75,692 research outputs found
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
I Probe, Therefore I Am: Designing a Virtual Journalist with Human Emotions
By utilizing different communication channels, such as verbal language,
gestures or facial expressions, virtually embodied interactive humans hold a
unique potential to bridge the gap between human-computer interaction and
actual interhuman communication. The use of virtual humans is consequently
becoming increasingly popular in a wide range of areas where such a natural
communication might be beneficial, including entertainment, education, mental
health research and beyond. Behind this development lies a series of
technological advances in a multitude of disciplines, most notably natural
language processing, computer vision, and speech synthesis. In this paper we
discuss a Virtual Human Journalist, a project employing a number of novel
solutions from these disciplines with the goal to demonstrate their viability
by producing a humanoid conversational agent capable of naturally eliciting and
reacting to information from a human user. A set of qualitative and
quantitative evaluation sessions demonstrated the technical feasibility of the
system whilst uncovering a number of deficits in its capacity to engage users
in a way that would be perceived as natural and emotionally engaging. We argue
that naturalness should not always be seen as a desirable goal and suggest that
deliberately suppressing the naturalness of virtual human interactions, such as
by altering its personality cues, might in some cases yield more desirable
results.Comment: eNTERFACE16 proceeding
AI Solutions for MDS: Artificial Intelligence Techniques for Misuse Detection and Localisation in Telecommunication Environments
This report considers the application of Articial Intelligence (AI) techniques to
the problem of misuse detection and misuse localisation within telecommunications
environments. A broad survey of techniques is provided, that covers inter alia
rule based systems, model-based systems, case based reasoning, pattern matching,
clustering and feature extraction, articial neural networks, genetic algorithms, arti
cial immune systems, agent based systems, data mining and a variety of hybrid
approaches. The report then considers the central issue of event correlation, that
is at the heart of many misuse detection and localisation systems. The notion of
being able to infer misuse by the correlation of individual temporally distributed
events within a multiple data stream environment is explored, and a range of techniques,
covering model based approaches, `programmed' AI and machine learning
paradigms. It is found that, in general, correlation is best achieved via rule based approaches,
but that these suffer from a number of drawbacks, such as the difculty of
developing and maintaining an appropriate knowledge base, and the lack of ability
to generalise from known misuses to new unseen misuses. Two distinct approaches
are evident. One attempts to encode knowledge of known misuses, typically within
rules, and use this to screen events. This approach cannot generally detect misuses
for which it has not been programmed, i.e. it is prone to issuing false negatives.
The other attempts to `learn' the features of event patterns that constitute normal
behaviour, and, by observing patterns that do not match expected behaviour, detect
when a misuse has occurred. This approach is prone to issuing false positives,
i.e. inferring misuse from innocent patterns of behaviour that the system was not
trained to recognise. Contemporary approaches are seen to favour hybridisation,
often combining detection or localisation mechanisms for both abnormal and normal
behaviour, the former to capture known cases of misuse, the latter to capture
unknown cases. In some systems, these mechanisms even work together to update
each other to increase detection rates and lower false positive rates. It is concluded
that hybridisation offers the most promising future direction, but that a rule or state
based component is likely to remain, being the most natural approach to the correlation
of complex events. The challenge, then, is to mitigate the weaknesses of
canonical programmed systems such that learning, generalisation and adaptation
are more readily facilitated
ALOJA: A benchmarking and predictive platform for big data performance analysis
The main goals of the ALOJA research project from BSC-MSR, are to explore and automate the characterization of cost-effectivenessof Big Data deployments. The development of the project over its first year, has resulted in a open source benchmarking platform, an online public repository of results with over 42,000 Hadoop job runs, and web-based analytic tools to gather insights about system's cost-performance1.
This article describes the evolution of the project's focus and research
lines from over a year of continuously benchmarking Hadoop under dif-
ferent configuration and deployments options, presents results, and dis
cusses the motivation both technical and market-based of such changes.
During this time, ALOJA's target has evolved from a previous low-level
profiling of Hadoop runtime, passing through extensive benchmarking
and evaluation of a large body of results via aggregation, to currently
leveraging Predictive Analytics (PA) techniques. Modeling benchmark
executions allow us to estimate the results of new or untested configu-
rations or hardware set-ups automatically, by learning techniques from
past observations saving in benchmarking time and costs.This work is partially supported the BSC-Microsoft Research Centre, the Span-
ish Ministry of Education (TIN2012-34557), the MINECO Severo Ochoa Research program (SEV-2011-0067) and the Generalitat de Catalunya (2014-SGR-1051).Peer ReviewedPostprint (author's final draft
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Knowledge Management for Public Administrations: Technical Realizations of an Enterprise Attention Management System
The improvement of governments’ efficiency has gained great importance and validity especially in the current times of economic downturn. E-Government constitutes the most contemporary techno-managerial proposition in the track of possible interventions. The paper addresses, more specifically, empowerments necessitated by Public Administration (PA) organizations. Anchored on the needs of three real-life cases, the paper describes the conception and the realization of an IT artefact together with its methodological appeals aiming at improving information access and delivery and thus PAs’ decision making capacity. Our proposition constitutes a novel approach for managing users’ attention in knowledge intensive organizations which goes beyond informing a user about changes in relevant information towards proactively supporting the user to react on changes. The approach is based on an expressive attention model, which is realized by combining ECA (Event-Condition-Action) rules with ontologies. The technical realizations described in the paper constitute the underlying infrastructure of an Enterprise Attention Management System
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