1,449 research outputs found

    Model and Tools for Integrating IoT into Mixed Reality Environments: Towards a Virtual-Real Seamless Continuum

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    International audienceThis paper introduces a new software model and new tools for managing indoor smart environments (smart home, smart building , smart factories, etc.) thanks to MR technologies. Our fully-integrated solution is mainly based on a software modelization of connected objects used to manage them independently from their actual nature: these objects can be simulated or real. Based on this model our goal is to create a continuum between a real smart environment and its 3D digital twin in order to simulate and manipulate it. Therefore, two kinds of tools are introduced to leverage this model. First, we introduce two complementary tools, an AR and a VR one, for the creation of the digital twin of a given smart environment. Secondly, we propose 3D interactions and dedicated metaphors for the creation of automation scenarios in the same VR application. These scenarios are then converted to a Petri-net based model that can be edited later by expert users. Adjusting the parameters of our model allows to navigate on the continuum in order to use the digital twin for simulation, deployment and real/virtual synchronization purposes. These different contributions and their benefits are illustrated thanks to the automation configuration of a room in our lab

    Human Behavior Models for Agents in Simulators and Games: Part II Gamebot Engineering with PMFserv

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    Many producers and consumers of legacy training simulator and game environments are beginning to envision a new era where psycho-socio-physiologic models could be interoperated to enhance their environments\u27 simulation of human agents. This paper explores whether we could embed our behavior modeling framework (described in the companion paper, Part 1) behind a legacy first person shooter 3D game environment to recreate portions of the Black Hawk Down scenario. Section 1 amplifies the interoperability needs and challenges confronting the field, presents the questions that are examined, and describes the test scenario. Sections 2 and 3 review the software and knowledge engineering methodology, respectively, needed to create the system and populate it with bots. Results (Section 4) and discussion (Section 5) reveal that we were able to generate plausible and adaptive recreations of Somalian crowds, militia, women acting as shields, suicide bombers, and more. Also, there are specific lessons learned about ways to advance the field so that such interoperabilities will become more affordable and widespread

    User-centered multi-layer programming approach to model scenarios on driving simulators

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    Le simulateur de conduite est un outil trĂšs utilisĂ© par les chercheurs, Il leurs permet d'Ă©tudier le comportement des conducteurs, d'analyser certains aspects de la sĂ©curitĂ© routiĂšre et d'Ă©valuer des SystĂšmes d'Aide Ă  la Conduite (SAC). La modĂ©lisation des scĂ©narios pour ces simulateurs de conduite est une tĂąche cruciale et complexe pour le chercheur. Elle exige des compĂ©tences techniques et de programmation spĂ©cifiques, pour lesquelles les chercheurs ne sont pas nĂ©cessairement formĂ©s. Une des principales raisons est le manque de conception centrĂ©e sur l'utilisateur (UCD), ce qui pourrait expliquer la difficultĂ© des chercheurs Ă  atteindre leurs objectifs avec des simulateurs de conduite. L'interface utilisateur n'est donc pas trĂšs intuitive et conviviale dans la plupart des simulateurs de conduite. Afin de combler l'Ă©cart entre les compĂ©tences des utilisateurs et les objectifs qu'ils souhaitent atteindre en utilisant des simulateurs de conduite, une approche de programmation multicouche centrĂ©e sur l'utilisateur est proposĂ©e. Une Ă©tude a Ă©tĂ© menĂ©e sur des utilisateurs afin de recueillir leurs besoins et leurs exigences pour modĂ©liser des scĂ©narios sur simulateur de conduite. Les diffĂ©rentes Ă©tapes que suit l'utilisateur final lors de la conception d'un protocole expĂ©rimental et les diffĂ©rents types d'utilisateurs qui interagissent avec les simulateurs de conduite ont Ă©tĂ© identifiĂ©s. L'interface pour le dĂ©veloppement d'un protocole expĂ©rimental a Ă©tĂ© divisĂ©e en trois sous-interfaces, qui sont utilisĂ©es par les diffĂ©rents utilisateurs qui interagissent avec les simulateurs de conduite : le 'Template Builder' pour le personnelle technique, le 'Experiment Builder' pour les chercheurs, et le 'Experiment Interface' pour les opĂ©rateurs expĂ©rimentĂ©s. L'utilisation de cet 'Experiment Builder' peut permettre aux chercheurs de dĂ©velopper des scĂ©narios Ă  haut niveau tout en exploitant les primitives de programmation. Une Ă©valuation de l'approche a Ă©tĂ© effectuĂ©e sur un prototype semi-fonctionnel et fonctionnel. Lors de l'Ă©valuation, les utilisateurs finaux (les chercheurs) ont dĂ©veloppĂ© un protocole expĂ©rimental sur simulateurs de conduite. Les rĂ©sultats obtenus ont montrĂ© que l'approche proposĂ©e permet aux chercheurs non-programmeurs de modĂ©liser des scĂ©narios sur les simulateurs de conduite sans aucune aide technique ou de programmation. En outre, chaque simulateur de conduite Ă  une plate-forme d'exĂ©cution diffĂ©rente. Un cadre d'interopĂ©rabilitĂ© et un ScĂ©nario-Meta Langage (SML) ont Ă©tĂ© proposĂ©s et dĂ©veloppĂ©s afin de porter les scĂ©narios d'une plateforme Ă  une autre. Les scĂ©narios dĂ©veloppĂ©s avec l'approche de programmation multicouches peuvent ainsi ĂȘtre exĂ©cutĂ©es sur diffĂ©rent simulateurs de conduite. Le cadre d'interopĂ©rabilitĂ© et le mĂ©talangage ont Ă©tĂ© testĂ©s avec succĂšs en les intĂ©grant dans le logiciel SCANeR.Driving simulators are useful tools for researcher in order to study the drivers' behaviour, to analyze road safety features and to evaluate ADAS (Advance Driving Assistance Systems). Modeling scenarios on driving simulators is a critical and complex task for behavioral researcher. It requires specific technical and programming skills, for which researchers are not formally trained. One of the main reasons why designing scenarios is a complex task is the lack of User-Centered Design (UCD) of the scenario authoring tools, which could account for the skills they lack in order to achieve their objectives with driving simulators. The user interfaces are thus not very intuitive and user-friendly in most driving simulators. A User- Centered andMultilayer programming approach is proposed in order to fill the gap between the end-user's skills and the goals they want to achieve with driving simulators. A user study was conducted to gather the user's needs and requirements to model scenarios on driving simulators. Different steps have been identified, followed by the end-users while designing an experimental protocol; moreover, different types of users who interactwith driving simulators have been identified. We propose that the interface to develop an experimental protocol should be split into three sub-interfaces used by different end-users who interact with driving simulators: the Template Builder for Technical persons, the Experiment Builder for Researchers, and the Experiment Interface, for Experiment operators. Using the Experiment Builder, researchers can develop scenarios at high-level exploiting the programming primitives. An evaluation of the approach was conducted on a semi-functional and a functional prototype. During the evaluation, end-users (behavioral researchers) developed experimental protocols on driving simulators. The results have shown that the proposed approach has empowered the non-programmers to model scenarios on driving simulators without any technical or programming help from technical persons. Besides, every driving simulator has a different execution platform. An interoperability framework and a Scenario-Meta Language (SML) is proposed and developed to port the scenarios from one platform to another. The scenarios developed using the multi-layer programming approach can be executed on different driving simulators. The interoperability framework and the meta-language has been successfully tested by integrating them with the SCANeR software

