117,443 research outputs found

    No Grice: Computers that Lie, Deceive and Conceal

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    In the future our daily life interactions with other people, with computers, robots and smart environments will be recorded and interpreted by computers or embedded intelligence in environments, furniture, robots, displays, and wearables. These sensors record our activities, our behavior, and our interactions. Fusion of such information and reasoning about such information makes it possible, using computational models of human behavior and activities, to provide context- and person-aware interpretations of human behavior and activities, including determination of attitudes, moods, and emotions. Sensors include cameras, microphones, eye trackers, position and proximity sensors, tactile or smell sensors, et cetera. Sensors can be embedded in an environment, but they can also move around, for example, if they are part of a mobile social robot or if they are part of devices we carry around or are embedded in our clothes or body. \ud \ud Our daily life behavior and daily life interactions are recorded and interpreted. How can we use such environments and how can such environments use us? Do we always want to cooperate with these environments; do these environments always want to cooperate with us? In this paper we argue that there are many reasons that users or rather human partners of these environments do want to keep information about their intentions and their emotions hidden from these smart environments. On the other hand, their artificial interaction partner may have similar reasons to not give away all information they have or to treat their human partner as an opponent rather than someone that has to be supported by smart technology.\ud \ud This will be elaborated in this paper. We will survey examples of human-computer interactions where there is not necessarily a goal to be explicit about intentions and feelings. In subsequent sections we will look at (1) the computer as a conversational partner, (2) the computer as a butler or diary companion, (3) the computer as a teacher or a trainer, acting in a virtual training environment (a serious game), (4) sports applications (that are not necessarily different from serious game or education environments), and games and entertainment applications

    Intelligent Entity Behavior Within Synthetic Environments

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    This paper describes some elements in the development of realistic performance and behavior in the synthetic entities (players) which support Modeling and Simulation (M&S) applications, particularly military training. Modern human-in-the-loop (virtual) training systems incorporate sophisticated synthetic environments, which provide: 1. The operational environment, including, for example, terrain databases; 2. Physical entity parameters which define performance in engineered systems, such as aircraft aerodynamics; 3. Platform/system characteristics such as acoustic, IR and radar signatures; 4. Behavioral entity parameters which define interactive performance, including knowledge/reasoning about terrain, tactics; and, 5. Doctrine, which combines knowledge and tactics into behavior rule sets. The resolution and fidelity of these model/database elements can vary substantially, but as synthetic environments are designed to be compose able, attributes may easily be added (e.g., adding a new radar to an aircraft) or enhanced (e.g. Amending or replacing missile seeker head/ Electronic Counter Measures (ECM) models to improve the realism of their interaction). To a human in the loop with synthetic entities, their observed veridicality is assessed via engagement responses (e.g. effect of countermeasures upon a closing missile), as seen on systems displays, and visual (image) behavior. The realism of visual models in a simulation (level of detail as well as motion fidelity) remains a challenge in realistic articulation of elements such as vehicle antennae and turrets, or, with human figures; posture, joint articulation, response to uneven ground. Currently the adequacy of visual representation is more dependant upon the quality and resolution of the physical models driving those entities than graphics processing power per Se. Synthetic entities in M&S applications traditionally have represented engineered systems (e.g. aircraft) with human-in-the-loop performance characteristics (e.g. visual acuity) included in the system behavioral specification. As well, performance affecting human parameters such as experience level, fatigue and stress are coming into wider use (via AI approaches) to incorporate more uncertainty as to response type as well as performance (e.g. Where an opposing entity might go and what it might do, as well as how well it might perform)

    A Biomechanical Model for the Development of Myoelectric Hand Prosthesis Control Systems

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    Advanced myoelectric hand prostheses aim to reproduce as much of the human hand's functionality as possible. Development of the control system of such a prosthesis is strongly connected to its mechanical design; the control system requires accurate information on the prosthesis' structure and the surrounding environment, which can make development difficult without a finalized mechanical prototype. This paper presents a new framework for the development of electromyographic hand control systems, consisting of a prosthesis model based on the biomechanical structure of the human hand. The model's dynamic structure uses an ellipsoidal representation of the phalanges. Other features include underactuation in the fingers and thumb modeled with bond graphs, and a viscoelastic contact model. The model's functions are demonstrated by the execution of lateral and tripod grasps, and evaluated with regard to joint dynamics and applied forces. Finally, additions are suggested with which this model can be of use in mechanical design and patient training as well

    Meetings and Meeting Modeling in Smart Environments

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    In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear
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