9,512 research outputs found

    Intelligent Association Exploration and Exploitation of Fuzzy Agents in Ambient Intelligent Environments

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    This paper presents a novel fuzzy-based intelligent architecture that aims to find relevant and important associations between embedded-agent based services that form Ambient Intelligent Environments (AIEs). The embedded agents are used in two ways; first they monitor the inhabitants of the AIE, learning their behaviours in an online, non-intrusive and life-long fashion with the aim of pre-emptively setting the environment to the users preferred state. Secondly, they evaluate the relevance and significance of the associations to various services with the aim of eliminating redundant associations in order to minimize the agent computational latency within the AIE. The embedded agents employ fuzzy-logic due to its robustness to the uncertainties, noise and imprecision encountered in AIEs. We describe unique real world experiments that were conducted in the Essex intelligent Dormitory (iDorm) to evaluate and validate the significance of the proposed architecture and methods

    Systematic Review of Intelligent Tutoring Systems for Hard Skills Training in Virtual Reality Environments

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    Advances in immersive virtual reality (I-VR) technology have allowed for the development of I-VR learning environments (I-VRLEs) with increasing fidelity. When coupled with a sufficiently advanced computer tutor agent, such environments can facilitate asynchronous and self-regulated approaches to learning procedural skills in industrial settings. In this study, we performed a systematic review of published solutions involving the use of an intelligent tutoring system (ITS) to support hard skills training in an I-VRLE. For the seven solutions that qualified for the final analysis, we identified the learning context, the implemented system, as well as the perceptual, cognitive, and guidance features of the utilized tutoring agent. Generally, the I-VRLEs emulated realistic work environments or equipment. The solutions featured either embodied or embedded tutor agents. The agents’ perception was primarily based on either learner actions or learner progress. The agents’ guidance actions varied among the solutions, ranging from simple procedural hints to event interjections. Several agents were capable of answering certain specific questions. The cognition of the majority of agents represented variations on branched programming. A central limitation of all the solutions was that none of the reports detailed empirical studies conducted to compare the effectiveness of the developed training and tutoring solutions.Peer reviewe

    Towards Learning ‘Self’ and Emotional Knowledge in Social and Cultural Human-Agent Interactions

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    Original article can be found at: http://www.igi-global.com/articles/details.asp?ID=35052 Copyright IGI. Posted by permission of the publisher.This article presents research towards the development of a virtual learning environment (VLE) inhabited by intelligent virtual agents (IVAs) and modeling a scenario of inter-cultural interactions. The ultimate aim of this VLE is to allow users to reflect upon and learn about intercultural communication and collaboration. Rather than predefining the interactions among the virtual agents and scripting the possible interactions afforded by this environment, we pursue a bottomup approach whereby inter-cultural communication emerges from interactions with and among autonomous agents and the user(s). The intelligent virtual agents that are inhabiting this environment are expected to be able to broaden their knowledge about the world and other agents, which may be of different cultural backgrounds, through interactions. This work is part of a collaborative effort within a European research project called eCIRCUS. Specifically, this article focuses on our continuing research concerned with emotional knowledge learning in autobiographic social agents.Peer reviewe

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Cognitive assisted living ambient system: a survey

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    The demographic change towards an aging population is creating a significant impact and introducing drastic challenges to our society. We therefore need to find ways to assist older people to stay independently and prevent social isolation of these population. Information and Communication Technologies (ICT) provide various solutions to help older adults to improve their quality of life, stay healthier, and live independently for a time. Ambient Assisted Living (AAL) is a field to investigate innovative technologies to provide assistance as well as healthcare and rehabilitation to impaired seniors. The paper provides a review of research background and technologies of AAL

    Development of a Platform to Monitor User's Comfort Degree for Intelligent Environments

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    With the development of intelligent environments, people have increasing demands for comfortable living environments. The three major factors affecting users' comfort are thermal comfort, visual comfort and air quality. This paper presents a monitoring platform of comfort degree for intelligent environments based on ZigBee wireless sensor network that measures living environment's parameters and actively controls corresponding equipments according to the information collected and users' preferences. Wireless sensor network system is divided into three layers, the main node layer, function nodes layer and leaf nodes layer, respectively. The approach to routing is through a tree topology method. A Mini2440 development board is selected as the host computer, which communicates with the main node via serial interface. The monitoring platform presented in this paper is flexible, powerful, and scalable, which can be applied to the other monitoring fields with minor modifications

    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

    Emerging urban aural patterns: Finding connections between emergence in architecture and soundscape eEcology

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    Cities are dynamic, spatial and material systems that exhibit power scaling and selfsimilarity across a range of scales. Spatial designers are informed by mathematical and biological systems and use concepts and processes abstracted from them to analyse the emergent phenomena of dynamic complex systems. Although there is an increasing interest in integrating aural perceptual phenomena within the discourse of spatial design domains, both of these fields continue to develop separately. Urban factors, activities, and morphologies determine the aggregate pattern of aural spaces. In turn, the sonic character affects social order within urban patches. Currently, borrowed epistemological concepts are integrated into both domains, where emergence of architecture and soundscape ecology form the current state-of-the-art for research on urban and soundscape design, respectively. This paper explores soundscape ecology as a point of departure to build on the theory of emergence in architecture by drawing parallels and contrasts between these two domains
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