8 research outputs found

    Automated generation of geometrically-precise and semantically-informed virtual geographic environnements populated with spatially-reasoning agents

    Get PDF
    La GĂ©o-Simulation Multi-Agent (GSMA) est un paradigme de modĂ©lisation et de simulation de phĂ©nomĂšnes dynamiques dans une variĂ©tĂ© de domaines d'applications tels que le domaine du transport, le domaine des tĂ©lĂ©communications, le domaine environnemental, etc. La GSMA est utilisĂ©e pour Ă©tudier et analyser des phĂ©nomĂšnes qui mettent en jeu un grand nombre d'acteurs simulĂ©s (implĂ©mentĂ©s par des agents) qui Ă©voluent et interagissent avec une reprĂ©sentation explicite de l'espace qu'on appelle Environnement GĂ©ographique Virtuel (EGV). Afin de pouvoir interagir avec son environnement gĂ©ographique qui peut ĂȘtre dynamique, complexe et Ă©tendu (Ă  grande Ă©chelle), un agent doit d'abord disposer d'une reprĂ©sentation dĂ©taillĂ©e de ce dernier. Les EGV classiques se limitent gĂ©nĂ©ralement Ă  une reprĂ©sentation gĂ©omĂ©trique du monde rĂ©el laissant de cĂŽtĂ© les informations topologiques et sĂ©mantiques qui le caractĂ©risent. Ceci a pour consĂ©quence d'une part de produire des simulations multi-agents non plausibles, et, d'autre part, de rĂ©duire les capacitĂ©s de raisonnement spatial des agents situĂ©s. La planification de chemin est un exemple typique de raisonnement spatial dont un agent pourrait avoir besoin dans une GSMA. Les approches classiques de planification de chemin se limitent Ă  calculer un chemin qui lie deux positions situĂ©es dans l'espace et qui soit sans obstacle. Ces approches ne prennent pas en compte les caractĂ©ristiques de l'environnement (topologiques et sĂ©mantiques), ni celles des agents (types et capacitĂ©s). Les agents situĂ©s ne possĂšdent donc pas de moyens leur permettant d'acquĂ©rir les connaissances nĂ©cessaires sur l'environnement virtuel pour pouvoir prendre une dĂ©cision spatiale informĂ©e. Pour rĂ©pondre Ă  ces limites, nous proposons une nouvelle approche pour gĂ©nĂ©rer automatiquement des Environnements GĂ©ographiques Virtuels InformĂ©s (EGVI) en utilisant les donnĂ©es fournies par les SystĂšmes d'Information GĂ©ographique (SIG) enrichies par des informations sĂ©mantiques pour produire des GSMA prĂ©cises et plus rĂ©alistes. De plus, nous prĂ©sentons un algorithme de planification hiĂ©rarchique de chemin qui tire avantage de la description enrichie et optimisĂ©e de l'EGVI pour fournir aux agents un chemin qui tient compte Ă  la fois des caractĂ©ristiques de leur environnement virtuel et de leurs types et capacitĂ©s. Finalement, nous proposons une approche pour la gestion des connaissances sur l'environnement virtuel qui vise Ă  supporter la prise de dĂ©cision informĂ©e et le raisonnement spatial des agents situĂ©s

    Sistemas hipermédia adaptativa para suporte de ambientes de aprendizagem construtivistas

    Get PDF
    Tese de Doutoramento. Engenharia Electrotécnica e de Computadores. Faculdade de Engenharia. Universidade do Porto. 201

    Synchronization-Based Control of a Robotic Suit for Walking Assist

    Get PDF
    äżĄć·žć€§ć­ŠćšćŁ«ïŒˆć·„ć­ŠïŒ‰ăƒ»ć­Šäœè«–æ–‡ăƒ»ćčłæˆ24ćčŽ3月20旄授䞎ç”Č珏562ć·)・ZHANG XIAThesisZHANG XIA. Synchronization-Based Control of a Robotic Suit for Walking Assist. 俥淞性歊, 2012, 153p, ćšćŁ«è«–æ–‡doctoral thesi

