78,363 research outputs found

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Multi-agent evolutionary systems for the generation of complex virtual worlds

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    Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer's intent through interaction, and encourages playful discovery

    Towards responsive Sensitive Artificial Listeners

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    This paper describes work in the recently started project SEMAINE, which aims to build a set of Sensitive Artificial Listeners – conversational agents designed to sustain an interaction with a human user despite limited verbal skills, through robust recognition and generation of non-verbal behaviour in real-time, both when the agent is speaking and listening. We report on data collection and on the design of a system architecture in view of real-time responsiveness

    Computers that smile: Humor in the interface

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    It is certainly not the case that wen we consider research on the role of human characteristics in the user interface of computers that no attention has been paid to the role of humor. However, when we compare efforts in this area with efforts and experiments that attempt to demonstrate the positive role of general emotion modelling in the user interface, then we must conclude that this attention is still low. As we all know, sometimes the computer is a source of frustration rather than a source of enjoyment. And indeed we see research projects that aim at recognizing a user’s frustration, rather than his enjoyment. However, rather than detecting frustration, and maybe reacting on it in a humorous way, we would like to prevent frustration by making interaction with a computer more natural and more enjoyable. For that reason we are working on multimodal interaction and embodied conversational agents. In the interaction with embodied conversational agents verbal and nonverbal communication are equally important. Multimodal emotion display and detection are among our advanced research issues, and investigations in the role of humor in human-computer interaction is one of them

    Learning robot policies using a high-level abstraction persona-behaviour simulator

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    2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting /republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other worksCollecting data in Human-Robot Interaction for training learning agents might be a hard task to accomplish. This is especially true when the target users are older adults with dementia since this usually requires hours of interactions and puts quite a lot of workload on the user. This paper addresses the problem of importing the Personas technique from HRI to create fictional patients’ profiles. We propose a Persona-Behaviour Simulator tool that provides, with high-level abstraction, user’s actions during an HRI task, and we apply it to cognitive training exercises for older adults with dementia. It consists of a Persona Definition that characterizes a patient along four dimensions and a Task Engine that provides information regarding the task complexity. We build a simulated environment where the high-level user’s actions are provided by the simulator and the robot initial policy is learned using a Q-learning algorithm. The results show that the current simulator provides a reasonable initial policy for a defined Persona profile. Moreover, the learned robot assistance has proved to be robust to potential changes in the user’s behaviour. In this way, we can speed up the fine-tuning of the rough policy during the real interactions to tailor the assistance to the given user. We believe the presented approach can be easily extended to account for other types of HRI tasks; for example, when input data is required to train a learning algorithm, but data collection is very expensive or unfeasible. We advocate that simulation is a convenient tool in these cases.Peer ReviewedPostprint (author's final draft

    Principles and Concepts of Agent-Based Modelling for Developing Geospatial Simulations

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    The aim of this paper is to outline fundamental concepts and principles of the Agent-Based Modelling (ABM) paradigm, with particular reference to the development of geospatial simulations. The paper begins with a brief definition of modelling, followed by a classification of model types, and a comment regarding a shift (in certain circumstances) towards modelling systems at the individual-level. In particular, automata approaches (e.g. Cellular Automata, CA, and ABM) have been particularly popular, with ABM moving to the fore. A definition of agents and agent-based models is given; identifying their advantages and disadvantages, especially in relation to geospatial modelling. The potential use of agent-based models is discussed, and how-to instructions for developing an agent-based model are provided. Types of simulation / modelling systems available for ABM are defined, supplemented with criteria to consider before choosing a particular system for a modelling endeavour. Information pertaining to a selection of simulation / modelling systems (Swarm, MASON, Repast, StarLogo, NetLogo, OBEUS, AgentSheets and AnyLogic) is provided, categorised by their licensing policy (open source, shareware / freeware and proprietary systems). The evaluation (i.e. verification, calibration, validation and analysis) of agent-based models and their output is examined, and noteworthy applications are discussed.Geographical Information Systems (GIS) are a particularly useful medium for representing model input and output of a geospatial nature. However, GIS are not well suited to dynamic modelling (e.g. ABM). In particular, problems of representing time and change within GIS are highlighted. Consequently, this paper explores the opportunity of linking (through coupling or integration / embedding) a GIS with a simulation / modelling system purposely built, and therefore better suited to supporting the requirements of ABM. This paper concludes with a synthesis of the discussion that has proceeded. The aim of this paper is to outline fundamental concepts and principles of the Agent-Based Modelling (ABM) paradigm, with particular reference to the development of geospatial simulations. The paper begins with a brief definition of modelling, followed by a classification of model types, and a comment regarding a shift (in certain circumstances) towards modelling systems at the individual-level. In particular, automata approaches (e.g. Cellular Automata, CA, and ABM) have been particularly popular, with ABM moving to the fore. A definition of agents and agent-based models is given; identifying their advantages and disadvantages, especially in relation to geospatial modelling. The potential use of agent-based models is discussed, and how-to instructions for developing an agent-based model are provided. Types of simulation / modelling systems available for ABM are defined, supplemented with criteria to consider before choosing a particular system for a modelling endeavour. Information pertaining to a selection of simulation / modelling systems (Swarm, MASON, Repast, StarLogo, NetLogo, OBEUS, AgentSheets and AnyLogic) is provided, categorised by their licensing policy (open source, shareware / freeware and proprietary systems). The evaluation (i.e. verification, calibration, validation and analysis) of agent-based models and their output is examined, and noteworthy applications are discussed.Geographical Information Systems (GIS) are a particularly useful medium for representing model input and output of a geospatial nature. However, GIS are not well suited to dynamic modelling (e.g. ABM). In particular, problems of representing time and change within GIS are highlighted. Consequently, this paper explores the opportunity of linking (through coupling or integration / embedding) a GIS with a simulation / modelling system purposely built, and therefore better suited to supporting the requirements of ABM. This paper concludes with a synthesis of the discussion that has proceeded

    Conversational Agents, Humorous Act Construction, and Social Intelligence

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    Humans use humour to ease communication problems in human-human interaction and \ud in a similar way humour can be used to solve communication problems that arise\ud with human-computer interaction. We discuss the role of embodied conversational\ud agents in human-computer interaction and we have observations on the generation\ud of humorous acts and on the appropriateness of displaying them by embodied\ud conversational agents in order to smoothen, when necessary, their interactions\ud with a human partner. The humorous acts we consider are generated spontaneously.\ud They are the product of an appraisal of the conversational situation and the\ud possibility to generate a humorous act from the elements that make up this\ud conversational situation, in particular the interaction history of the\ud conversational partners

    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
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