57 research outputs found

    Monsters of Darwin: a strategic game based on Artificial Intelligence and Genetic Algorithms

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    The production of video games is a complex process, which involves several disciplines, spanning from art to computer science. The final goal is to keep entertained the players, by continuously providing them novel and challenging contents. However, the availability of a large variety of pre-produced material is often not possible. A similar problem can be found in many single-player game genres, where the simulated behaviour generated by the Artificial Intelligence algorithms must be coherent, believable, but also adequately variegate to maintain a satisfactory user experience. To this aim, there is a growing interest in the introduction of automatic or semi-automatic techniques to produce and manage the video game contents. In this paper, we present an example of strategic card battle video game based on the applications of Artificial Intelligence and Genetic Algorithms, where the game contents are dynamically adapted and produced during the game sessions

    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

    BNAIC 2008:Proceedings of BNAIC 2008, the twentieth Belgian-Dutch Artificial Intelligence Conference

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    Critical point of view: a Wikipedia reader

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    For millions of internet users around the globe, the search for new knowledge begins with Wikipedia. The encyclopedia’s rapid rise, novel organization, and freely offered content have been marveled at and denounced by a host of commentators. Critical Point of View moves beyond unflagging praise, well-worn facts, and questions about its reliability and accuracy, to unveil the complex, messy, and controversial realities of a distributed knowledge platform. The essays, interviews and artworks brought together in this reader form part of the overarching Critical Point of View research initiative, which began with a conference in Bangalore (January 2010), followed by events in Amsterdam (March 2010) and Leipzig (September 2010). With an emphasis on theoretical reflection, cultural difference and indeed, critique, contributions to this collection ask: What values are embedded in Wikipedia’s software? On what basis are Wikipedia’s claims to neutrality made? How can Wikipedia give voice to those outside the Western tradition of Enlightenment, or even its own administrative hierarchies? Critical Point of View collects original insights on the next generation of wiki-related research, from radical artistic interventions and the significant role of bots to hidden trajectories of encyclopedic knowledge and the politics of agency and exclusion

    Simulation Tools for the Study of the Interaction between Communication and Action in Cognitive Robots

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    In this thesis I report the development of FARSA (Framework for Autonomous Robotics Simulation and Analysis), a simulation tool for the study of the interaction between language and action in cognitive robots and more in general for experiments in embodied cognitive science. Before presenting the tools, I will describe a series of experiments that involve simulated humanoid robots that acquire their behavioural and language skills autonomously through a trial-and-error adaptive process in which random variations of the free parameters of the robots’ controller are retained or discarded on the basis of their effect on the overall behaviour exhibited by the robot in interaction with the environment. More specifically the first series of experiments shows how the availability of linguistic stimuli provided by a caretaker, that indicate the elementary actions that need to be carried out in order to accomplish a certain complex action, facilitates the acquisition of the required behavioural capacity. The second series of experiments shows how a robot trained to comprehend a set of command phrases by executing the corresponding appropriate behaviour can generalize its knowledge by comprehending new, never experienced sentences, and by producing new appropriate actions. Together with their scientific relevance, these experiments provide a series of requirements that have been taken into account during the development of FARSA. The objective of this project is that to reduce the complexity barrier that currently discourages part of the researchers interested in the study of behaviour and cognition from initiating experimental activity in this area. FARSA is the only available tools that provide an integrated framework for carrying on experiments of this type, i.e. it is the only tool that provides ready to use integrated components that enable to define the characteristics of the robots and of the environment, the characteristics of the robots’ controller, and the characteristics of the adaptive process. Overall this enables users to quickly setup experiments, including complex experiments, and to quickly start collecting results

    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

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    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp

