69 research outputs found

    Designing Tools for the Invisible Art of Game Feel

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    Crusader, October 25, 1991

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    https://crossworks.holycross.edu/crusader/1783/thumbnail.jp

    A flexible and reusable framework for dialogue and action management in multi-party discourse

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    This thesis describes a model for goal-directed dialogue and activity control in real-time for multiple conversation participants that can be human users or virtual characters in multimodal dialogue systems and a framework implementing the model. It is concerned with two genres: task-oriented systems and interactive narratives. The model is based on a representation of participant behavior on three hierarchical levels: dialogue acts, dialogue games, and activities. Dialogue games allow to take advantage of social conventions and obligations to model the basic structure of dialogues. The interactions can be specified and implemented using reoccurring elementary building blocks. Expectations about future behavior of other participants are derived from the state of active dialogue games; this can be useful for, e. g., input disambiguation. The knowledge base of the system is defined in an ontological format and allows individual knowledge and personal traits for the characters. The Conversational Behavior Generation Framework implements the model. It coordinates a set of conversational dialogue engines (CDEs), where each participant is represented by one CDE. The virtual characters can act autonomously, or semi-autonomously follow goals assigned by an external story module (Narrative Mode). The framework allows combining alternative specification methods for the virtual characters\u27; activities (implementation in a general-purpose programming language, by plan operators, or in the specification language Lisa that was developed for the model). The practical viability of the framework was tested and demonstrated via the realization of three systems with different purposes and scope.Diese Arbeit beschreibt ein Modell für zielgesteuerte Dialog- und Ablaufsteuerung in Echtzeit für beliebig viele menschliche Konversationsteilnehmer und virtuelle Charaktere in multimodalen Dialogsystemen, sowie eine Softwareumgebung, die das Modell implementiert. Dabei werden zwei Genres betrachtet: Task-orientierte Systeme und interaktive Erzählungen. Das Modell basiert auf einer Repräsentation des Teilnehmerverhaltens auf drei hierarchischen Ebenen: Dialogakte, Dialogspiele und Aktivitäten. Dialogspiele erlauben es, soziale Konventionen und Obligationen auszunutzen, um die Dialoge grundlegend zu strukturieren. Die Interaktionen können unter Verwendung wiederkehrender elementarer Bausteine spezifiziert und programmtechnisch implementiert werden. Aus dem Zustand aktiver Dialogspiele werden Erwartungen an das zukünftige Verhalten der Dialogpartner abgeleitet, die beispielsweise für die Desambiguierung von Eingaben von Nutzen sein können. Die Wissensbasis des Systems ist in einem ontologischen Format definiert und ermöglicht individuelles Wissen und persönliche Merkmale für die Charaktere. Das Conversational Behavior Generation Framework implementiert das Modell. Es koordiniert eine Menge von Dialog-Engines (CDEs), wobei jedem Teilnehmer eine CDE zugeordet wird, die ihn repräsentiert. Die virtuellen Charaktere können autonom oder semi-autonom nach den Zielvorgaben eines externen Storymoduls agieren (Narrative Mode). Das Framework erlaubt die Kombination alternativer Spezifikationsarten für die Aktivitäten der virtuellen Charaktere (Implementierung in einer allgemeinen Programmiersprache, durch Planoperatoren oder in der für das Modell entwickelten Spezifikationssprache Lisa). Die Praxistauglichkeit des Frameworks wurde anhand der Realisierung dreier Systeme mit unterschiedlichen Zielsetzungen und Umfang erprobt und erwiesen

    Simulation Intelligence: Towards a New Generation of Scientific Methods

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    The original "Seven Motifs" set forth a roadmap of essential methods for the field of scientific computing, where a motif is an algorithmic method that captures a pattern of computation and data movement. We present the "Nine Motifs of Simulation Intelligence", a roadmap for the development and integration of the essential algorithms necessary for a merger of scientific computing, scientific simulation, and artificial intelligence. We call this merger simulation intelligence (SI), for short. We argue the motifs of simulation intelligence are interconnected and interdependent, much like the components within the layers of an operating system. Using this metaphor, we explore the nature of each layer of the simulation intelligence operating system stack (SI-stack) and the motifs therein: (1) Multi-physics and multi-scale modeling; (2) Surrogate modeling and emulation; (3) Simulation-based inference; (4) Causal modeling and inference; (5) Agent-based modeling; (6) Probabilistic programming; (7) Differentiable programming; (8) Open-ended optimization; (9) Machine programming. We believe coordinated efforts between motifs offers immense opportunity to accelerate scientific discovery, from solving inverse problems in synthetic biology and climate science, to directing nuclear energy experiments and predicting emergent behavior in socioeconomic settings. We elaborate on each layer of the SI-stack, detailing the state-of-art methods, presenting examples to highlight challenges and opportunities, and advocating for specific ways to advance the motifs and the synergies from their combinations. Advancing and integrating these technologies can enable a robust and efficient hypothesis-simulation-analysis type of scientific method, which we introduce with several use-cases for human-machine teaming and automated science

    2010 GREAT Day Program

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    SUNY Geneseo’s Fourth Annual GREAT Day. This file has a supplement of three additional pages, linked in this record.https://knightscholar.geneseo.edu/program-2007/1004/thumbnail.jp

