17 research outputs found

    Cognitive agents for virtual environments : first International Workshop, CAVE 2012, held at AAMAS 2012, Valencia, Spain, June 4, 2012, revised selected papers

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    This book constitutes the refereed post-proceedings of the First International Workshop on Cognitive Agents for Virtual Environments, CAVE 2012, held at AAMAS 2012, in Valencia, Spain, in June 2012. The 10 full papers presented were thoroughly reviewed and selected from 14 submissions. In addition one invited high quality contribution has been included. The papers are organized in the following topical sections: coupling agents and game engines; using games with agents for education; visualization and simulation; and evaluating games with agents.185 page(s

    Computational Theory of Mind for Human-Agent Coordination

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    In everyday life, people often depend on their theory of mind, i.e., their ability to reason about unobservable mental content of others to understand, explain, and predict their behaviour. Many agent-based models have been designed to develop computational theory of mind and analyze its effectiveness in various tasks and settings. However, most existing models are not generic (e.g., only applied in a given setting), not feasible (e.g., require too much information to be processed), or not human-inspired (e.g., do not capture the behavioral heuristics of humans). This hinders their applicability in many settings. Accordingly, we propose a new computational theory of mind, which captures the human decision heuristics of reasoning by abstracting individual beliefs about others. We specifically study computational affinity and show how it can be used in tandem with theory of mind reasoning when designing agent models for human-agent negotiation. We perform two-agent simulations to analyze the role of affinity in getting to agreements when there is a bound on the time to be spent for negotiating. Our results suggest that modeling affinity can ease the negotiation process by decreasing the number of rounds needed for an agreement as well as yield a higher benefit for agents with theory of mind reasoning.</p

    Computer Science & Technology Series : XVIII Argentine Congress of Computer Science. Selected papers

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    CACIC’12 was the eighteenth Congress in the CACIC series. It was organized by the School of Computer Science and Engineering at the Universidad Nacional del Sur. The Congress included 13 Workshops with 178 accepted papers, 5 Conferences, 2 invited tutorials, different meetings related with Computer Science Education (Professors, PhD students, Curricula) and an International School with 5 courses. CACIC 2012 was organized following the traditional Congress format, with 13 Workshops covering a diversity of dimensions of Computer Science Research. Each topic was supervised by a committee of 3-5 chairs of different Universities. The call for papers attracted a total of 302 submissions. An average of 2.5 review reports were collected for each paper, for a grand total of 752 review reports that involved about 410 different reviewers. A total of 178 full papers, involving 496 authors and 83 Universities, were accepted and 27 of them were selected for this book.Red de Universidades con Carreras en Informática (RedUNCI

    Proceedings of the 10th international conference on disability, virtual reality and associated technologies (ICDVRAT 2014)

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    The proceedings of the conferenc

    Challenges in artificial socio-cognitive systems: A study based on intelligent vehicles

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    This record contains the (video) data and source code created in relation to the submitted thesis of the same title.The videos included in this collection have been derived using the 3D view components included in the BSF software framework, during a number of scenarios explained more fully in the related thesis: "Challenges in artificial socio-cognitive systems: A study based on intelligent vehicles" Additional views such as the graph views have been created from the rdfUtilities package. These scenarios can be re-run by using the included version of the BSF framework which is provided as zip file. From the command line, run "ant -p" to see available projects, which includes the traffic simulation, institutions, 3D view, and more

    Development of a virtual audience concept for public speaking training in immersive virtual environments

