3,188 research outputs found

    Graph-Based Analysis of Human Transfer Learning Using a Game Testbed

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    Security, Privacy and Safety Risk Assessment for Virtual Reality Learning Environment Applications

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    Social Virtual Reality based Learning Environments (VRLEs) such as vSocial render instructional content in a three-dimensional immersive computer experience for training youth with learning impediments. There are limited prior works that explored attack vulnerability in VR technology, and hence there is a need for systematic frameworks to quantify risks corresponding to security, privacy, and safety (SPS) threats. The SPS threats can adversely impact the educational user experience and hinder delivery of VRLE content. In this paper, we propose a novel risk assessment framework that utilizes attack trees to calculate a risk score for varied VRLE threats with rate and duration of threats as inputs. We compare the impact of a well-constructed attack tree with an adhoc attack tree to study the trade-offs between overheads in managing attack trees, and the cost of risk mitigation when vulnerabilities are identified. We use a vSocial VRLE testbed in a case study to showcase the effectiveness of our framework and demonstrate how a suitable attack tree formalism can result in a more safer, privacy-preserving and secure VRLE system.Comment: Tp appear in the CCNC 2019 Conferenc

    Exploring individual user differences in the 2D/3D interaction with medical image data

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    User-centered design is often performed without regard to individual user differences. In this paper, we report results of an empirical study aimed to evaluate whether computer experience and demographic user characteristics would have an effect on the way people interact with the visualized medical data in a 3D virtual environment using 2D and 3D input devices. We analyzed the interaction through performance data, questionnaires and observations. The results suggest that differences in gender, age and game experience have an effect on people’s behavior and task performance, as well as on subjective\ud user preferences

    Three levels of metric for evaluating wayfinding

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    Three levels of virtual environment (VE) metric are proposed, based on: (1) users’ task performance (time taken, distance traveled and number of errors made), (2) physical behavior (locomotion, looking around, and time and error classification), and (3) decision making (i.e., cognitive) rationale (think aloud, interview and questionnaire). Examples of the use of these metrics are drawn from a detailed review of research into VE wayfinding. A case study from research into the fidelity that is required for efficient VE wayfinding is presented, showing the unsuitability in some circumstances of common metrics of task performance such as time and distance, and the benefits to be gained by making fine-grained analyses of users’ behavior. Taken as a whole, the article highlights the range of techniques that have been successfully used to evaluate wayfinding and explains in detail how some of these techniques may be applied

    Physics-Based Task Generation through Causal Sequence of Physical Interactions

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    Performing tasks in a physical environment is a crucial yet challenging problem for AI systems operating in the real world. Physics simulation-based tasks are often employed to facilitate research that addresses this challenge. In this paper, first, we present a systematic approach for defining a physical scenario using a causal sequence of physical interactions between objects. Then, we propose a methodology for generating tasks in a physics-simulating environment using these defined scenarios as inputs. Our approach enables a better understanding of the granular mechanics required for solving physics-based tasks, thereby facilitating accurate evaluation of AI systems' physical reasoning capabilities. We demonstrate our proposed task generation methodology using the physics-based puzzle game Angry Birds and evaluate the generated tasks using a range of metrics, including physical stability, solvability using intended physical interactions, and accidental solvability using unintended solutions. We believe that the tasks generated using our proposed methodology can facilitate a nuanced evaluation of physical reasoning agents, thus paving the way for the development of agents for more sophisticated real-world applications.Comment: The 19th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-23

    Cyber security research frameworks for coevolutionary network defense

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    Cyber security is increasingly a challenge for organizations everywhere. Defense systems that require less expert knowledge and can adapt quickly to threats are strongly needed to combat the rise of cyber attacks. Computational intelligence techniques can be used to rapidly explore potential solutions while searching in a way that is unaffected by human bias. Several architectures have been created for developing and testing systems used in network security, but most are meant to provide a platform for running cyber security experiments as opposed to automating experiment processes. In the first paper, we propose a framework termed Distributed Cyber Security Automation Framework for Experiments (DCAFE) that enables experiment automation and control in a distributed environment. Predictive analysis of adversaries is another thorny issue in cyber security. Game theory can be used to mathematically analyze adversary models, but its scalability limitations restrict its use. Computational game theory allows us to scale classical game theory to larger, more complex systems. In the second paper, we propose a framework termed Coevolutionary Agent-based Network Defense Lightweight Event System (CANDLES) that can coevolve attacker and defender agent strategies and capabilities and evaluate potential solutions with a custom network defense simulation. The third paper is a continuation of the CANDLES project in which we rewrote key parts of the framework. Attackers and defenders have been redesigned to evolve pure strategy, and a new network security simulation is devised which specifies network architecture and adds a temporal aspect. We also add a hill climber algorithm to evaluate the search space and justify the use of a coevolutionary algorithm --Abstract, page iv

    Effects of Training Data Variation and Temporal Representation in a QSR-Based Action Prediction System

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    Understanding of behaviour is a crucial skill for Artificial Intelligence systems expected to interact with external agents – whether other AI systems, or humans, in scenarios involving co-operation, such as domestic robots capable of helping out with household jobs, or disaster relief robots expected to collaborate and lend assistance to others. It is useful for such systems to be able to quickly learn and re-use models and skills in new situations. Our work centres around a behaviourlearning system utilising Qualitative Spatial Relations to lessen the amount of training data required by the system, and to aid generalisation. In this paper, we provide an analysis of the advantages provided to our system by the use of QSRs. We provide a comparison of a variety of machine learning techniques utilising both quantitative and qualitative representations, and show the effects of varying amounts of training data and temporal representations upon the system. The subject of our work is the game of simulated RoboCup Soccer Keepaway. Our results show that employing QSRs provides clear advantages in scenarios where training data is limited, and provides for better generalisation performance in classifiers. In addition, we show that adopting a qualitative representation of time can provide significant performance gains for QSR systems
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