1,416 research outputs found

    Concept of a Robust & Training-free Probabilistic System for Real-time Intention Analysis in Teams

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    Die Arbeit beschäftigt sich mit der Analyse von Teamintentionen in Smart Environments (SE). Die fundamentale Aussage der Arbeit ist, dass die Entwicklung und Integration expliziter Modelle von Nutzeraufgaben einen wichtigen Beitrag zur Entwicklung mobiler und ubiquitärer Softwaresysteme liefern können. Die Arbeit sammelt Beschreibungen von menschlichem Verhalten sowohl in Gruppensituationen als auch Problemlösungssituationen. Sie untersucht, wie SE-Projekte die Aktivitäten eines Nutzers modellieren, und liefert ein Teamintentionsmodell zur Ableitung und Auswahl geplanten Teamaktivitäten mittels der Beobachtung mehrerer Nutzer durch verrauschte und heterogene Sensoren. Dazu wird ein auf hierarchischen dynamischen Bayes’schen Netzen basierender Ansatz gewählt

    Multi-Agent Systems

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    A multi-agent system (MAS) is a system composed of multiple interacting intelligent agents. Multi-agent systems can be used to solve problems which are difficult or impossible for an individual agent or monolithic system to solve. Agent systems are open and extensible systems that allow for the deployment of autonomous and proactive software components. Multi-agent systems have been brought up and used in several application domains

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Digital twin brain: a bridge between biological intelligence and artificial intelligence

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    In recent years, advances in neuroscience and artificial intelligence have paved the way for unprecedented opportunities for understanding the complexity of the brain and its emulation by computational systems. Cutting-edge advancements in neuroscience research have revealed the intricate relationship between brain structure and function, while the success of artificial neural networks highlights the importance of network architecture. Now is the time to bring them together to better unravel how intelligence emerges from the brain's multiscale repositories. In this review, we propose the Digital Twin Brain (DTB) as a transformative platform that bridges the gap between biological and artificial intelligence. It consists of three core elements: the brain structure that is fundamental to the twinning process, bottom-layer models to generate brain functions, and its wide spectrum of applications. Crucially, brain atlases provide a vital constraint, preserving the brain's network organization within the DTB. Furthermore, we highlight open questions that invite joint efforts from interdisciplinary fields and emphasize the far-reaching implications of the DTB. The DTB can offer unprecedented insights into the emergence of intelligence and neurological disorders, which holds tremendous promise for advancing our understanding of both biological and artificial intelligence, and ultimately propelling the development of artificial general intelligence and facilitating precision mental healthcare

    Virtual reality therapy for Alzheimer’s disease with speech instruction and real-time neurofeedback system

