291,265 research outputs found
Synthetic vision and emotion calculation in intelligent virtual human modeling
The virtual human technique already can provide vivid and believable human behaviour in more and more scenarios. Virtual humans are expected to replace real humans in hazardous situations to undertake tests and feed back valuable information. This paper will introduce a virtual human with a novel collision-based synthetic vision, short-term memory model and a capability to implement the emotion calculation and decision making. The virtual character based on this model can âseeâ what is in his field of view (FOV) and remember those objects. After that, a group of affective computing equations have been introduced. These equations have been implemented into a proposed emotion calculation process to enlighten emotion for virtual intelligent huma
A Phenomenological âAesthetics of Isolationâ as Environmental Aesthetics for an Era of Ubiquitous Art
Here the concept of the human being as a ârelatively isolated systemâ developed in Ingardenâs later phenomenology is adapted into an âaesthetics of isolationâ that complements conventional environmental aesthetics. Such an aesthetics of isolation is especially relevant, given the growing âaesthetic overloadâ brought about by ubiquitous computing and new forms of art and aesthetic experience such as those involving virtual reality, interactive online performance art, and artificial creativity
This Far, No Further: Introducing Virtual Borders to Mobile Robots Using a Laser Pointer
We address the problem of controlling the workspace of a 3-DoF mobile robot.
In a human-robot shared space, robots should navigate in a human-acceptable way
according to the users' demands. For this purpose, we employ virtual borders,
that are non-physical borders, to allow a user the restriction of the robot's
workspace. To this end, we propose an interaction method based on a laser
pointer to intuitively define virtual borders. This interaction method uses a
previously developed framework based on robot guidance to change the robot's
navigational behavior. Furthermore, we extend this framework to increase the
flexibility by considering different types of virtual borders, i.e. polygons
and curves separating an area. We evaluated our method with 15 non-expert users
concerning correctness, accuracy and teaching time. The experimental results
revealed a high accuracy and linear teaching time with respect to the border
length while correctly incorporating the borders into the robot's navigational
map. Finally, our user study showed that non-expert users can employ our
interaction method.Comment: Accepted at 2019 Third IEEE International Conference on Robotic
Computing (IRC), supplementary video: https://youtu.be/lKsGp8xtyI
Le risorse bibliografiche di archeologia in rete. Un panorama in evoluzione
The article describes some bibliographic works carried out as part of the research line devoted to archaeological computing at the Istituto di Studi sul Mediterraneo Antico (ISMA), CNR. The work analyses, in particular, the rich bibliography on archaeological computing in the 1990s published on the website Virtual Museum of Archaeological Computing (http://archaeologicalcomputing.lincei.it/) and the digital bibliographies of Massimo Pallottino, Sabatino Moscati and Mauro Cristofani, some leading figures in our Instituteâs history. Next, the text explores some examples of bibliographic resources available online (those relating to open texts and those relating to simple bibliographic references) and also describes some recently launched projects dedicated to virtual libraries and digital infrastructures in the field of human sciences
Panel on future challenges in modeling methodology
This panel paper presents the views of six researchers and practitioners of simulation modeling. Collectively we attempt to address a range of key future challenges to modeling methodology. It is hoped that the views of this paper, and the presentations made by the panelists at the 2004 Winter Simulation Conference will raise awareness and stimulate further discussion on the future of modeling methodology in areas such as modeling problems in business applications, human factors and geographically dispersed networks; rapid model development and maintenance; legacy modeling approaches; markup languages; virtual interactive process design and simulation; standards; and Grid computing
Learning a human-perceived softness measure of virtual 3D objects
We introduce the problem of computing a human-perceived softness measure for virtual 3D objects. As the virtual objects do not exist in the real world, we do not directly consider their physical properties but instead compute the human-perceived softness of the geometric shapes. We collect crowdsourced data where humans rank their perception of the softness of vertex pairs on virtual 3D models. We then compute shape descriptors and use a learning to-rank approach to learn a softness measure mapping any vertex to a softness value. Finally, we demonstrate our framework with a variety of 3D shapes
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