14,900 research outputs found

    Teaching Virtual Characters to use Body Language

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    Non-verbal communication, or “body language”, is a critical component in constructing believable virtual characters. Most often, body language is implemented by a set of ad-hoc rules.We propose a new method for authors to specify and refine their character’s body-language responses. Using our method, the author watches the character acting in a situation, and provides simple feedback on-line. The character then learns to use its body language to maximize the rewards, based on a reinforcement learning algorithm

    A Framework for Active Learning: Revisited

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    Over the past decade, algorithm visualization tools have been researched and developed to be used by Computer Science instructors to ease students’ learning curve for new concepts. However, limitations such as rigid animation frameworks, lack of user interaction with the visualization created, and learning a new language and environment, have severely reduced instructors’ desire to use such a tool. The purpose of this project is to create a tool that overcomes these limitations. Instructors do not have to get familiar with a new framework and learn another language. The API used to create algorithm animation for this project is through Java, a programming language familiar to many instructors. Moreover, not only do the instructors have control over planning the animation, students using the animation will also have the ability to interact with it

    CGAMES'2009

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    Animating the evolution of software

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    The use and development of open source software has increased significantly in the last decade. The high frequency of changes and releases across a distributed environment requires good project management tools in order to control the process adequately. However, even with these tools in place, the nature of the development and the fact that developers will often work on many other projects simultaneously, means that the developers are unlikely to have a clear picture of the current state of the project at any time. Furthermore, the poor documentation associated with many projects has a detrimental effect when encouraging new developers to contribute to the software. A typical version control repository contains a mine of information that is not always obvious and not easy to comprehend in its raw form. However, presenting this historical data in a suitable format by using software visualisation techniques allows the evolution of the software over a number of releases to be shown. This allows the changes that have been made to the software to be identified clearly, thus ensuring that the effect of those changes will also be emphasised. This then enables both managers and developers to gain a more detailed view of the current state of the project. The visualisation of evolving software introduces a number of new issues. This thesis investigates some of these issues in detail, and recommends a number of solutions in order to alleviate the problems that may otherwise arise. The solutions are then demonstrated in the definition of two new visualisations. These use historical data contained within version control repositories to show the evolution of the software at a number of levels of granularity. Additionally, animation is used as an integral part of both visualisations - not only to show the evolution by representing the progression of time, but also to highlight the changes that have occurred. Previously, the use of animation within software visualisation has been primarily restricted to small-scale, hand generated visualisations. However, this thesis shows the viability of using animation within software visualisation with automated visualisations on a large scale. In addition, evaluation of the visualisations has shown that they are suitable for showing the changes that have occurred in the software over a period of time, and subsequently how the software has evolved. These visualisations are therefore suitable for use by developers and managers involved with open source software. In addition, they also provide a basis for future research in evolutionary visualisations, software evolution and open source development

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    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

    The minimum energy expenditure shortest path method

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    This article discusses the addition of an energy parameter to the shortest path execution process; namely, the energy expenditure by a character during execution of the path. Given a simple environment in which a character has the ability to perform actions related to locomotion, such as walking and stair stepping, current techniques execute the shortest path based on the length of the extracted root trajectory. However, actual humans acting in constrained environments do not plan only according to shortest path criterion, they conceptually measure the path that minimizes the amount of energy expenditure. On this basis, it seems that virtual characters should also execute their paths according to the minimization of actual energy expenditure as well. In this article, a simple method that uses a formula for computing vanadium dioxide (VO2VO_2) levels, which is a proxy for the energy expenditure by humans during various activities, is presented. The presented solution could be beneficial in any situation requiring a sophisticated perspective of the path-execution process. Moreover, it can be implemented in almost every path-planning method that has the ability to measure stepping actions or other actions of a virtual character

    Teaching programming at a distance: the Internet software visualization laboratory

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    This paper describes recent developments in our approach to teaching computer programming in the context of a part-time Masters course taught at a distance. Within our course, students are sent a pack which contains integrated text, software and video course material, using a uniform graphical representation to tell a consistent story of how the programming language works. The students communicate with their tutors over the phone and through surface mail. Through our empirical studies and experience teaching the course we have identified four current problems: (i) students' difficulty mapping between the graphical representations used in the course and the programs to which they relate, (ii) the lack of a conversational context for tutor help provided over the telephone, (iii) helping students who due to their other commitments tend to study at 'unsociable' hours, and (iv) providing software for the constantly changing and expanding range of platforms and operating systems used by students. We hope to alleviate these problems through our Internet Software Visualization Laboratory (ISVL), which supports individual exploration, and both synchronous and asynchronous communication. As a single user, students are aided by the extra mappings provided between the graphical representations used in the course and their computer programs, overcoming the problems of the original notation. ISVL can also be used as a synchronous communication medium whereby one of the users (generally the tutor) can provide an annotated demonstration of a program and its execution, a far richer alternative to technical discussions over the telephone. Finally, ISVL can be used to support asynchronous communication, helping students who work at unsociable hours by allowing the tutor to prepare short educational movies for them to view when convenient. The ISVL environment runs on a conventional web browser and is therefore platform independent, has modest hardware and bandwidth requirements, and is easy to distribute and maintain. Our planned experiments with ISVL will allow us to investigate ways in which new technology can be most appropriately applied in the service of distance education
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