19,054 research outputs found
Relational Approach to Knowledge Engineering for POMDP-based Assistance Systems as a Translation of a Psychological Model
Assistive systems for persons with cognitive disabilities (e.g. dementia) are
difficult to build due to the wide range of different approaches people can
take to accomplishing the same task, and the significant uncertainties that
arise from both the unpredictability of client's behaviours and from noise in
sensor readings. Partially observable Markov decision process (POMDP) models
have been used successfully as the reasoning engine behind such assistive
systems for small multi-step tasks such as hand washing. POMDP models are a
powerful, yet flexible framework for modelling assistance that can deal with
uncertainty and utility. Unfortunately, POMDPs usually require a very labour
intensive, manual procedure for their definition and construction. Our previous
work has described a knowledge driven method for automatically generating POMDP
activity recognition and context sensitive prompting systems for complex tasks.
We call the resulting POMDP a SNAP (SyNdetic Assistance Process). The
spreadsheet-like result of the analysis does not correspond to the POMDP model
directly and the translation to a formal POMDP representation is required. To
date, this translation had to be performed manually by a trained POMDP expert.
In this paper, we formalise and automate this translation process using a
probabilistic relational model (PRM) encoded in a relational database. We
demonstrate the method by eliciting three assistance tasks from non-experts. We
validate the resulting POMDP models using case-based simulations to show that
they are reasonable for the domains. We also show a complete case study of a
designer specifying one database, including an evaluation in a real-life
experiment with a human actor
Rethinking 'multi-user': an in-the-wild study of how groups approach a walk-up-and-use tabletop interface
Multi-touch tabletops have been much heralded as an innovative technology that can facilitate new ways of group working. However, there is little evidence of these materialising outside of research lab settings. We present the findings of a 5-week in-the-wild study examining how a shared planning application – designed to run on a walk-up- and-use tabletop – was used when placed in a tourist information centre. We describe how groups approached, congregated and interacted with it and the social interactions that took place – noting how they were quite different from research findings describing the ways groups work around a tabletop in lab settings. We discuss the implications of such situated group work for designing collaborative tabletop applications for use in public settings
Agents for educational games and simulations
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
Interactively Picking Real-World Objects with Unconstrained Spoken Language Instructions
Comprehension of spoken natural language is an essential component for robots
to communicate with human effectively. However, handling unconstrained spoken
instructions is challenging due to (1) complex structures including a wide
variety of expressions used in spoken language and (2) inherent ambiguity in
interpretation of human instructions. In this paper, we propose the first
comprehensive system that can handle unconstrained spoken language and is able
to effectively resolve ambiguity in spoken instructions. Specifically, we
integrate deep-learning-based object detection together with natural language
processing technologies to handle unconstrained spoken instructions, and
propose a method for robots to resolve instruction ambiguity through dialogue.
Through our experiments on both a simulated environment as well as a physical
industrial robot arm, we demonstrate the ability of our system to understand
natural instructions from human operators effectively, and how higher success
rates of the object picking task can be achieved through an interactive
clarification process.Comment: 9 pages. International Conference on Robotics and Automation (ICRA)
2018. Accompanying videos are available at the following links:
https://youtu.be/_Uyv1XIUqhk (the system submitted to ICRA-2018) and
http://youtu.be/DGJazkyw0Ws (with improvements after ICRA-2018 submission
Affect and believability in game characters:a review of the use of affective computing in games
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
Tools for modelling support and construction of optimization applications
We argue the case for an open systems approach towards modelling and application support. We discuss how the 'usability' and 'skills' analysis naturally leads to a viable strategy for integrating application construction with modelling tools and optimizers. The role of the implementation environment is also seen to be critical in that it is retained as a building block within the resulting system
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Boy meets goal, boy loses goal, boy gets goal : the nature of feedback between goal-based simulation and understanding systems
We are designing a goal-based planning and simulation system called REACTOR for a multiple-actor world in which partially formulated plans are monitored during execution, providing feedback to the planner. Plan failures that occur are diagnosed by a combination of top-down (plan-synthesis) and bottom-up (plan-understanding) techniques, allowing an informed choice of response to the error. By maintaining separate belief spaces for each actor, we simulate planners who themselves simulate the planning and plan-understanding of other actors
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