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    Public speaking is common in today's work and study environment, yet many people dread giving presentations and sometimes even avoid them altogether. A frequent solution is to take up public speaking courses where speakers can learn presentation skills from speech trainers and rehearse in front of other trainees. By combining the opportunities of virtual reality with the characteristics and challenges of training sessions, the dissertation proposes a design concept for a virtual audience that can serve as speech training tool in immersive virtual environments. Through this approach the research addresses public speaking from a training angle - a novel view that wishes to complement the existing speech anxiety treatment studies in virtual reality. The work rests on a multidisciplinary ground and includes perspectives from interpersonal communication, virtual reality, human-computer interaction, and design of virtual learning environments.Die vorliegende Dissertation schlägt einen neuen Ansatz für Kommunikationstrainings und Sprechübungen vor, und führt ein Konzept für ein virtuelles Publikum ein. Das Publikum soll hierbei als Trainingsinstrument dienen und richtet sich an diejenigen, welche ihre rhetorischen Fähigkeiten und Präsentationstechniken verbessern möchten. Die Schlüssel-Komponente des Publikums bilden virtuelle Menschen, wobei diese möglichst realistisch aussehen und agieren sollen. Dies wirft eine zentrale Frage auf: Was sind die Merkmale eines realen Publikums und was machen die Menschen überhaupt, wenn sie vor einem Sprecher sitzen? Um diese Frage zu beantworten, wurden zwei Studien durchgeführt. Die erste explorative Studie beschäftigt sich mit Experten im Kommunikationstraining und VR Bereich. Sieben Experten wurden sowohl über die Rolle von Publikumsanpassung, Interaktion, und Gruppendynamik als auch über technische Anwendungsmöglichkeiten in der virtuellen Realität befragt. Die Ergebnisse zeigen, dass die Kommunikationstrainingsprogramme hohe Publikumsanpassungen und Interaktivitätsmöglichkeiten erfordern. Um die Ergebnisse zu komplementieren, wurde ein Trainingsseminar beobachtet. Die Resultate der Beobachtung verdeutlichen die Bedeutung von Sprechübungen im Rahmen eines Kommunikationsprogramms sowie die bevorzugten Feedbackmethoden. Die zweite Studie umfasst die Beobachtung eines studentischen Publikums im Rahmen einer Vorlesung an der Technischen Universität Ilmenau. Die nonverbalen Verhaltensweisen von 14 Studierenden wurden kodiert und in aufmerksame oder unaufmerksame Verhaltensweisen aufgeteilt. Weiterhin wurde die Frequenz, Komplexität und Dauer der ausgewiesenen Reaktionen analysiert. Die Ergebnisse dieser zwei Studien bilden das Fundament für die Entwicklung eines Designkonzepts für ein virtuelles Publikum. Dieses bezieht unterschiedliche Merkmale (z.B. demographische Charakteristika, Vorschläge für virtuelle Räumlichkeiten, etc.) ein. Zusätzlich wird eine Liste mit Indikatoren für Aufmerksamkeit und Unaufmerksamkeit eingebunden und ein fünfminütiges Szenario mit fünf virtuellen Menschen vorgestellt.The present dissertation proposes a novel approach to public speaking training and introduces a concept for a virtual audience in immersive virtual environments. The key component of such an audience are the virtual humans (VHs) whose role is to look and behave as closely as possible to a real public. Virtual audiences can then be used as training tools for people who wish to improve their public speaking and presentation skills. Two empirical studies were conducted to help identify relevant audience features and behaviors that occur in real life and that can be modeled for a virtual public. The first one is an exploratory study with experts in communication training and in fields related to virtual reality (VR). Seven experts were interviewed on the role and importance of audience customization, interaction, and group dynamic during training, as well as on technical possibilities to design virtual audiences with such features. The results show that audiences for communication training require extensive customization and interactivity options. To complement the findings, a speech practice session in a communication training seminar was observed and helped reveal the role of speech practice in the economy of the whole training seminar as well as the preferred feedback methods. In the second study, a video observation of a student audience during a lecture at Technische Universität Ilmenau was conducted. The nonverbal behaviors of 14 students were coded and divided into attentive and inattentive manifestations. The identified behaviors are further described and analyzed in terms of their frequency, complexity, and duration. The findings of both these studies helped create a design concept for a virtual audience with various characteristics (e.g., demographic features and virtual spaces they could inhabit) and a list with attentive and inattentive nonverbal behaviors the virtual humans could display. A five-minute scenario with virtual listeners is suggested as well

    Human Computer Interaction and Emerging Technologies

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    The INTERACT Conferences are an important platform for researchers and practitioners in the field of human-computer interaction (HCI) to showcase their work. They are organised biennially by the International Federation for Information Processing (IFIP) Technical Committee on Human–Computer Interaction (IFIP TC13), an international committee of 30 member national societies and nine Working Groups. INTERACT is truly international in its spirit and has attracted researchers from several countries and cultures. With an emphasis on inclusiveness, it works to lower the barriers that prevent people in developing countries from participating in conferences. As a multidisciplinary field, HCI requires interaction and discussion among diverse people with different interests and backgrounds. The 17th IFIP TC13 International Conference on Human-Computer Interaction (INTERACT 2019) took place during 2-6 September 2019 in Paphos, Cyprus. The conference was held at the Coral Beach Hotel Resort, and was co-sponsored by the Cyprus University of Technology and Tallinn University, in cooperation with ACM and ACM SIGCHI. This volume contains the Adjunct Proceedings to the 17th INTERACT Conference, comprising a series of selected papers from workshops, the Student Design Consortium and the Doctoral Consortium. The volume follows the INTERACT conference tradition of submitting adjunct papers after the main publication deadline, to be published by a University Press with a connection to the conference itself. In this case, both the Adjunct Proceedings Chair of the conference, Dr Usashi Chatterjee, and the lead Editor of this volume, Dr Fernando Loizides, work at Cardiff University which is the home of Cardiff University Press

    The Proceedings of the European Conference on Social Media ECSM 2014 University of Brighton

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