1,573 research outputs found

    The Role Of Simulation In The SY2000 Initiative

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    Report on how simulation can be used in education because it approximates, replicates or emulates the features of some task, setting, or context

    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

    An OpenEaagles Framework Extension for Hardware-in-the-Loop Swarm Simulation

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    Unmanned Aerial Vehicle (UAV) swarm applications, algorithms, and control strategies have experienced steady growth and development over the past 15 years. Yet, to this day, most swarm development efforts have gone untested and thus unimplemented. Cost of aircraft systems, government imposed airspace restrictions, and the lack of adequate modeling and simulation tools are some of the major inhibitors to successful swarm implementation. This thesis examines how the OpenEaagles simulation framework can be extended to bridge this gap. This research aims to utilize Hardware-in-the-Loop (HIL) simulation to provide developers a functional capability to develop and test the behaviors of scalable and modular swarms of autonomous UAVs in simulation with high confidence that these behaviors will prop- agate to real/live ight tests. Demonstrations show the framework enhances and simplifies swarm development through encapsulation, possesses high modularity, pro- vides realistic aircraft modeling, and is capable of simultaneously accommodating four hardware-piloted swarming UAVs during HIL simulation or 64 swarming UAVs during pure simulation

    Feasibility analysis study of battlefield distributed simulation - developmental (BDS-D) Version 1.0 system testbed extension : Fidelity and verification validation and accreditation

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    Issued as Report, Project E-16-M96 (subproject: A-9606)Report has title: Feasibility analysis study of battlefield distributed simulation - developmental (BDS-D) Version 1.0 system testbed extension : Fidelity and verification validation and accreditatio

    Editorial

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    A one decade survey of autonomous mobile robot systems

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    Recently, autonomous mobile robots have gained popularity in the modern world due to their relevance technology and application in real world situations. The global market for mobile robots will grow significantly over the next 20 years. Autonomous mobile robots are found in many fields including institutions, industry, business, hospitals, agriculture as well as private households for the purpose of improving day-to-day activities and services. The development of technology has increased in the requirements for mobile robots because of the services and tasks provided by them, like rescue and research operations, surveillance, carry heavy objects and so on. Researchers have conducted many works on the importance of robots, their uses, and problems. This article aims to analyze the control system of mobile robots and the way robots have the ability of moving in real-world to achieve their goals. It should be noted that there are several technological directions in a mobile robot industry. It must be observed and integrated so that the robot functions properly: Navigation systems, localization systems, detection systems (sensors) along with motion and kinematics and dynamics systems. All such systems should be united through a control unit; thus, the mission or work of mobile robots are conducted with reliability

    Learning Human Behavior From Observation For Gaming Applications

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    The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in. This work attempts to combine neural networks with a modeling paradigm known as context based reasoning (CxBR) to create a contextual game observation (CONGO) system that produces Quake 2 agents that behave as a human player trains them to act. A default level of intelligence is instilled into the bots through contextual scripts to prevent the bot from being trained to be completely useless. The results show that the humanness and entertainment value as compared to a traditional scripted bot have improved, although, CONGO bots usually ranked only slightly above a novice skill level. Overall, CONGO is a technique that offers the gaming community a mode of game play that has promising entertainment value
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