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    La maladie d'Alzheimer (MA) est une maladie cérébrale dégénérative qui entraîne une perte progressive de la mémoire, un déclin cognitif et une détérioration graduelle de la capacité d'une personne à faire face à la complexité et à l'exigence des tâches quotidiennes nécessaires pour vivre en autonomie dans notre société actuelle. Les traitements pharmacologiques actuels peuvent ralentir le processus de dégradation attribué à la maladie, mais ces traitements peuvent également provoquer certains effets secondaires indésirables. L'un des traitements non pharmacologiques qui peut soulager efficacement les symptômes est la thérapie assistée par l'animal (T.A.A.). Mais en raison de certaines limitations telles que le prix des animaux et des problèmes d'hygiène, des animaux virtuels sont utilisés dans ce domaine. Cependant, les animaux virtuels animés, la qualité d'image approximative et le mode d'interaction unidirectionnel des animaux qui attendent passivement les instructions de l’utilisateur, peuvent difficilement stimuler le retour émotionnel entre l'utilisateur et les animaux virtuels, ce qui affaiblit considérablement l'effet thérapeutique. Cette étude vise à explorer l'efficacité de l'utilisation d'animaux virtuels à la place d’animaux vivants et leur impact sur la réduction des émotions négatives chez le patient. Cet objectif a été gardé à l'esprit lors de la conception du projet Zoo Therapy, qui présente un environnement immersif d'animaux virtuels en 3D, où l'impact sur l'émotion du patient est mesuré en temps réel par électroencéphalographie (EEG). Les objets statiques et les animaux virtuels de Zoo Therapy sont tous présentés à l'aide de modèles 3D réels. Les mouvements des animaux, les sons et les systèmes de repérage spécialement développés prennent en charge le comportement interactif simulé des animaux virtuels. De plus, pour que l'expérience d'interaction de l'utilisateur soit plus réelle, Zoo Therapy propose un mécanisme de communication novateur qui met en œuvre une interaction bidirectionnelle homme-machine soutenue par 3 méthodes d'interaction : le menu sur les panneaux, les instructions vocales et le Neurofeedback. La manière la plus directe d'interagir avec l'environnement de réalité virtuelle (RV) est le menu sur les panneaux, c'est-à-dire une interaction en cliquant sur les boutons des panneaux par le contrôleur de RV. Cependant, il était difficile pour certains utilisateurs ayant la MA d'utiliser le contrôleur de RV. Pour accommoder ceux qui ne sont pas bien adaptés ou compatibles avec le contrôleur de RV, un système d'instructions vocales peut être utilisé comme interface. Ce système a été reçu positivement par les 5 participants qui l'ont essayé. Même si l'utilisateur choisit de ne pas interagir activement avec l'animal virtuel dans les deux méthodes ci-dessus, le système de Neurofeedback guidera l'animal pour qu'il interagisse activement avec l'utilisateur en fonction des émotions de ce dernier. Le système de Neurofeedback classique utilise un système de règles pour donner des instructions. Les limites de cette méthode sont la rigidité et l'impossibilité de prendre en compte la relation entre les différentes émotions du participant. Pour résoudre ces problèmes, ce mémoire présente une méthode basée sur l'apprentissage par renforcement (AR) qui donne des instructions à différentes personnes en fonction des différentes émotions. Dans l'expérience de simulation des données émotionnelles synthétiques de la MD, la méthode basée sur l’AR est plus sensible aux changements émotionnels que la méthode basée sur les règles et peut apprendre automatiquement des règles potentielles pour maximiser les émotions positives de l'utilisateur. En raison de l'épidémie de Covid-19, nous n'avons pas été en mesure de mener des expériences à grande échelle. Cependant, un projet de suivi a combiné la thérapie de RV Zoo avec la reconnaissance des gestes et a prouvé son efficacité en évaluant les valeurs d'émotion EEG des participants.Alzheimer’s disease (AD) is a degenerative brain disease that causes progressive memory loss, cognitive decline, and gradually impairs one’s ability to cope with the complexity and requirement of the daily routine tasks necessary to live in autonomy in our current society. Actual pharmacological treatments can slow down the degradation process attributed to the disease, but such treatments may also cause some undesirable side effects. One of the non-pharmacological treatments that can effectively relieve symptoms is animal-assisted treatment (AAT). But due to some limitations such as animal cost and hygiene issues, virtual animals are used in this field. However, the animated virtual animals, the rough picture quality presentation, and the one-direction interaction mode of animals passively waiting for the user's instructions can hardly stimulate the emotional feedback background between the user and the virtual animals, which greatly weakens the therapeutic effect. This study aims to explore the effectiveness of using virtual animals in place of their living counterpart and their impact on the reduction of negative emotions in the patient. This approach has been implemented in the Zoo Therapy project, which presents an immersive 3D virtual reality animal environment, where the impact on the patient’s emotion is measured in real-time by using electroencephalography (EEG). The static objects and virtual animals in Zoo Therapy are all presented using real 3D models. The specially developed animal movements, sounds, and pathfinding systems support the simulated interactive behavior of virtual animals. In addition, for the user's interaction experience to be more real, the innovation of this approach is also in its communication mechanism as it implements a bidirectional human-computer interaction supported by 3 interaction methods: Menu panel, Speech instruction, and Neurofeedback. The most straightforward way to interact with the VR environment is through Menu panel, i.e., interaction by clicking buttons on panels by the VR controller. However, it was difficult for some AD users to use the VR controller. To accommodate those who are not well suited or compatible with VR controllers, a speech instruction system can be used as an interface, which was received positively by the 5 participants who tried it. Even if the user chooses not to actively interact with the virtual animal in the above two methods, the Neurofeedback system will guide the animal to actively interact with the user according to the user's emotions. The mainstream Neurofeedback system has been using artificial rules to give instructions. The limitation of this method is inflexibility and cannot take into account the relationship between the various emotions of the participant. To solve these problems, this thesis presents a reinforcement learning (RL)-based method that gives instructions to different people based on multiple emotions accordingly. In the synthetic AD emotional data simulation experiment, the RL-based method is more sensitive to emotional changes than the rule-based method and can automatically learn potential rules to maximize the user's positive emotions. Due to the Covid-19 epidemic, we were unable to conduct large-scale experiments. However, a follow-up project combined VR Zoo Therapy with gesture recognition and proved the effectiveness by evaluating participant's EEG emotion values

