140,042 research outputs found

    Overview of the agent-based tools for the modelling of biological systems and their application to the analysis of multi-cellular biological oscillator

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    In this thesis, we overview computational tools for agent-based modelling of biological systems. Agent-based modelling focuses on the modelling of observed system with individual components called agents. This type of modelling offers a representation of a biological system at multiple levels of abstraction. We overview general-purpose agent-based framework and agent-based tools, which use cells as the primary agents. We compare and examine available tools from different perspectives. We examine how agent dynamics can be modelled, and properties of modelling languages, simulated environments, and built-in complex cellular traits (e.g. growth and movement) are checked. Afterwards, we examine NetLogo, BSim, Gro, and CellModeller framework. For each tool we provide description of their interactive environment, properties of modelling language, and their design and implementation principles. In the last part, we perform analysis of the above mentioned tools on the case study of a multi-cellular biological oscillator model. We conclude with the agent-based framework proposition, which would simplify the process of implementation of multi-agent biological models

    Overview of the agent-based tools for the modelling of biological systems and their application to the analysis of multi-cellular biological oscillator

    Get PDF
    In this thesis, we overview computational tools for agent-based modelling of biological systems. Agent-based modelling focuses on the modelling of observed system with individual components called agents. This type of modelling offers a representation of a biological system at multiple levels of abstraction. We overview general-purpose agent-based framework and agent-based tools, which use cells as the primary agents. We compare and examine available tools from different perspectives. We examine how agent dynamics can be modelled, and properties of modelling languages, simulated environments, and built-in complex cellular traits (e.g. growth and movement) are checked. Afterwards, we examine NetLogo, BSim, Gro, and CellModeller framework. For each tool we provide description of their interactive environment, properties of modelling language, and their design and implementation principles. In the last part, we perform analysis of the above mentioned tools on the case study of a multi-cellular biological oscillator model. We conclude with the agent-based framework proposition, which would simplify the process of implementation of multi-agent biological models

    E-Consultation for Skincare Products via Intelligent Agent Technology

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    Intelligent Agent technologies are becoming viable solutions to many problems related to E-commerce technologies that are not as user friendly as they seem. The skincare industry is continuously serving customer through consultation by humans. However, human beings have limited capability in fulfilling one's request. With these being said, this Final Year Project focuses on finding an intelligent agent that provides electronic consultation for the skincare industry. The main objective of this project is to create a flexible consultation environment for skincare's customers. This will result in a higher level of satisfaction and experience just like the current system. The methodology used for this project is the waterfall development-based technique which comprises of requirements analysis and definition, system design, implementation and testing, verification and maintenance. The tools used are Macromedia Dreamweaver MX, Adobe Photoshop, Pandorabots free web hosting, Oddcast Inc.'s VHostā„¢, AIML, Apache Web Server and PHP. Based on the work carried out, it is found that although the usage of agent technology is a natural evolution of e-commerce, to effectively build and deliver an agent technology into an e-commerce websites requires rethinking and re-evaluating the human-computer interaction in the new environment. Second round of surveys were conducted to help determining whether users will be interested in the technology. It is found that the conceptof an Agent Technology might be an interest to users, provided it can assist them in consultation process. Agent Technology will be even easily acceptable if it is able to provide almost the same consultation experience based on the current consultation style, and able to provide an interactive discussion environment to users. Those who disagree prefer to stick to current style or might reject technology changes. Users are very concern with the reliability of the system as this will be the main factor whether the information provided by the agent technology is reliable or not. As a conclusion, more researches are expected to be carried out by technologists to further understand the acceptance on an agent technology and thus implementing it in various industries throughout the world

    Multi-agent evolutionary systems for the generation of complex virtual worlds

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    Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer's intent through interaction, and encourages playful discovery

    CGAMES'2009

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    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ā€˜how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?ā€™ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brechtā€™s Epic Theatre and Boalā€™s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    A software toolkit for web-based virtual environments based on a shared database

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    We propose a software toolkit for developing complex web-based user interfaces, incorporating such things as multi-user facilities, virtual environments (VEs), and interface agents. The toolkit is based on a novel software architecture that combines ideas from multi-agent platforms and user interface (UI) architectures. It provides a distributed shared database with publish-subscribe facilities. This enables UI components to observe the state and activities of any other components in the system easily. The system runs in a web-based environment. The toolkit is comprised of several programming and other specification languages, providing a complete suite of systems design languages. We illustrate the toolkit by means of a couple of examples

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Interactive design activism

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