    Enhancing Primary School Teaching through Virtual Reality

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    In this day and age, the usage of computers as well as Internet combined with mobile devices is an integral part of our routine especially for adolescents and younger children. Thus, it puts forward a multitude of challenges and advances for educational institutions. The purpose of this article is to explore the current use of virtual reality in order to support teaching and learning along with presenting a teaching proposal concerning the utilisation of CoSpace Edu software on the subject of Religious Affairs

    CGAMES'2009

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    Explicit Feedback Within Game-based Training: Examining The Influence Of Source Modality Effects On Interaction

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    This research aims to enhance Simulation-Based Training (SBT) applications to support training events in the absence of live instruction. The overarching purpose is to explore available tools for integrating intelligent tutoring communications in game-based learning platforms and to examine theory-based techniques for delivering explicit feedback in such environments. The primary tool influencing the design of this research was the Generalized Intelligent Framework for Tutoring (GIFT), a modular domain-independent architecture that provides the tools and methods to author, deliver, and evaluate intelligent tutoring technologies within any training platform. Influenced by research surrounding Social Cognitive Theory and Cognitive Load Theory, the resulting experiment tested varying approaches for utilizing an Embodied Pedagogical Agent (EPA) to function as a tutor during interaction in a game-based environment. Conditions were authored to assess the tradeoffs between embedding an EPA directly in a game, embedding an EPA in GIFT’s browser-based Tutor-User Interface (TUI), or using audio prompts alone with no social grounding. The resulting data supports the application of using an EPA embedded in GIFT’s TUI to provide explicit feedback during a game-based learning event. Analyses revealed conditions with an EPA situated in the TUI to be as effective as embedding the agent directly in the game environment. This inference is based on evidence showing reliable differences across conditions on the metrics of performance and self-reported mental demand and feedback usefulness items. This research provides source modality tradeoffs linked to tactics for relaying training relevant explicit information to a user based on real-time performance in a game

    Proceedings of the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology, Volume 1

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    These proceedings are organized in the same manner as the conference's contributed sessions, with the papers grouped by topic area. These areas are as follows: VE (virtual environment) training for Space Flight, Virtual Environment Hardware, Knowledge Aquisition for ICAT (Intelligent Computer-Aided Training) & VE, Multimedia in ICAT Systems, VE in Training & Education (1 & 2), Virtual Environment Software (1 & 2), Models in ICAT systems, ICAT Commercial Applications, ICAT Architectures & Authoring Systems, ICAT Education & Medical Applications, Assessing VE for Training, VE & Human Systems (1 & 2), ICAT Theory & Natural Language, ICAT Applications in the Military, VE Applications in Engineering, Knowledge Acquisition for ICAT, and ICAT Applications in Aerospace
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