    Distributed Adaptation Techniques for Connected Vehicles

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    In this PhD dissertation, we propose distributed adaptation mechanisms for connected vehicles to deal with the connectivity challenges. To understand the system behavior of the solutions for connected vehicles, we first need to characterize the operational environment. Therefore, we devised a large scale fading model for various link types, including point-to-point vehicular communications and multi-hop connected vehicles. We explored two small scale fading models to define the characteristics of multi-hop connected vehicles. Taking our research into multi-hop connected vehicles one step further, we propose selective information relaying to avoid message congestion due to redundant messages received by the relay vehicle. Results show that the proposed mechanism reduces messaging load by up to 75% without sacrificing environmental awareness. Once we define the channel characteristics, we propose a distributed congestion control algorithm to solve the messaging overhead on the channels as the next research interest of this dissertation. We propose a combined transmit power and message rate adaptation for connected vehicles. The proposed algorithm increases the environmental awareness and achieves the application requirements by considering highly dynamic network characteristics. Both power and rate adaptation mechanisms are performed jointly to avoid one result affecting the other negatively. Results prove that the proposed algorithm can increase awareness by 20% while keeping the channel load and interference at almost the same level as well as improve the average message rate by 18%. As the last step of this dissertation, distributed cooperative dynamic spectrum access technique is proposed to solve the channel overhead and the limited resources issues. The adaptive energy detection threshold, which is used to decide whether the channel is busy, is optimized in this work by using a computationally efficient numerical approach. Each vehicle evaluates the available channels by voting on the information received from one-hop neighbors. An interdisciplinary approach referred to as entropy-based weighting is used for defining the neighbor credibility. Once the vehicle accesses the channel, we propose a decision mechanism for channel switching that is inspired by the optimal flower selection process employed by bumblebees foraging. Experimental results show that by using the proposed distributed cooperative spectrum sensing mechanism, spectrum detection error converges to zero

    The Nexus between Artificial Intelligence and Economics

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    This book is organized as follows. Section 2 introduces the notion of the Singularity, a stage in development in which technological progress and economic growth increase at a near-infinite rate. Section 3 describes what artificial intelligence is and how it has been applied. Section 4 considers artificial happiness and the likelihood that artificial intelligence might increase human happiness. Section 5 discusses some prominent related concepts and issues. Section 6 describes the use of artificial agents in economic modeling, and section 7 considers some ways in which economic analysis can offer some hints about what the advent of artificial intelligence might bring. Chapter 8 presents some thoughts about the current state of AI and its future prospects.

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Real-time generation and adaptation of social companion robot behaviors

