2,481 research outputs found

    Communicating across cultures in cyberspace

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    相手顔画像を合成した身体的引き込み観客キャラクタを用いた実映像対話システム

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    Abstract – An embodied video communication system, called ’E-VChat’, was developedfor enhancing remote communication using a video image. This system is constructedby the partner’s video image using interactive CG characters including user’sown avatar and virtual audience characters. We have confirmed the effectiveness of thesystem by an experiment under free conversation. In this study, we focus on consensusbuilding communication using a video communication system with user’s own avatarsand virtual audiences. For consensus building from different opinions of speakers, wecan expect the system to provide confidence to speakers about their own opinions usingthe interactive CG audiences, because speakers can experience the agreeable responsesfrom virtual audiences. We have developed embodied communication systems includingtwo users’ avatars and speech-driven embodied entrainment objects using plant orshadow-figure models, and the effectiveness of this communication system which presentedentrainment reaction was confirmed in the experiment under consensus building.Accordingly, we develop an embodied entrainment audience characters system with partner’sface to relate audience characters with the partner. This system could bring aboutmore active interaction by virtual audience even if the remote partner does not respondto user’s speech. And we thus conduct two communication experiments using this systemto confirm the effectiveness of the system for 12 pairs of 24 talkers

    East Lancashire Research 2008

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    East Lancashire Research 200

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

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    Trustworthy Edge Machine Learning: A Survey

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    The convergence of Edge Computing (EC) and Machine Learning (ML), known as Edge Machine Learning (EML), has become a highly regarded research area by utilizing distributed network resources to perform joint training and inference in a cooperative manner. However, EML faces various challenges due to resource constraints, heterogeneous network environments, and diverse service requirements of different applications, which together affect the trustworthiness of EML in the eyes of its stakeholders. This survey provides a comprehensive summary of definitions, attributes, frameworks, techniques, and solutions for trustworthy EML. Specifically, we first emphasize the importance of trustworthy EML within the context of Sixth-Generation (6G) networks. We then discuss the necessity of trustworthiness from the perspective of challenges encountered during deployment and real-world application scenarios. Subsequently, we provide a preliminary definition of trustworthy EML and explore its key attributes. Following this, we introduce fundamental frameworks and enabling technologies for trustworthy EML systems, and provide an in-depth literature review of the latest solutions to enhance trustworthiness of EML. Finally, we discuss corresponding research challenges and open issues.Comment: 27 pages, 7 figures, 10 table

    Designing a visual component of communication within 3D avatar virtual worlds

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    Merged with duplicate record 10026.1/2600 on 08.20.2017 by CS (TIS)Over the last few years 3D avatar virtual worlds (AVW) have emerged on the Internet. These are computer generated, multi-user, graphical spaces within which people meet, form social groups and interact with each other in real time, typically through the exchange of text or audio messages. Each user is represented within the space by a digital image known as an avatar, which is usually humanoid in form, and is predominantly under the control of the person it represents. This thesisd escribesa creativep roject that is concernedw ith aspectso f social communication between users of "Ws. In particular, an avatar is designed that is capable of performing body language, and a set of useful gestures are implemented that support aspects of social interaction and integrate with verbal discourse in a meaningful way. In addition to this, a number of scenic properties are derived that enable better comprehension of the non verbal communication, e. g. spatial arrangement, camera position and lighting effects. The research consists of a number of interrelated design activities which include reviewing the literature on avatar design in order to locate goals and variety of the project, therefore building on the on the work of others; a comparative review of three popular 3D AVWs to explore the design problem; a study that aims to gain an understanding of the social dynamics involved; the adaptation of a diagrammatic technique for the purpose of modelling social interaction; the development of 2D and 3D prototype techniques exploring the application of the social interaction modelling technique; a body of creative work developing ideas for conveying non verbal communication and the appraisal of the effectiveness of this creative work. The research contributes to the field of avatar design in a number of ways. Firstly, it develops our understanding of social dynamics in virtual worlds. Secondly, it postulates modes of non verbal communication for both individuals and social groups that supports multi-participatory social discourse. Additionally, a number of useful research techniques have been devised, such as a linear diagramming technique that can be used to represent the structure of conversation thereby facilitating the exploration and understanding of the dynamics of AVW social discourse. The work is of interest to those working in the field of avatar and multi-user virtual world design. It may also be of interest to anyone thinking of using an avatar virtual world for the application of collaborative leaming, collaborative games and conferencing

    Annotated Bibliography: The Reference Desk: Grand Idea or Gone Down the River?

