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Prototyping a Context-Aware Framework for Pervasive Entertainment Applications
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
VirtualHome: Simulating Household Activities via Programs
In this paper, we are interested in modeling complex activities that occur in
a typical household. We propose to use programs, i.e., sequences of atomic
actions and interactions, as a high level representation of complex tasks.
Programs are interesting because they provide a non-ambiguous representation of
a task, and allow agents to execute them. However, nowadays, there is no
database providing this type of information. Towards this goal, we first
crowd-source programs for a variety of activities that happen in people's
homes, via a game-like interface used for teaching kids how to code. Using the
collected dataset, we show how we can learn to extract programs directly from
natural language descriptions or from videos. We then implement the most common
atomic (inter)actions in the Unity3D game engine, and use our programs to
"drive" an artificial agent to execute tasks in a simulated household
environment. Our VirtualHome simulator allows us to create a large activity
video dataset with rich ground-truth, enabling training and testing of video
understanding models. We further showcase examples of our agent performing
tasks in our VirtualHome based on language descriptions.Comment: CVPR 2018 (Oral
Ontology based Scene Creation for the Development of Automated Vehicles
The introduction of automated vehicles without permanent human supervision
demands a functional system description, including functional system boundaries
and a comprehensive safety analysis. These inputs to the technical development
can be identified and analyzed by a scenario-based approach. Furthermore, to
establish an economical test and release process, a large number of scenarios
must be identified to obtain meaningful test results. Experts are doing well to
identify scenarios that are difficult to handle or unlikely to happen. However,
experts are unlikely to identify all scenarios possible based on the knowledge
they have on hand. Expert knowledge modeled for computer aided processing may
help for the purpose of providing a wide range of scenarios. This contribution
reviews ontologies as knowledge-based systems in the field of automated
vehicles, and proposes a generation of traffic scenes in natural language as a
basis for a scenario creation.Comment: Accepted at the 2018 IEEE Intelligent Vehicles Symposium, 8 pages, 10
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