    Classificação de pacientes para adaptação de cadeira de rodas inteligente

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    Doutoramento em Engenharia InformáticaA importância e preocupação dedicadas à autonomia e independência das pessoas idosas e dos pacientes que sofrem de algum tipo de deficiência tem vindo a aumentar significativamente ao longo das últimas décadas. As cadeiras de rodas inteligentes (CRI) são tecnologias que podem ajudar este tipo de população a aumentar a sua autonomia, sendo atualmente uma área de investigação bastante ativa. Contudo, a adaptação das CRIs a pacientes específicos e a realização de experiências com utilizadores reais são assuntos de estudo ainda muito pouco aprofundados. A cadeira de rodas inteligente, desenvolvida no âmbito do Projeto IntellWheels, é controlada a alto nível utilizando uma interface multimodal flexível, recorrendo a comandos de voz, expressões faciais, movimentos de cabeça e através de joystick. Este trabalho teve como finalidade a adaptação automática da CRI atendendo às características dos potenciais utilizadores. Foi desenvolvida uma metodologia capaz de criar um modelo do utilizador. A investigação foi baseada num sistema de recolha de dados que permite obter e armazenar dados de voz, expressões faciais, movimentos de cabeça e do corpo dos pacientes. A utilização da CRI pode ser efetuada em diferentes situações em ambiente real e simulado e um jogo sério foi desenvolvido permitindo especificar um conjunto de tarefas a ser realizado pelos utilizadores. Os dados foram analisados recorrendo a métodos de extração de conhecimento, de modo a obter o modelo dos utilizadores. Usando os resultados obtidos pelo sistema de classificação, foi criada uma metodologia que permite selecionar a melhor interface e linguagem de comando da cadeira para cada utilizador. A avaliação para validação da abordagem foi realizada no âmbito do Projeto FCT/RIPD/ADA/109636/2009 - "IntellWheels - Intelligent Wheelchair with Flexible Multimodal Interface". As experiências envolveram um vasto conjunto de indivíduos que sofrem de diversos níveis de deficiência, em estreita colaboração com a Escola Superior de Tecnologia de Saúde do Porto e a Associação do Porto de Paralisia Cerebral. Os dados recolhidos através das experiências de navegação na CRI foram acompanhados por questionários preenchidos pelos utilizadores. Estes dados foram analisados estatisticamente, a fim de provar a eficácia e usabilidade na adequação da interface da CRI ao utilizador. Os resultados mostraram, em ambiente simulado, um valor de usabilidade do sistema de 67, baseado na opinião de uma amostra de pacientes que apresentam os graus IV e V (os mais severos) de Paralisia Cerebral. Foi também demonstrado estatisticamente que a interface atribuída automaticamente pela ferramenta tem uma avaliação superior à sugerida pelos técnicos de Terapia Ocupacional, mostrando a possibilidade de atribuir automaticamente uma linguagem de comando adaptada a cada utilizador. Experiências realizadas com distintos modos de controlo revelaram a preferência dos utilizadores por um controlo compartilhado com um nível de ajuda associado ao nível de constrangimento do paciente. Em conclusão, este trabalho demonstra que é possível adaptar automaticamente uma CRI ao utilizador com claros benefícios a nível de usabilidade e segurança.The importance and concern given to the autonomy and independence of elderly people and patients suffering from some kind of disability has been growing significantly in the last few decades. Intelligent wheelchairs (IW) are technologies that can increase the autonomy and independence of this kind of population and are nowadays a very active research area. However, the adaptations to users’ specificities and experiments with real users are topics that lack deeper studies. The intelligent wheelchair, developed in the context of the IntellWheels project, is controlled at a high-level through a flexible multimodal interface, using voice commands, facial expressions, head movements and joystick as its main input modalities. This work intended to develop a system enabling the automatic adaptation, to the user characteristics, of the previously developed intelligent wheelchair. A methodology was created enabling the creation of a user model. The research was based on the development of a data gathering system, enabling the collection and storage of data from voice commands, facial expressions, head and body movements from several patients with distinct disabilities such as Cerebral Palsy. The wheelchair can be used in different situations in real and simulated environments and a serious game was developed where different tasks may be performed by users. Data was analysed using knowledge discovery methods in order to create an automatic patient classification system. Based on the classification system, a methodology was developed enabling to select the best wheelchair interface and command language for each patient. Evaluation was performed in the context of Project FCT/RIPD/ADA/109636/ 2009 – “IntellWheels – Intelligent Wheelchair with Flexible Multimodal Interface”. Experiments were conducted, using a large set of patients suffering from severe physical constraints in close collaboration with Escola Superior de Tecnologia de Saúde do Porto and Associação do Porto de Paralisia Cerebral. The experiments using the intelligent wheelchair were followed by user questionnaires. The results were statistically analysed in order to prove the effectiveness and usability of the adaptation of the Intelligent Wheelchair multimodal interface to the user characteristics. The results obtained in a simulated environment showed a 67 score on the system usability scale based in the opinion of a sample of cerebral palsy patients with the most severe cases IV and V of the Gross Motor Function Scale. It was also statistically demonstrated that the data analysis system advised the use of an adapted interface with higher evaluation than the one suggested by the occupational therapists, showing the usefulness of defining a command language adapted to each user. Experiments conducted with distinct control modes revealed the users' preference for a shared control with an aid level taking into account the level of constraint of the patient. In conclusion, this work demonstrates that it is possible to adapt an intelligent wheelchair to the user with clear usability and safety benefits