    User interfaces in space science instrumentation

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    This thesis examines user interaction with instrumentation in the specific context of space science. It gathers together existing practice in machine interfaces with a look at potential future usage and recommends a new approach to space science projects with the intention of maximising their science return. It first takes a historical perspective on user interfaces and ways of defining and measuring the science return of a space instrument. Choices of research methodology are considered. Implementation details such as the concepts of usability, mental models, affordance and presentation of information are described, and examples of existing interfaces in space science are given. A set of parameters for use in analysing and synthesizing a user interface is derived by using a set of case studies of diverse failures and from previous work. A general space science user analysis is made by looking at typical practice, and an interview plus persona technique is used to group users with interface designs. An examination is made of designs in the field of astronomical instrumentation interfaces, showing the evolution of current concepts and including ideas capable of sustaining progress in the future. The parameters developed earlier are then tested against several established interfaces in the space science context to give a degree of confidence in their use. The concept of a simulator that is used to guide the development of an instrument over the whole lifecycle is described, and the idea is proposed that better instrumentation would result from more efficient use of the resources available. The previous ideas in this thesis are then brought together to describe a proposed new approach to a typical development programme, with an emphasis on user interaction. The conclusion shows that there is significant room for improvement in the science return from space instrumentation by attention to the user interface

    Mousetrapping: the ordeals of interpretation

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    Tese de doutoramento, Estudos Literários (Teoria da Literatura), Universidade de Lisboa, Faculdade de Letras, 2012The assumption that interpretation is widespread and must be tamed is illustrated in the ambition for a touchstone capable of showing the authenticity, or veracity, of certain entities. Such touchstone would have the capacity to help us distinguish friends from enemies, of identifying the quality of particular lines, and of bringing the truth to light. This touchstone, used for the comprehension of others, may be an object, a form of test, or a person. It will, however, be seen that accurate judgments do not derive from the use of the touchstone itself, but from a technical understanding of interpretation conducted by accomplished individuals. Precise forms of judgment are, thus, the result of a combination of factors that include good intuition, or conviction, the ability to learn a specific method or technique, to show something, detect errors and ask questions.Esta tese descreve a ambição por uma pedra de toque que demonstre a veracidade, ou autenticidade, de certas entidades. Esta pedra de toque, que pode ser um objecto, uma pessoa ou um teste, teria a capacidade de nos auxiliar a distinguir amigos de inimigos, de identificar a qualidade de alguns versos e de iluminar a verdade. Argumenta-se, todavia, que juízos precisos não derivam unicamente do uso da pedra de toque, mas de um entendimento técnico de interpretação conduzida por indivíduos hábeis. Bons juízos sobre terceiros são, assim, o resultado de uma combinação de factores que inclui boa intuição, ou convicção, a capacidade de se aprender um método ou uma técnica específica, de detectar erros e de fazer perguntas

    Actor & Avatar: A Scientific and Artistic Catalog

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    What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? Actor & Avatar addresses these questions from artistic and scholarly angles. Contributions on the making of "technical others" and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material

    Understanding Quantum Technologies 2022

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    Understanding Quantum Technologies 2022 is a creative-commons ebook that provides a unique 360 degrees overview of quantum technologies from science and technology to geopolitical and societal issues. It covers quantum physics history, quantum physics 101, gate-based quantum computing, quantum computing engineering (including quantum error corrections and quantum computing energetics), quantum computing hardware (all qubit types, including quantum annealing and quantum simulation paradigms, history, science, research, implementation and vendors), quantum enabling technologies (cryogenics, control electronics, photonics, components fabs, raw materials), quantum computing algorithms, software development tools and use cases, unconventional computing (potential alternatives to quantum and classical computing), quantum telecommunications and cryptography, quantum sensing, quantum technologies around the world, quantum technologies societal impact and even quantum fake sciences. The main audience are computer science engineers, developers and IT specialists as well as quantum scientists and students who want to acquire a global view of how quantum technologies work, and particularly quantum computing. This version is an extensive update to the 2021 edition published in October 2021.Comment: 1132 pages, 920 figures, Letter forma

    Wings in Orbit: Scientific and Engineering Legacies of the Space Shuttle, 1971-2010

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    The Space Shuttle is an engineering marvel perhaps only exceeded by the station itself. The shuttle was based on the technology of the 1960s and early 1970s. It had to overcome significant challenges to make it reusable. Perhaps the greatest challenges were the main engines and the Thermal Protection System. The program has seen terrible tragedy in its 3 decades of operation, yet it has also seen marvelous success. One of the most notable successes is the Hubble Space Telescope, a program that would have been a failure without the shuttle's capability to rendezvous, capture, repair, as well as upgrade. Now Hubble is a shining example of success admired by people around the world. As the program comes to a close, it is important to capture the legacy of the shuttle for future generations. That is what "Wings In Orbit" does for space fans, students, engineers, and scientists. This book, written by the men and women who made the program possible, will serve as an excellent reference for building future space vehicles. We are proud to have played a small part in making it happen. Our journey to document the scientific and engineering accomplishments of this magnificent winged vehicle began with an audacious proposal: to capture the passion of those who devoted their energies to its success while answering the question "What are the most significant accomplishments?" of the longestoperating human spaceflight program in our nation s history. This is intended to be an honest, accurate, and easily understandable account of the research and innovation accomplished during the era
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