More particular, Augmented Reality (AR) in considered by a large portion of the scientific community, the reign technology of User Interfaces (UI). The key feature of AR is that adds digital content to the real environment without isolating the user from it, providing a very realistic interaction, close to the user’s perception. Considering these features, AR technology can be used for instance in cases of enhanced learning, machine control, human/vehicle navigation. For example, an AR UI deployed in AR glasses can help the actor control a machine easily and without risk from distance. In addition, this functionality can be enriched by using an unmanned vehicle, a robot, as the machine that will be controlled. Robotics is a field of technology, whose intervention in people’s lives seems unstoppable in more and more aspects. Nowadays, unmanned vehicles are used in the majority of industrial operations and daily habits. Let us consider a situation where harmful waste should be extracted from a specific area. The use of an unmanned vehicle is mandatory for the collection and the removal of the waste. On top of this, an Augmented Reality UI for the remote control of the UV, offers the ability to the actor to make the most out of his skills without risking his life. The AR UI offers a very natural an intimate control to the user. In this Thesis, we examine the scenario where the user controls/navigates an unmanned ground vehicle with the aid of an AR headset. The AR headset projects a specially designed UI for the robot’s movement control. The vehicle’s navigation depends solely on the user’s perception and experience. That’s where the AR technology comes in handy as is does not affects the vision and the environment perception of the user and his surroundings. More specifically, a series of experiments are carried out, where the user wears the AR headset and navigates the robot by giving a series of movement commands. Of course, the robot should always remain on his field of view. Experiments were executed both in simulated and real world. For the simulation Gazebo simulator was used with a virtual Turtlebot 2 running ROS operating system and the Unity simulator for the AR headset. The real - world experiments were executed with a Turtlebot2 running ROS and the Microsoft HoloLens AR headset where our AR application was deployed

    Ubiquitous Computing

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    The aim of this book is to give a treatment of the actively developed domain of Ubiquitous computing. Originally proposed by Mark D. Weiser, the concept of Ubiquitous computing enables a real-time global sensing, context-aware informational retrieval, multi-modal interaction with the user and enhanced visualization capabilities. In effect, Ubiquitous computing environments give extremely new and futuristic abilities to look at and interact with our habitat at any time and from anywhere. In that domain, researchers are confronted with many foundational, technological and engineering issues which were not known before. Detailed cross-disciplinary coverage of these issues is really needed today for further progress and widening of application range. This book collects twelve original works of researchers from eleven countries, which are clustered into four sections: Foundations, Security and Privacy, Integration and Middleware, Practical Applications

    Virtual Reality Games for Motor Rehabilitation

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    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

    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)

