36 research outputs found

    Human emotion simulation in a dynamic environment

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    The aim of this work is to contribute to the believability of the simulated emotions for virtual entities to allow them display human like features. Endowing virtual entities with such features requires an appropriate architecture and model. For that, a study of emotional models from different perspective is undertaken. The fields include Psychology, Organic Components, Attention study and Computing. Two contributions are provided to reach the aim. The first one is a computational emotional model based on Scherer’s theory (K. Scherer, 2001). This contribution allows to generate a series of modifications in the affective state from one event by contrast to the existing solutions where one emotion is mapped to one single event. Several theories are used to make the model concrete. The second contribution make use of attention theories to build a paradigm in the execution of tasks in parallel. An algorithm is proposed to assess the available resources and allocate them to tasks for their execution. The algorithm is based on the multiple resources theory by Wickens (Wickens, 2008). The two contributions are combined into one architecture to produce a dynamic emotional system that allows its components to work in parallel. The first contribution was evaluated using a questionnaire. The results showed that mapping one event into a series of modifications in the affective state can enhance the believability of the simulation. The results also showed that people who develop more variations in the affective state are more perceived to be feminine

    Mapping by Cooperative Mobile Robots.

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    Constructing a system of intelligent robotic mapping agents that can function in an unstructured and unknown environment is a challenging task. With the exploration of our solar system as well as our own planet requiring more robust mapping agents, and with the drastic drop in the price of technology versus the gains in performance, robotic mapping is becoming a focus of research like never before. Efforts are underway to send mobile robots to map bodies within our solar system. While much of the research in robotic map construction has been focused on building maps used by the robotic agents themselves, very little has been done in building maps usable by humans. And yet it is the human that drives the need for mapping solutions. We propose a computational framework for building mobile robotic mapping systems to be deployed in unknown environments. This is the first work known to address the general problem of mapping in unknown terrain under the affect of error in readings, operations and systems that employs more than a single robot. The system draws upon the strengths from research in various robotic related areas by selecting those components and ideas that show promise when applied to mapping for human reading via a distributed network of heterogeneous mobile robots. This application of multiple mobile robots and the application to human end-users is a new direction in robotics research. We also propose and develop a new paradigm for storing mapping-agent generated data in a way that allows rapid map construction and correction to compensate for detected errors. We experimentally test the paradigm on a simulated robotic environment and analyze the results and show that there is a definite gain from correction, particularly in error rich environments. We also develop methods by which to apply corrections to the map and test their effectiveness. Finally we propose some extensions to this work and suggest research in areas not completely covered by our discussion

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Emergent narrative - towards a narrative theory of virtual reality

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    The recent improvements and developments on Intelligent Agents (IA), Artificial Intelligence (AI) and 3D visualisation, coupled with an increasing desire to integrate interactivity within virtual spaces bring concerns in regard to the articulation of narratives in such environments

    Investigation of an emotional virtual human modelling method

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    In order to simulate virtual humans more realistically and enable them life-like behaviours, several exploration research on emotion calculation, synthetic perception, and decision making process have been discussed. A series of sub-modules have been designed and simulation results have been presented with discussion. A visual based synthetic perception system has been proposed in this thesis, which allows virtual humans to detect the surrounding virtual environment through a collision-based synthetic vision system. It enables autonomous virtual humans to change their emotion states according to stimuli in real time. The synthetic perception system also allows virtual humans to remember limited information within their own First-in-first-out short-term virtual memory. The new emotion generation method includes a novel hierarchical emotion structure and a group of emotion calculation equations, which enables virtual humans to perform emotionally in real-time according to their internal and external factors. Emotion calculation equations used in this research were derived from psychologic emotion measurements. Virtual humans can utilise the information in virtual memory and emotion calculation equations to generate their own numerical emotion states within the hierarchical emotion structure. Those emotion states are important internal references for virtual humans to adopt appropriate behaviours and also key cues for their decision making. The work introduces a dynamic emotional motion database structure for virtual human modelling. When developing realistic virtual human behaviours, lots of subjects were motion-captured whilst performing emotional motions with or without intent. The captured motions were endowed to virtual characters and implemented in different virtual scenarios to help evoke and verify design ideas, possible consequences of simulation (such as fire evacuation). This work also introduced simple heuristics theory into decision making process in order to make the virtual human’s decision making more like real human. Emotion values are proposed as a group of the key cues for decision making under the simple heuristic structures. A data interface which connects the emotion calculation and the decision making structure together has also been designed for the simulation system.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Affective Computing

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    This book provides an overview of state of the art research in Affective Computing. It presents new ideas, original results and practical experiences in this increasingly important research field. The book consists of 23 chapters categorized into four sections. Since one of the most important means of human communication is facial expression, the first section of this book (Chapters 1 to 7) presents a research on synthesis and recognition of facial expressions. Given that we not only use the face but also body movements to express ourselves, in the second section (Chapters 8 to 11) we present a research on perception and generation of emotional expressions by using full-body motions. The third section of the book (Chapters 12 to 16) presents computational models on emotion, as well as findings from neuroscience research. In the last section of the book (Chapters 17 to 22) we present applications related to affective computing

    Current capabilities and future directions in computational fluid dynamics

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    A summary of significant findings is given, followed by specific recommendations for future directions of emphasis for computational fluid dynamics development. The discussion is organized into three application areas: external aerodynamics, hypersonics, and propulsion - and followed by a turbulence modeling synopsis

    Automated iterative game design

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    Computational systems to model aspects of iterative game design were proposed, encompassing: game generation, sampling behaviors in a game, analyzing game behaviors for patterns, and iteratively altering a game design. Explicit models of the actions in games as planning operators allowed an intelligent system to reason about how actions and action sequences affect gameplay and to create new mechanics. Metrics to analyze differences in player strategies were presented and were able to identify flaws in game designs. An intelligent system learned design knowledge about gameplay and was able to reduce the number of design iterations needed during playtesting a game to achieve a design goal. Implications for how intelligent systems augment and automate human game design practices are discussed.Ph.D
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