    Video Vortex reader : responses to Youtube

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    The Video Vortex Reader is the first collection of critical texts to deal with the rapidly emerging world of online video – from its explosive rise in 2005 with YouTube, to its future as a significant form of personal media. After years of talk about digital convergence and crossmedia platforms we now witness the merger of the Internet and television at a pace no-one predicted. These contributions from scholars, artists and curators evolved from the first two Video Vortex conferences in Brussels and Amsterdam in 2007 which focused on responses to YouTube, and address key issues around independent production and distribution of online video content. What does this new distribution platform mean for artists and activists? What are the alternatives

    Computer Science & Technology Series : XVIII Argentine Congress of Computer Science. Selected papers

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    CACIC’12 was the eighteenth Congress in the CACIC series. It was organized by the School of Computer Science and Engineering at the Universidad Nacional del Sur. The Congress included 13 Workshops with 178 accepted papers, 5 Conferences, 2 invited tutorials, different meetings related with Computer Science Education (Professors, PhD students, Curricula) and an International School with 5 courses. CACIC 2012 was organized following the traditional Congress format, with 13 Workshops covering a diversity of dimensions of Computer Science Research. Each topic was supervised by a committee of 3-5 chairs of different Universities. The call for papers attracted a total of 302 submissions. An average of 2.5 review reports were collected for each paper, for a grand total of 752 review reports that involved about 410 different reviewers. A total of 178 full papers, involving 496 authors and 83 Universities, were accepted and 27 of them were selected for this book.Red de Universidades con Carreras en Informática (RedUNCI

    The Routledge Companion to Actor-Network Theory

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    This companion explores ANT as an intellectual practice, tracking its movements and engagements with a wide range of other academic and activist projects. Showcasing the work of a diverse set of ‘second generation’ ANT scholars from around the world, it highlights the exciting depth and breadth of contemporary ANT and its future possibilities. The companion has 38 chapters, each answering a key question about ANT and its capacities. Early chapters explore ANT as an intellectual practice and highlight ANT’s dialogues with other fields and key theorists. Others open critical, provocative discussions of its limitations. Later sections explore how ANT has been developed in a range of social scientific fields and how it has been used to explore a wide range of scales and sites. Chapters in the final section discuss ANT’s involvement in ‘real world’ endeavours such as disability and environmental activism, and even running a Chilean hospital. Each chapter contains an overview of relevant work and introduces original examples and ideas from the authors’ recent research. The chapters orient readers in rich, complex fields and can be read in any order or combination. Throughout the volume, authors mobilise ANT to explore and account for a range of exciting case studies: from wheelchair activism to parliamentary decision-making; from racial profiling to energy consumption monitoring; from queer sex to Korean cities. A comprehensive introduction by the editors explores the significance of ANT more broadly and provides an overview of the volume. The Routledge Companion to Actor-Network Theory will be an inspiring and lively companion to academics and advanced undergraduates and postgraduates from across many disciplines across the social sciences, including Sociology, Geography, Politics and Urban Studies, Environmental Studies and STS, and anyone wishing to engage with ANT, to understand what it has already been used to do and to imagine what it might do in the future
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