    Designing instruments towards networked music practices

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    It is commonly noted in New Interfaces for Musical Expression (NIME) research that few of these make it to the mainstream and are adopted by the general public. Some research in Sound and Music Computing (SMC) suggests that the lack of humanistic research guiding technological development may be one of the causes. Many new technologies are invented, however without real aim else than for technical innovation, great products however emphasize the user-friendliness, user involvement in the design process or User-Centred Design (UCD), that seek to guarantee that innovation address real, existing needs among users. Such an approach includes not only traditionally quantifiable usability goals, but also qualitative, psychological, philosophical and musical such. The latter approach has come to be called experience design, while the former is referred to as interaction design. Although the Human Computer Interaction (HCI) community in general has recognized the significance of qualitative needs and experience design, NIME has been slower to adopt this new paradigm. This thesis therefore attempts to investigate its relevance in NIME, and specifically Computer Supported Cooperative Work (CSCW) for music applications by devising a prototype for group music action based on needs defined from pianists engaging in piano duets, one of the more common forms of group creation seen in the western musical tradition. These needs, some which are socio-emotional in nature, are addressed through our prototype although in the context of computers and global networks by allowing for composers from all over the world to submit music to a group concert on a Yamaha Disklavier in location in Porto, Portugal. Although this prototype is not a new gestural controller per se, and therefore not a traditional NIME, but rather a platform that interfaces groups of composers with a remote audience, the aim of this research is on investigating how contextual parameters like venue, audience, joint concert and technologies impact the overall user experience of such a system. The results of this research has been important not only in understanding the processes, services, events or environments in which NIME’s operate, but also understanding reciprocity, creativity, experience design in Networked Music practices.É de conhecimento generalizado que na área de investigação em novos interfaces para expressão musical (NIME - New Interfaces for Musical Expression), poucos dos resultantes dispositivos acabam por ser popularizados e adoptados pelo grande público. Algum do trabalho em computação sonora e musical (SMC- Sound and Music Computing) sugere que uma das causas para esta dificuldade, reside numalacuna ao nível da investigação dos comportamentos humanos como linha orientadora para os desenvolvimentos tecnológicos. Muitos dos desenvolvimentos tecnológicos são conduzidos sem um real objectivo, para além da inovação tecnológica, resultando em excelentes produtos, mas sem qualquer enfâse na usabilidade humana ou envolvimento do utilizador no processo de Design (UCDUser Centered Design), no sentido de garantir que a inovação atende a necessidades reais dos utilizadores finais. Esta estratégia implica, não só objectivos quantitativos tradicionais de usabilidade, mas também princípios qualitativos, fisiológicos, psicológicos e musicológicos. Esta ultima abordagem é atualmente reconhecida como Design de Experiência (Experience Design) enquanto a abordagem tradicional é vulgarmente reconhecida apenas como Design de Interação (Interaction Design). Apesar de na área Interação Homem-Computador (HCI – Human Computer Interaction) as necessidades qualitativas no design de experiência ser amplamente reconhecido em termos do seu significado e aplicabilidade, a comunidade NIME tem sido mais lenta em adoptar este novo paradigma. Neste sentido, esta Tese procura investigar a relevância em NIME, especificamente nu subtópico do trabalho cooperativo suportado por Computadores (CSCW – Computer Supported Cooperative Work), para aplicações musicais, através do desenvolvimento de um protótipo de um sistema que suporta ações musicais coletivas, baseado nas necessidades especificas de Pianistas em duetos de Piano, uma das formas mais comuns de criação musical em grupo popularizada na tradição musical ocidental. Estes requisitos, alguns sócioemocionais na sua natureza, são atendidos através do protótipo, neste caso aplicado ao contexto informático e da rede de comunicações global, permitindo a compositores de todo o mundo submeterem a sua música para um concerto de piano em grupo num piano acústico Yamaha Disklavier, localizado fisicamente na cidade do Porto, Portugal. Este protótipo não introduz um novo controlador em si mesmo, e consequentemente não está alinhado com as típicas propostas de NIME. Trata-se sim, de uma nova plataforma de interface em grupo para compositores com uma audiência remota, enquadrado com objectivos de experimentação e investigação sobre o impacto de diversos parâmetros, tais como o espaço performativo, as audiências, concertos colaborativos e tecnologias em termos do sistema global. O resultado deste processo de investigação foi relevante, não só para compreender os processos, serviços, eventos ou ambiente em que os NIME podem operar, mas também para melhor perceber a reciprocidade, criatividade e design de experiencia nas práticas musicais em rede

    Digital Transformation of the Design, Construction and Management Processes of the Built Environment

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    This open access book focuses on the development of methods, interoperable and integrated ICT tools, and survey techniques for optimal management of the building process. The construction sector is facing an increasing demand for major innovations in terms of digital dematerialization and technologies such as the Internet of Things, big data, advanced manufacturing, robotics, 3D printing, blockchain technologies and artificial intelligence. The demand for simplification and transparency in information management and for the rationalization and optimization of very fragmented and splintered processes is a key driver for digitization. The book describes the contribution of the ABC Department of the Polytechnic University of Milan (Politecnico di Milano) to R&D activities regarding methods and ICT tools for the interoperable management of the different phases of the building process, including design, construction, and management. Informative case studies complement the theoretical discussion. The book will be of interest to all stakeholders in the building process – owners, designers, constructors, and faculty managers – as well as the research sector
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