    Langage de programmation pour les simulations géoréférencées à base d'agents

    Get PDF
    Lors des dix derniĂšres annĂ©es, les technologies basĂ©es sur les agents logiciels ont Ă©tĂ© appliquĂ©es dans plusieurs domaines tels que les jeux vidĂ©o, les films oĂč Ă©voluent des personnages animĂ©s, en rĂ©alitĂ© virtuelle, dans le dĂ©veloppement d’interfaces oĂč sont fournis des agents « assistants », dans les applications Web Ă©ducatives utilisant des personnages virtuels, pour ne nommer que ceux-lĂ . Dans plusieurs de ces domaines, les simulations Ă  base d’agents nĂ©cessitent l’intĂ©gration de donnĂ©es gĂ©ographiques. Celles-ci intĂšgrent une dimension spatiale et permettent la simulation de divers phĂ©nomĂšnes complexes tels que ceux qui sont liĂ©s aux dynamiques urbaines. Ce qui a menĂ© Ă  un nouveau domaine de recherche : les simulations gĂ©orĂ©fĂ©rencĂ©es Ă  base d’agents (ou SGBA). Certaines plateformes logicielles dĂ©veloppĂ©es pour les SGBA permettent Ă  l’aide de diffĂ©rentes techniques, la spĂ©cification et l’implantation de simulations Ă  base d’agents. Par contre, les comportements des agents qui peuvent y ĂȘtre spĂ©cifiĂ©s sont encore trĂšs limitĂ©s, ce qui est insuffisant pour le dĂ©veloppement de simulations gĂ©orĂ©fĂ©rencĂ©es de phĂ©nomĂšnes sociaux. Dans ce type de simulations, les agents doivent agir de façon autonome et possĂ©der des capacitĂ©s d’apprĂ©hension de l’espace et de prise de dĂ©cisions en rapport avec l’environnement gĂ©ographique dans lequel ils Ă©voluent. Pour possĂ©der de telles caractĂ©ristiques, nous considĂ©rons que ces agents doivent au minimum possĂ©der un mĂ©canisme de perception autonome et individuel (de l’espace physique, des autres objets et agents), en plus d’ĂȘtre proactifs et possĂ©der des comportements autonomes prenant en compte de leur connaissance du monde dans lequel ils Ă©voluent (leur environnement virtuel). La spĂ©cification de ce type d’agents est une tĂąche trĂšs difficile et, Ă  notre connaissance, aucun environnement de dĂ©veloppement actuel n’offre de langage de programmation permettant de crĂ©er ce type d’agents. Dans le contexte du projet PLAMAGS (Programming LAnguage for MultiAgent GeoSimulations), nous avons dĂ©veloppĂ© un nouveau langage de programmation orientĂ©-agent, une dĂ©marche de conception appliquĂ©e et un environnement de dĂ©veloppement permettant la crĂ©ation et l’exĂ©cution rapide et simple de simulations gĂ©orĂ©fĂ©rencĂ©es Ă  base d’agents. Les principales contributions du projet PLAMAGS sont : - Un langage de programmation descriptif, procĂ©dural et orientĂ©-objet complet et utilisable Ă  toutes les Ă©tapes du processus de dĂ©veloppement et totalement dĂ©diĂ© aux SGBA. Ce qui permet d’éliminer l’étape de transition et de transposition du modĂšle thĂ©orique en langage de programmation et ainsi Ă©viter toutes les difficultĂ©s qui y sont rattachĂ©es. - Une dĂ©marche de conception appliquĂ©e oĂč les Ă©tapes de modĂ©lisation, conception, implĂ©mentation, exĂ©cution et validation sont fusionnĂ©es et intĂ©grĂ©es Ă  chaque Ă©tape de la dĂ©marche. - Un modĂšle comportemental puissant (pour les agents), intuitif, modulaire, extensible et flexible permettant un dĂ©veloppement itĂ©ratif incrĂ©mental Ă  l’aide d’abstractions prenant la forme de dĂ©compositions (sous-comportements). - Un modĂšle d’interactions spatialisĂ©es clairement dĂ©fini et directement intĂ©grĂ© dans les primitives du langage de programmation.In the last decade, technologies based on software agents have been used in many domains such as video games, movies containing animated characters, virtual reality, in visual interfaces development where “wizards” are supplied and in educative Web applications using virtual characters, just to name a few. In many of these domains, agent-based simulations require the integration of geographic data. These add a spatial dimension and allow the simulation of many complex phenomena such as those included in urban dynamics. This has spawned a new research field: Multi-Agent- Geo-Simulation (MAGS for short). Some of the frameworks developed for MAGS use many different techniques to specify and implement tagent-based simulations. However, the agents’ behaviors that can be specified are usually very limited and are insufficient for the development of geo-referenced simulation of social phenomena. In this type of simulation, the agents must act autonomously and have the ability to perceive the environment in which they evolve, and then take decision based on these perceptions. To benefit from such characteristics, we consider that these agents must minimally have a perception mechanism that is autonomous and unique to each agent which need as well as to be proactive and have autonomous behavior in relation to their virtual environment. The specification of this type of agent is a difficult task and, to the best of our knowledge, none of the existing development environment offers a language able to fulfill it. In the context of the PLAMAGS (Programming LAnguage for Multi-Agent Geo-Simulations) Project, we developed a new agent-oriented programming language, an applied design methodology and an integrated development environment that allow a quick and simple design and execution cycle of agent-based geo-referenced simulations. The main contributions of this work are as follows: - A full-fledged descriptive programming language, procedural and object-oriented that is usable at every stage of the development cycle and that is dedicated to MAGS. This language eliminates the transition and transposition from the theoretical model to the programming language and thus avoids all the difficulties inherent to such a transposition task. - An applied development methodology where the modeling, design and implementation, execution and validation steps are merged and integrated throughout the development cycle. - A behavioral model that is powerful (agent wise), intuitive, modular, extensible and flexible and thus allows a sequential and iterative development using abstractions based on decomposition (sub-behaviors). - A spatialized interaction model that is clearly defined and directly integrated in the primitives of the programming language

