26,131 research outputs found

    Execution infrastructure for normative virtual environments

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    Virtual Institutions (VIs) have proven to be adequate to engineer applications where participants can be humans and software agents. VIs combine Electronic Institutions (EIs) and 3D Virtual Worlds (VWs). In this context, Electronic Institutions are used to establish the regulations that structure interactions and support software agent participation while Virtual Worlds facilitate human participation. In this paper we propose Virtual Institution eXEcution Environment (VIXEE) as an innovative communication infrastructure for VIs. Using VIXEE to connect Virtual Worlds and EI opens EI to humans, providing a fully operational and comprehensive environment. The main features of the infrastructure are (i) the causal connection between Virtual Worlds and Electronic Institutions, (ii) the automatic generation and update of the VIs' 3D visualization and (iii) the simultaneous participation of users from different virtual world platforms. We illustrate the execution of VIXEE system in a simple eAuction house example and use this example to evaluate the performance of our solution

    Opening new dimensions for e-Tourism

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    In this paper we describe an e-Tourism environment that takes a community-driven approach to foster a lively society of travelers who exchange travel experiences, recommend tourism destinations or just listen to catch some interesting gossip. Moreover, business transactions such as booking a trip or getting assistance from travel advisors or community members are constituent parts of this environment. All these happen in an integrated, game-like e-Business application where each e-Tourist is impersonated as an avatar. More precisely, we apply 3D Electronic Institutions, a framework developed and employed in the area of multi-agent systems, to the tourism domain. The system interface is realized by means of a 3D game engine that provides sophisticated 3D visualization and enables humans to interact with the environment. We present "itchy feet", a prototype implementing this 3D e-Tourism environment to showcase first visual impressions. This new environment is a perfect research playground for examining heterogeneous societies comprising humans and software agents, and their relationship in e-Tourism. © Springer-Verlag London Limited 2006

    Travel agents vs. online bookings: tackling the shortcomings of nowadays online tourism portals

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    In this paper we present the findings of a study that aims at identifying the reasons that let many people still rely on traditional travel agents instead of booking their trips online. The prime motivation for investigating this issue is that it is impossible to have direct experience with the product prior to consumption in the domain of tourism. The Internet provides a powerful environment for the creation of virtual representations of tourism destinations allowing indirect experience that greatly surpasses the possibilities of traditional travel agents. However, the results of the study show that social interaction with travel agents, their expertise and the possibility to save time on search can be of even higher importance. So, we derived the "best of both sides" and suggest the application of an established methodology in the area of multi-agent systems, namely 3D Electronic Institutions, to the tourism domain in order to satisfy the growing demand on human assistance related to online inquiries and to offer customers cutting-edge visualization facilities

    From Lord Coke to Internet Privacy: The Past, Present, and Future of Electronic Contracting

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    Contract law is applied countless times every day, in every manner of transaction large or small. Rarely are those transactions reflected in an agreement produced by a lawyer; quite the contrary, almost all contracts are concluded by persons with no legal training and often by persons who do not have a great deal of education. In recent years, moreover, technological advances have provided novel methods of creating contracts. Those facts present practitioners of contract law with an interesting conundrum: The law must be sensible and stable if parties are to have confidence in the security of their arrangements; but contract law also must be able to handle changing social and economic circumstances, changes that occur at an ever-increasing speed. Contract law, originally designed to handle agreements reached by persons familiar with one another, evolved over time to solve the problems posed by contract formation that was done at a distance — that is, contract law had developed to handle first paper, then telegraphic, and finally telephonic communications. It has handled those changes very well. In the 1990s, however, things began to change. The rise in computer use by individuals coupled with the advent of the World Wide Web gave rise to two parallel developments, both of which challenged the law of contract formation. Increased computer use created a demand for software programs designed for the consumer market, and those programs were commonly transferred to users by way of standard-form licenses that were packaged with the software and thus unavailable before the consumer paid for the software. Also, parties in large numbers began to use electronic means — the computer — to enter into bargained-for relationships. The turn of the millennium brought two electronic contracting statutes, the Electronic Signatures in Global and National Commerce Act (“E-Sign”) and the Uniform Electronic Transactions Act (“UETA”), which removed any doubts that contracts entered into electronically could satisfy the Statute of Frauds. Encouraged by the certainty given by those statutes, internet businesses started offering contract terms on their websites, asking customers to consent to terms by clicking an icon, or by not seeking express assent at all by presenting terms of use by hyperlink. The ease of presenting terms comprised of thousands of words by an internet hyperlink makes it easy for a vendor in its terms of use and terms of service to ask us to give up privacy rights and intellectual property rights. Modern communications technologies therefore make it easier for parties to engage in risky transactions. Nevertheless, we believe that, with few exceptions, the common law of contracts is sufficiently malleable to address the problems arising out of that behavior and where it is not, regulation of contract terms is appropriate. This Article examines those developments

