2,580 research outputs found
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
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
Trustworthy Edge Machine Learning: A Survey
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
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
Human digital twin: a survey
The concept of the Human Digital Twin (HDT) has recently emerged as a new research area within the domain of digital twin technology. HDT refers to the replica of a physical-world human in the digital world. Currently, research on HDT is still in its early stages, with a lack of comprehensive and in-depth analysis from the perspectives of universal frameworks, core technologies, and applications. Therefore, this paper conducts an extensive literature review on HDT research, analyzing the underlying technologies and establishing typical frameworks in which the core HDT functions or components are organized. Based on the findings from the aforementioned work, the paper proposes a generic architecture for the HDT system and describes the core function blocks and corresponding technologies. Subsequently, the paper presents the state of the art of HDT technologies and their applications in the healthcare, industry, and daily life domains. Finally, the paper discusses various issues related to the development of HDT and points out the trends and challenges of future HDT research and development
Annotated Bibliography: The Reference Desk: Grand Idea or Gone Down the River?
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
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
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Telling interactive stories: A practice-based investigation into new media interactive storytelling
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Telling Interactive Stories is a practice-based thesis, which theoretically and practically probes the field of digital fictional interactive storytelling. The submission takes the form of the interactive cinema installation Crossed Lines
together with a written element of the thesis which interrogates historical, contextual, theoretical, technical and critical aspects of the field of interactive narrative using new media. Crossed Lines is an original fictional interactive AV piece, amalgamating multiform plots, a multi-screen viewing environment, an
interactive interface and an interactive story navigation form. The installation tells the stories of nine characters in a way that the viewer can constantly explore and switch between all nine forms, using a telephone keypad and handset as an interface, and can simultaneously observe all characters’ presence between the
nine remote locations. Several research methodologies are utilised to analyse and
evaluate the installation. Quantitative methodologies include the use of user tracking systems where the computational output of the installation provides measurements and timings of user choices and behaviours. Qualitative
methodologies include theoretical and visual analysis, and in depth analysis of user responses using interviews, questionnaires, video recordings and cuttingedge eye-tracking technologies
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