2,176 research outputs found

    Challenges for Virtual Humans in Human Computing

    Get PDF

    Technological prerequisites for indistinguishability of a person and his/her computer replica

    Get PDF
    Some people wrongly believe that A. Turing’s works that underlie all modern computer science never discussed “physical” robots. This is not so, since Turing did speak about such machines, though making a reservation that this discussion was still premature. In particular, in his 1948 report [8], he suggested that a physical intelligent machine equipped with motors, cameras and loudspeakers, when wandering through the fields of England, would present “the danger to the ordinary citizen would be serious.” [8, ]. Due to this imperfection of technology in the field of knowledge that we now call robotics, the methodology that he proposed was based on human speech, or rather on text. Other natural human skills were too difficult to implement, while the exchange of cues via written messages was much more accessible for engineering implementation in Turing’s time. Nevertheless, since then, the progress of computer technology has taken forms that the founder of artificial intelligence could not have foreseen

    Machine Understanding of Human Behavior

    Get PDF
    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior

    COMBINED ARTIFICIAL INTELLIGENCE BEHAVIOUR SYSTEMS IN SERIOUS GAMING

    Get PDF
    This thesis proposes a novel methodology for creating Artificial Agents with semi-realistic behaviour, with such behaviour defined as overcoming common limitations of mainstream behaviour systems; rapidly switching between actions, ignoring “obvious” event priorities, etc. Behaviour in these Agents is not fully realistic as some limitations remain; Agents have a “perfect” knowledge about the surrounding environment, and an inability to transfer knowledge to other Agents (no communication). The novel methodology is achieved by hybridising existing Artificial Intelligence (AI) behaviour systems. In most artificial agents (Agents) behaviour is created using a single behaviour system, whereas this work combines several systems in a novel way to overcome the limitations of each. A further proposal is the separation of behavioural concerns into behaviour systems that are best suited to their needs, as well as describing a biologically inspired memory system that further aids in the production of semi-realistic behaviour. Current behaviour systems are often inherently limited, and in this work it is shown that by combining systems that are complementary to each other, these limitations can be overcome without the need for a workaround. This work examines in detail Belief Desire Intention systems, as well as Finite State Machines and explores how these methodologies can complement each other when combined appropriately. By combining these systems together a hybrid system is proposed that is both fast to react and simple to maintain by separating behaviours into fast-reaction (instinctual) and slow-reaction (behavioural) behaviours, and assigning these to the most appropriate system. Computational intelligence learning techniques such as Artificial Neural Networks have been intentionally avoided, as these techniques commonly present their data in a “black box” system, whereas this work aims to make knowledge explicitly available to the user. A biologically inspired memory system has further been proposed in order to generate additional behaviours in Artificial Agents, such as behaviour related to forgetfulness. This work explores how humans can quickly recall information while still being able to store millions of pieces of information, and how this can be achieved in an artificial system

    ELECTRONIC JURISDICTION, METAVERSE, ARTIFICIAL INTELLIGENCE, DIGITAL PERSONALITY, DIGITAL AVATAR, NEURAL NETWORKS: THEORY, PRACTICE, PERSPECTIVE