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    This bibliography is from a panel presentation at the 2017 ACL Conference. The goal of this panel was to explore different rationales or sets of values that illustrated the continuation of the reference desk and reference service as essential to the success of the academic community. We discovered that “what to do with reference” is far from a settled question. We discovered passionate arguments, diverse models, and an array of data. In this current stage of figuring out the value of academic libraries to the campus as a whole and to students in particular, it seemed that there was limited hard data connecting Reference services to how they met students’ needs. How do we make ourselves valuable, important, essential, and useful? Maybe we need to change our model? If so, how do we examine ourselves and our environment appropriately to make this happen? What factors should we examine? Which ones must we keep? What things can we discard or change? When students come to seek assistance, they generally need the short, instant, and personal help, without having to attend a whole training session or class. Individual and personalized guidance for their immediate need is the most important factor for them. How do libraries provide that

    A Temporal Framework for Hypergame Analysis of Cyber Physical Systems in Contested Environments

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    Game theory is used to model conflicts between one or more players over resources. It offers players a way to reason, allowing rationale for selecting strategies that avoid the worst outcome. Game theory lacks the ability to incorporate advantages one player may have over another player. A meta-game, known as a hypergame, occurs when one player does not know or fully understand all the strategies of a game. Hypergame theory builds upon the utility of game theory by allowing a player to outmaneuver an opponent, thus obtaining a more preferred outcome with higher utility. Recent work in hypergame theory has focused on normal form static games that lack the ability to encode several realistic strategies. One example of this is when a player’s available actions in the future is dependent on his selection in the past. This work presents a temporal framework for hypergame models. This framework is the first application of temporal logic to hypergames and provides a more flexible modeling for domain experts. With this new framework for hypergames, the concepts of trust, distrust, mistrust, and deception are formalized. While past literature references deception in hypergame research, this work is the first to formalize the definition for hypergames. As a demonstration of the new temporal framework for hypergames, it is applied to classical game theoretical examples, as well as a complex supervisory control and data acquisition (SCADA) network temporal hypergame. The SCADA network is an example includes actions that have a temporal dependency, where a choice in the first round affects what decisions can be made in the later round of the game. The demonstration results show that the framework is a realistic and flexible modeling method for a variety of applications