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    Social robots will be part of our future homes. They will assist us in everyday tasks, entertain us, and provide helpful advice. However, the technology still faces challenges that must be overcome to equip the machine with social competencies and make it a socially intelligent and accepted housemate. An essential skill of every social robot is verbal and non-verbal communication. In contrast to voice assistants, smartphones, and smart home technology, which are already part of many people's lives today, social robots have an embodiment that raises expectations towards the machine. Their anthropomorphic or zoomorphic appearance suggests they can communicate naturally with speech, gestures, or facial expressions and understand corresponding human behaviors. In addition, robots also need to consider individual users' preferences: everybody is shaped by their culture, social norms, and life experiences, resulting in different expectations towards communication with a robot. However, robots do not have human intuition - they must be equipped with the corresponding algorithmic solutions to these problems. This thesis investigates the use of reinforcement learning to adapt the robot's verbal and non-verbal communication to the user's needs and preferences. Such non-functional adaptation of the robot's behaviors primarily aims to improve the user experience and the robot's perceived social intelligence. The literature has not yet provided a holistic view of the overall challenge: real-time adaptation requires control over the robot's multimodal behavior generation, an understanding of human feedback, and an algorithmic basis for machine learning. Thus, this thesis develops a conceptual framework for designing real-time non-functional social robot behavior adaptation with reinforcement learning. It provides a higher-level view from the system designer's perspective and guidance from the start to the end. It illustrates the process of modeling, simulating, and evaluating such adaptation processes. Specifically, it guides the integration of human feedback and social signals to equip the machine with social awareness. The conceptual framework is put into practice for several use cases, resulting in technical proofs of concept and research prototypes. They are evaluated in the lab and in in-situ studies. These approaches address typical activities in domestic environments, focussing on the robot's expression of personality, persona, politeness, and humor. Within this scope, the robot adapts its spoken utterances, prosody, and animations based on human explicit or implicit feedback.Soziale Roboter werden Teil unseres zukünftigen Zuhauses sein. Sie werden uns bei alltäglichen Aufgaben unterstützen, uns unterhalten und uns mit hilfreichen Ratschlägen versorgen. Noch gibt es allerdings technische Herausforderungen, die zunächst überwunden werden müssen, um die Maschine mit sozialen Kompetenzen auszustatten und zu einem sozial intelligenten und akzeptierten Mitbewohner zu machen. Eine wesentliche Fähigkeit eines jeden sozialen Roboters ist die verbale und nonverbale Kommunikation. Im Gegensatz zu Sprachassistenten, Smartphones und Smart-Home-Technologien, die bereits heute Teil des Lebens vieler Menschen sind, haben soziale Roboter eine Verkörperung, die Erwartungen an die Maschine weckt. Ihr anthropomorphes oder zoomorphes Aussehen legt nahe, dass sie in der Lage sind, auf natürliche Weise mit Sprache, Gestik oder Mimik zu kommunizieren, aber auch entsprechende menschliche Kommunikation zu verstehen. Darüber hinaus müssen Roboter auch die individuellen Vorlieben der Benutzer berücksichtigen. So ist jeder Mensch von seiner Kultur, sozialen Normen und eigenen Lebenserfahrungen geprägt, was zu unterschiedlichen Erwartungen an die Kommunikation mit einem Roboter führt. Roboter haben jedoch keine menschliche Intuition - sie müssen mit entsprechenden Algorithmen für diese Probleme ausgestattet werden. In dieser Arbeit wird der Einsatz von bestärkendem Lernen untersucht, um die verbale und nonverbale Kommunikation des Roboters an die Bedürfnisse und Vorlieben des Benutzers anzupassen. Eine solche nicht-funktionale Anpassung des Roboterverhaltens zielt in erster Linie darauf ab, das Benutzererlebnis und die wahrgenommene soziale Intelligenz des Roboters zu verbessern. Die Literatur bietet bisher keine ganzheitliche Sicht auf diese Herausforderung: Echtzeitanpassung erfordert die Kontrolle über die multimodale Verhaltenserzeugung des Roboters, ein Verständnis des menschlichen Feedbacks und eine algorithmische Basis für maschinelles Lernen. Daher wird in dieser Arbeit ein konzeptioneller Rahmen für die Gestaltung von nicht-funktionaler Anpassung der Kommunikation sozialer Roboter mit bestärkendem Lernen entwickelt. Er bietet eine übergeordnete Sichtweise aus der Perspektive des Systemdesigners und eine Anleitung vom Anfang bis zum Ende. Er veranschaulicht den Prozess der Modellierung, Simulation und Evaluierung solcher Anpassungsprozesse. Insbesondere wird auf die Integration von menschlichem Feedback und sozialen Signalen eingegangen, um die Maschine mit sozialem Bewusstsein auszustatten. Der konzeptionelle Rahmen wird für mehrere Anwendungsfälle in die Praxis umgesetzt, was zu technischen Konzeptnachweisen und Forschungsprototypen führt, die in Labor- und In-situ-Studien evaluiert werden. Diese Ansätze befassen sich mit typischen Aktivitäten in häuslichen Umgebungen, wobei der Schwerpunkt auf dem Ausdruck der Persönlichkeit, dem Persona, der Höflichkeit und dem Humor des Roboters liegt. In diesem Rahmen passt der Roboter seine Sprache, Prosodie, und Animationen auf Basis expliziten oder impliziten menschlichen Feedbacks an
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