    Can Computers Create Art?

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    This essay discusses whether computers, using Artificial Intelligence (AI), could create art. First, the history of technologies that automated aspects of art is surveyed, including photography and animation. In each case, there were initial fears and denial of the technology, followed by a blossoming of new creative and professional opportunities for artists. The current hype and reality of Artificial Intelligence (AI) tools for art making is then discussed, together with predictions about how AI tools will be used. It is then speculated about whether it could ever happen that AI systems could be credited with authorship of artwork. It is theorized that art is something created by social agents, and so computers cannot be credited with authorship of art in our current understanding. A few ways that this could change are also hypothesized.Comment: to appear in Arts, special issue on Machine as Artist (21st Century

    Towards next generation coordination infrastructures

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    Coordination infrastructures play a central role in the engineering of multiagent systems. Since the advent of agent technology, research on coordination infrastructures has produced a significant number of infrastructures with varying features. In this paper, we review the the state-of-the-art coordination infrastructures with the purpose of identifying open research challenges that next generation coordination infrastructures should address. Our analysis concludes that next generation coordination infrastructures must address a number of challenges: (i) to become socially aware, by facilitating human interaction within a MAS; (ii) to assist agents in their decision making by providing decision support that helps them reduce the scope of reasoning and facilitates the achievement of their goals; and (iii) to increase openness to support on-line, fully decentralised design and execution. Furthermore, we identify some promising approaches in the literature, together with the research issues worth investigating, to cope with such challenges. © Cambridge University Press, 2015.The work presented in this paper has been partially funded by projects EVE (TIN2009-14702-C02-01), AT (CSD2007-0022), and the Generalitat of Catalunya grant 2009-SGR-1434Peer Reviewe

    Controlling and Assisting Activities in Social Virtual Worlds

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    Since its beginning, web technology has advanced from a text-based to a visual-based interaction. This evolution has been facilitated by both high speed internet connections and PC's graphical power. Virtual world (VW) technology began as standalone applications (e.g.. virtual simulations) but soon evolved into web-based applications. Nowadays, home users for entertainment and wide-spread enterprises or institutions for business can exploit virtual worlds to develop remote activities between friends, employees, clients, teachers or students (Sherman, 2002). Then, virtual worlds have clear applications in e-governance, elearning and e-commerce, and therefore it is mandatory to study mechanisms ensuring the assistance and the control of activities taking place in these applications..

    Towards next generation coordination infrastructures

    Get PDF
    Coordination infrastructures play a central role in the engineering of multiagent systems. Since the advent of agent technology, research on coordination infrastructures has produced a significant number of infrastructures with varying features. In this paper, we review the the state-of-the-art coordination infrastructures with the purpose of identifying open research challenges that next generation coordination infrastructures should address. Our analysis concludes that next generation coordination infrastructures must address a number of challenges: (i) to become socially aware, by facilitating human interaction within a MAS; (ii) to assist agents in their decision making by providing decision support that helps them reduce the scope of reasoning and facilitates the achievement of their goals; and (iii) to increase openness to support on-line, fully decentralised design and execution. Furthermore, we identify some promising approaches in the literature, together with the research issues worth investigating, to cope with such challenges
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