    HyperCell

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    This research believes that understanding the relationship between Interactive Architecture and the principles of biology will become a mainstream research area in future architectural design. Aiming towards achieving the goal of “making architecture as organic bodies”, almost all the current digital techniques in architectural design are executed using computational simulation: digital fabrication technologies and physical computing. Based on its’ main biological inspirations, Evolutionary Development Biology (Evo-Devo), this research intends to propose a novel bio-inspired design thinking wherein architecture should become analogs to the growing process of living organisms (Figure 6.1). Instead of being born from static optimization results most of the architecture seems content at aiming for nowadays, this research is looking towards designing dynamic architectural bodies which can adapt to the constantly changing environments and are thus seeking optimization in real-time. In other words, architecture should come “alive” as a living creature in order to actively optimize itself with respect to dynamic environmental conditions and user behavior’ requirements in real-time. Following the notion of “architecture as organic bodies”, six major topics were derived from the publication of “New Wombs: Electric Bodies and Architectural Disorders” (Palumbo, 2000). These topics are aimed at initiating critical discussions between body and space, which, are used here to re-interpret six main traits of being an interactive architecture: Dis-measurement, Uprooting, Fluidity, Visceral Nature, Virtuality, and Sensitivity. These six topics merge diverse key points from aforementioned chapters including outlining the vision of active interacting architecture, the transformation of human bodies under digital culture, the profound biological inspiration from Evo-Devo and the fundamental componential notion of swarm, which leads to the ultimate notion of embodying organic body-like interactive Bio-architecture. Dis-measurement: Acknowledging the premise of “architecture (technology) as an extension of human bodies” proposed by Marshall McLuhan (McLuhan, Understanding Media: The Extensions of Man, 1964), it is, still difficult to explicitly define the boundary of a space, especially in the context of a borderless cyberspace (the Internet). Space in such a context expands more than ever before and thus makes traditional measurements techniques unfeasible. With cyberspace, people can be virtually present in different places at the same time, thus breaking existing physical boundaries of a space. From another point of view, space as an extension of our bodies constantly adapting to environmental conditions and user demands, creates an intimate linkage between physical bodies and spatial bodies. Interaction in such instances can be seen from a micro-scale: between biological cells and intelligent architectural components to the macro-scale: between physical organic bodies and spatial bodies/architectural space. Uprooting: Apart from further extending the “Dis-measurement” idea by directly plugging into cyberspace (the Internet), “Uprooting” is also interpreted as adaptation devoid of any site/location constraints. In other words, the idea of “Uprooting” implies, generating an architecture that can adjust/modify in accordance with its existing surroundings by interactions between its smallest intelligent components like cells in a body searching for dynamic equilibrium. In this case, architecture has no particular reason to be designed as “rooted” on sites. Fluidity: With the neural system inside the body, most of the messages can be transmitted, received and sent within less than a millionth of a second. To envision architecture as an information processor, which has abilities to react to dynamic environmental conditions and user demands, efficient information protocols must be built into such an organic architectural body to create seamless exterior/interior transformations. Visceral Nature: Visceral can be interpreted in the form of an embodied organ. This implies envisioning architecture in the form of a living-entity. It is no longer the case of mimicking a natural form and thus claiming a building to be organic, but rather instigates one to look deeper into the principles of a natural form’s morphogenesis and apply these to generate a truly organic space. Through the study of Evo-Devo, several principles will be applied to generate an interactive organic Bio-architecture. It is thus not an organic looking shape that matters, but the principles behind the shape, which matter. For instance, principles of self-organization, self-assembly, and self-adaptation, providing possibilities of making body-like architectures with multi-directional and multi-modal communications both inside out and outside in. An intelligent architecture, should “live” in the environment just as how the body lives with its’ Visceral Nature. Virtuality: It is impossible to talk about physical space without mentioning virtual space nowadays. From cyberspace, augmented reality to virtual reality, “Virtuality” is related to “interaction” since the beginning and has gradually become an inevitable aspect of our daily lives. In fact, virtual space has to still use constraints from the physical world to enhance experiential aspects. The ultimate goal of virtual reality here is not to end up with a VR helmet and keep constantly being stimulated by electronic messages, but to bring the physical to the virtual and in the process, attempt to search for a dynamic balance between the virtual and real by merging them together. With the assistance of virtual reality, novel unrealistic space can still be realized into creative tangible immersive and fascinating spaces, which, earlier was not possible. Sensitivity: The notion of “architecture is an extension of human bodies”, is crucial to embrace, if we consider enhancing the sensing abilities of the space as a body not only externally but also internally. In a digital space, active sensing can be achieved by attaching specific devices. In an interactive space, like an organic body, the sensing capabilities of the space have to be fast, accurate, intuitive, and predictive. The sensing system should thus not only work externally to sense the surrounding environment but also internally in order to fulfill the users’ demands in time. With such a connection between human bodies and spatial bodies, it should become relatively understandable for the space to know the requirements of the users by means of hand gestures instead of verbal cues. The sensitivity, in this case, should rely on local information distribution as a bottom-up system rather than a top-down centralized demanding structure
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