2,926 research outputs found

    User interface enhancement report

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    The existing user interfaces to TEMPUS, Plaid, and other systems in the OSDS are fundamentally based on only two modes of communication: alphanumeric commands or data input and grapical interaction. The latter are especially suited to the types of interaction necessary for creating workstation objects with BUILD and with performing body positioning in TEMPUS. Looking toward the future application of TEMPUS, however, the long-term goals of OSDS will include the analysis of extensive tasks in space involving one or more individuals working in concert over a period of time. In this context, the TEMPUS body positioning capability, though extremely useful in creating and validating a small number of particular body positions, will become somewhat tedious to use. The macro facility helps somewhat, since frequently used positions may be easily applied by executing a stored macro. The difference between body positioning and task execution, though subtle, is important. In the case of task execution, the important information at the user's level is what actions are to be performed rather than how the actions are performed. Viewed slightly differently, the what is constant over a set of individuals though the how may vary

    CGAMES'2009

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    Autonomous Reboot: the challenges of artificial moral agency and the ends of Machine Ethics

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    Ryan Tonkens (2009) has issued a seemingly impossible challenge, to articulate a comprehensive ethical framework within which artificial moral agents (AMAs) satisfy a Kantian inspired recipe - both "rational" and "free" - while also satisfying perceived prerogatives of Machine Ethics to create AMAs that are perfectly, not merely reliably, ethical. Challenges for machine ethicists have also been presented by Anthony Beavers and Wendell Wallach, who have pushed for the reinvention of traditional ethics in order to avoid "ethical nihilism" due to the reduction of morality to mechanical causation, and for redoubled efforts toward a comprehensive vision of human ethics to guide machine ethicists on the issue of moral agency. Options thus present themselves: reinterpret traditional ethics in a way that affords a comprehensive account of moral agency inclusive of both artificial and natural agents, “muddle through” regardless, or give up on the possibility. This paper pursues the first option, meets Tonkens' "challenge" and addresses Wallach's concerns through Beaver's proposed means, by "landscaping" traditional moral theory in resolution of the necessary comprehensive and inclusive account that at once draws into question the stated goals of Machine Ethics, itself

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Interactive Knowledge Construction in the Collaborative Building of an Encyclopedia

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    International audienceOne of the major challenges of Applied Artificial Intelligence is to provide environments where high level human activities like learning, constructing theories or performing experiments, are enhanced by Artificial Intelligence technologies. This paper starts with the description of an ambitious project: EnCOrE2. The specific real world EnCOrE scenario, significantly representing a much wider class of potential applicative contexts, is dedicated to the building of an Encyclopedia of Organic Chemistry in the context of Virtual Communities of experts and students. Its description is followed by a brief survey of some major AI questions and propositions in relation with the problems raised by the EnCOrE project. The third part of the paper starts with some definitions of a set of “primitives” for rational actions, and then integrates them in a unified conceptual framework for the interactive construction of knowledge. To end with, we sketch out protocols aimed at guiding both the collaborative construction process and the collaborative learning process in the EnCOrE project.The current major result is the emerging conceptual model supporting interaction between human agents and AI tools integrated in Grid services within a socio-constructivist approach, consisting of cycles of deductions, inductions and abductions upon facts (the shared reality) and concepts (their subjective interpretation) submitted to negotiations, and finally converging to a socially validated consensus

    Acoustic classification of Australian frogs for ecosystem survey

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    Novel bioacoustics signal processing techniques have been developed to classify frog vocalisations in both trophy and field recordings. The research is useful in helping ecologists monitor frog community activity and species richness over long-term. Two major contributions are the construction of novel feature descriptors in the Cepstral domain, and the design of novel classification systems for multiple simultaneously vocalising frog species

    Semantic information, autonomous agency, and nonequilibrium statistical physics

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    Shannon information theory provides various measures of so-called "syntactic information", which reflect the amount of statistical correlation between systems. In contrast, the concept of "semantic information" refers to those correlations which carry significance or "meaning" for a given system. Semantic information plays an important role in many fields, including biology, cognitive science, and philosophy, and there has been a long-standing interest in formulating a broadly applicable and formal theory of semantic information. In this paper we introduce such a theory. We define semantic information as the syntactic information that a physical system has about its environment which is causally necessary for the system to maintain its own existence. "Causal necessity" is defined in terms of counter-factual interventions which scramble correlations between the system and its environment, while "maintaining existence" is defined in terms of the system's ability to keep itself in a low entropy state. We also use recent results in nonequilibrium statistical physics to analyze semantic information from a thermodynamic point of view. Our framework is grounded in the intrinsic dynamics of a system coupled to an environment, and is applicable to any physical system, living or otherwise. It leads to formal definitions of several concepts that have been intuitively understood to be related to semantic information, including "value of information", "semantic content", and "agency"

    From meme to memegraph: The curious case of Pepe the Frog and white nationalism

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    This thesis explores Pepe the Frog, a comic book character that became a meme, then went mainstream, and then became appropriated by the Alt-Right in support of the election of Donald Trump in 2016. Users in the Internet have declared this meme a god, others have claimed it as a piece of crypto-art, while White Nationalists use it to propagate their ideology. I draw on McGee’s notion of the ideograph to argue that, in a networked environment characterized by limited attention and heightened speed of circulation, memes have the capacity to ideologically condense publics. This gives rise to what I label the memegraph. The memegraph accounts for the birth, evolution, and constitution of publics around nascent, memetic ideographs. By inspecting the role of time and attention in memetic media, and examining the circulation of verbal and visual arguments, this thesis conceptualizes the role of memetic media in constituting and mobilizing publics
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