    An investigation into web-based panoramic video virtual reality with reference to the virtual zoo.

    Get PDF
    Panoramic image Virtual Reality (VR) is a 360 degree image which has been interpreted as a kind of VR that allows users to navigate, view, hear and have remote access to a virtual environment. Panoramic Video VR builds on this, where filming is done in the real world to create a highly dynamic and immersive environment. This is proving to be a very attractive technology and has introduced many possible applications but still present a number of challenges, considered in this research. An initial literature survey identified limitations in panoramic video to date: these were the technology (e.g. filming and stitching) and the design of effective navigation methods. In particular, there is a tendency for users to become disoriented during way-finding. In addition, an effective interface design to embed contextual information is required. The research identified the need to have a controllable test environment in order to evaluate the production of the video and the optimal way of presenting and navigating within the scene. Computer Graphics (CG) simulation scenes were developed to establish a method of capturing, editing and stitching the video under controlled conditions. In addition, a novel navigation method, named the “image channel” was proposed and integrated within this environment. This replaced hotspots: the traditional navigational jumps between locations. Initial user testing indicated that the production was appropriate and did significantly improve user perception of position and orientation over jump-based navigation. The interface design combined with the environment view alone was sufficient for users to understand their location without the need to augment the view with an on screen map. After obtaining optimal methods in building and improving the technology, the research looked for a natural, complex, and dynamic real environment for testing. The web-based virtual zoo (World Association of Zoos and Aquariums) was selected as an ideal production: It had the purpose to allow people to get close to animals in their natural habitat and created particular interest to develop a system for knowledge delivery, raising protection concerns, and entertaining visitors: all key roles of a zoo. The design method established from CG was then used to develop a film rig and production unit for filming a real animal habitat: the Formosan rock monkey in Taiwan. A web-based panoramic video of this was built and tested though user experience testing and expert interviews. The results of this were essentially identical to the testing done in the prototype environment, and validated the production. Also was successfully attracting users to the site repeatedly. The research has contributed to new knowledge in improvement to the production process, improvement to presentation and navigating within panoramic videos through the proposed Image Channel method, and has demonstrated that web-based virtual zoo can be improved to help address considerable pressure on animal extinction and animal habitat degradation that affect humans by using this technology. Further studies were addressed. The research was sponsored by Taiwan’s Government and Twycross Zoo UK was a collaborator

    CGWorld - Architecture and Features

    No full text
    corecore