    Get PDF
    Scientific and technological revolution 4.0 (The Fourth Industrial Revolution) has created a huge window of opportunity for a variety of creative technologies. At the same time it launched the emergence and development of modern social relations in the electronic space - the metaverse. In fact, today all the prerequisites for the scientific and technological revolution 5.0 and social revolution 5.0, which radically changes the role of human in the social structure, while changing the social structure, creating new social groups, social institutions, electronic ecosystems and metaverse. Modern social relations in the electronic space are multi-vector and can be divided according to the variety of objects, subjects and characteristics of the relationship between them, namely: the subjective and object basis of identification of social relations. Thus, the subjective basis for the identification of social relations is the social communities of people, and the object one is information and communication technologies and its products. Legal science is a social science, as it performs gnoseological and heuristic functions that determine the direction of scientific research and scientific predictions, studying the relations between people, groups of people, people and state institutions. The results of research are practical improvement of legislation on a scientific basis, development of draft normative legal acts, scientific examinations, etc.However, the current practice indicates that modern laws are created very slowly, without necessary and sufficient detaliztion of terms and basic concepts.It is difficult to overestimate the correctness, accuracy and consistency with the current legislation of definitions of legal terms. Unfortunately, the current legislation is unable to regulate public relations, which are rapidly evolving in the electronic space using digital technologies, artificial intelligence, Internet of Things (IoT), digital identity, digital avatars and other technologies, especially those that may restrict human rights and freedom. In fact, along with the creation of new social relations in the metaverse, it is necessary to create an electronic jurisdiction - the scope of application of opportunities by the subject of competence or the sphere to which the right applies.The author’s definitions "metaverse (cyberspace)", "electronic avatar", "electronic personality", "electronic jurisdiction", "cybercrime", "kidnapping of electronic avatar or electronic personality", "artificial intelligence" and "neural networks" are proposed in the article.Six postulates of the main directions of development of social relations with the use of technologies of the metaverse, artificial intelligence, artificial neural networks, robotic systems, medical and military lost products and devices are formed.Proposals for the creation of a comprehensive electronic jurisdiction, conceptual and categorical apparatus, definition of subjects and objects, rights, duties and responsibilities in the metaverse and in the use of artificial intelligence technologies, artificial neural networks, robots, etc. are provided.Scientific and technological revolution 4.0 (The Fourth Industrial Revolution) has created a huge window of opportunity for a variety of creative technologies. At the same time it launched the emergence and development of modern social relations in the electronic space - the metaverse. In fact, today all the prerequisites for the scientific and technological revolution 5.0 and social revolution 5.0, which radically changes the role of human in the social structure, while changing the social structure, creating new social groups, social institutions, electronic ecosystems and metaverse. Modern social relations in the electronic space are multi-vector and can be divided according to the variety of objects, subjects and characteristics of the relationship between them, namely: the subjective and object basis of identification of social relations. Thus, the subjective basis for the identification of social relations is the social communities of people, and the object one is information and communication technologies and its products. Legal science is a social science, as it performs gnoseological and heuristic functions that determine the direction of scientific research and scientific predictions, studying the relations between people, groups of people, people and state institutions. The results of research are practical improvement of legislation on a scientific basis, development of draft normative legal acts, scientific examinations, etc.However, the current practice indicates that modern laws are created very slowly, without necessary and sufficient detaliztion of terms and basic concepts.It is difficult to overestimate the correctness, accuracy and consistency with the current legislation of definitions of legal terms. Unfortunately, the current legislation is unable to regulate public relations, which are rapidly evolving in the electronic space using digital technologies, artificial intelligence, Internet of Things (IoT), digital identity, digital avatars and other technologies, especially those that may restrict human rights and freedom. In fact, along with the creation of new social relations in the metaverse, it is necessary to create an electronic jurisdiction - the scope of application of opportunities by the subject of competence or the sphere to which the right applies.The author’s definitions "metaverse (cyberspace)", "electronic avatar", "electronic personality", "electronic jurisdiction", "cybercrime", "kidnapping of electronic avatar or electronic personality", "artificial intelligence" and "neural networks" are proposed in the article.Six postulates of the main directions of development of social relations with the use of technologies of the metaverse, artificial intelligence, artificial neural networks, robotic systems, medical and military lost products and devices are formed.Proposals for the creation of a comprehensive electronic jurisdiction, conceptual and categorical apparatus, definition of subjects and objects, rights, duties and responsibilities in the metaverse and in the use of artificial intelligence technologies, artificial neural networks, robots, etc. are provided

    What is the impact of Information Systems on democracy promotion and the role in decision-making process

    Get PDF
    Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Information Systems and Technologies ManagementThis study aims to contribute to a better understanding of modern democracy and how democracy can be shaped by information systems solutions. We discuss the role of information systems and social media in democratic activities and how information systems can be a part of core democratic processes and contribute to finding solutions for some of the problems democracies face today. The main question being: how is democracy fostered by the introduction of information systems and the existing information systems platforms today? Several common problems of democracies will be identified, analyzed and paired with relevant information systems platforms or solutions resulting in a conceptual framework that nations can use to improve their democratic processes. Areas identified as relevant for the study are direct democracy using existing technological solutions, collaborative democracy, which would allow citizens to increase participation in the creation of laws, the allocation of budgets and online voting. Although it might not be possible to provide an exhaustive listing of all existing solution, due to the rapidly evolving nature of the information systems field, several existing solutions already provide interesting opportunities for the improvement of current democratic processes and if there was a wider adoption of these technologies it would improve the participation of citizens and reduce the increasing percentage of alienated citizens that abstain from taking part in the democratic process of their countries

    Design Principles for Generative AI Applications

    Full text link
    Generative AI applications present unique design challenges. As generative AI technologies are increasingly being incorporated into mainstream applications, there is an urgent need for guidance on how to design user experiences that foster effective and safe use. We present six principles for the design of generative AI applications that address unique characteristics of generative AI UX and offer new interpretations and extensions of known issues in the design of AI applications. Each principle is coupled with a set of design strategies for implementing that principle via UX capabilities or through the design process. The principles and strategies were developed through an iterative process involving literature review, feedback from design practitioners, validation against real-world generative AI applications, and incorporation into the design process of two generative AI applications. We anticipate the principles to usefully inform the design of generative AI applications by driving actionable design recommendations.Comment: 34 pages, 4 figures. To be published in CHI 202
    • …
    corecore