45,310 research outputs found

    A Demonstration of Continuous Interaction with Elckerlyc

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    We discuss behavior planning in the style of the SAIBA framework for continuous (as opposed to turn-based) interaction. Such interaction requires the real-time application of minor shape or timing modifications of running behavior and anticipation of behavior of a (human) interaction partner. We discuss how behavior (re)planning and on-the-fly parameter modification fit into the current SAIBA framework, and what type of language or architecture extensions might be necessary. Our BML realizer Elckerlyc provides flexible mechanisms for both the specification and the execution of modifications to running behavior. We show how these mechanisms are used in a virtual trainer and two turn taking scenarios

    Towards Communicating Agents and Avatars in Virtual Worlds

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    We report about ongoing research in a virtual reality environment where visitors can interact with agents that help them to obtain information, to perform certain transactions and to collaborate with them in order to get some tasks done. In addition, in a multi-user version of the system visitors can chat with each other. Our environment is a laboratory for research and for experiments with users interacting with agents in multimodal ways, referring to visualized information and making use of knowledge possessed by domain agents, but also by agents that represent other visitors of this environment. We discuss standards that are under development for designing such environments. Our environment models a local theatre in our hometown. We discuss our attempts to let this environment evolve into a theatre community where we do not only have goal-directed visitors buying tickets, but also visitors that that are not yet sure whether they want to buy or just want information or visitors who just want to look around, talk with others, etc. It is shown that we need a multi-user and multi-agent environment to realize our goals and that we need to have a unifying framework in order to be able to introduce and maintain different agents and user avatars with different abilities, including intellectual, interaction and animation abilities

    An Animation Framework for Continuous Interaction with Reactive Virtual Humans

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    We present a complete framework for animation of Reactive Virtual Humans that offers a mixed animation paradigm: control of different body parts switches between keyframe animation, procedural animation and physical simulation, depending on the requirements of the moment. This framework implements novel techniques to support real-time continuous interaction. It is demonstrated on our interactive Virtual Conductor

    Open Programming Language Interpreters

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    Context: This paper presents the concept of open programming language interpreters and the implementation of a framework-level metaobject protocol (MOP) to support them. Inquiry: We address the problem of dynamic interpreter adaptation to tailor the interpreter's behavior on the task to be solved and to introduce new features to fulfill unforeseen requirements. Many languages provide a MOP that to some degree supports reflection. However, MOPs are typically language-specific, their reflective functionality is often restricted, and the adaptation and application logic are often mixed which hardens the understanding and maintenance of the source code. Our system overcomes these limitations. Approach: We designed and implemented a system to support open programming language interpreters. The prototype implementation is integrated in the Neverlang framework. The system exposes the structure, behavior and the runtime state of any Neverlang-based interpreter with the ability to modify it. Knowledge: Our system provides a complete control over interpreter's structure, behavior and its runtime state. The approach is applicable to every Neverlang-based interpreter. Adaptation code can potentially be reused across different language implementations. Grounding: Having a prototype implementation we focused on feasibility evaluation. The paper shows that our approach well addresses problems commonly found in the research literature. We have a demonstrative video and examples that illustrate our approach on dynamic software adaptation, aspect-oriented programming, debugging and context-aware interpreters. Importance: To our knowledge, our paper presents the first reflective approach targeting a general framework for language development. Our system provides full reflective support for free to any Neverlang-based interpreter. We are not aware of any prior application of open implementations to programming language interpreters in the sense defined in this paper. Rather than substituting other approaches, we believe our system can be used as a complementary technique in situations where other approaches present serious limitations

    Early aspects: aspect-oriented requirements engineering and architecture design

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    This paper reports on the third Early Aspects: Aspect-Oriented Requirements Engineering and Architecture Design Workshop, which has been held in Lancaster, UK, on March 21, 2004. The workshop included a presentation session and working sessions in which the particular topics on early aspects were discussed. The primary goal of the workshop was to focus on challenges to defining methodical software development processes for aspects from early on in the software life cycle and explore the potential of proposed methods and techniques to scale up to industrial applications

    Maps, agents and dialogue for exploring a virtual world

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    In previous years we have been involved in several projects in which users (or visitors) had to find their way in information-rich virtual environments. 'Information-rich' means that the users do not know beforehand what is available in the environment, where to go in the environment to find the information and, moreover, users or visitors do not necessarily know exactly what they are looking for. Information-rich means also that the information may change during time. A second visit to the same environment will require different behavior of the visitor in order for him or her to obtain similar information than was available during a previous visit. In this paper we report about two projects and discuss our attempts to generalize from the different approaches and application domains to obtain a library of methods and tools to design and implement intelligent agents that inhabit virtual environments and where the agents support the navigation of the user/visitor

    Continuous Interaction with a Virtual Human

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    Attentive Speaking and Active Listening require that a Virtual Human be capable of simultaneous perception/interpretation and production of communicative behavior. A Virtual Human should be able to signal its attitude and attention while it is listening to its interaction partner, and be able to attend to its interaction partner while it is speaking – and modify its communicative behavior on-the-fly based on what it perceives from its partner. This report presents the results of a four week summer project that was part of eNTERFACE’10. The project resulted in progress on several aspects of continuous interaction such as scheduling and interrupting multimodal behavior, automatic classification of listener responses, generation of response eliciting behavior, and models for appropriate reactions to listener responses. A pilot user study was conducted with ten participants. In addition, the project yielded a number of deliverables that are released for public access

    Herding, contrarianism and delay in financial market trading

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    Herding and contrarian behaviour are often-cited features of real-world financial markets. Theoretical models of continuous trading that study herding and contrarianism, however, usually do not allow traders to choose when to trade or to trade more than once. We present a large-scale experiment to explore these features within a tightly controlled laboratory environment. Herding and contrarianism are more pronounced than in comparable studies that do not allow traders to time their decisions. Traders with extreme information tend to trade earliest, followed by those with information conducive to contrarianism, while those with the theoretical potential to herd delay the most. A sizeable fraction of trades is clustered in time
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