15 research outputs found

    Context-aware emotion-based model for group decision making

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    Involving groups in important management processes such as decision making has several advantages. By discussing and combining ideas, counter ideas, critical opinions, identified constraints, and alternatives, a group of individuals can test potentially better solutions, sometimes in the form of new products, services, and plans. In the past few decades, operations research, AI, and computer science have had tremendous success creating software systems that can achieve optimal solutions, even for complex problems. The only drawback is that people don’t always agree with these solutions. Sometimes this dissatisfaction is due to an incorrect parameterization of the problem. Nevertheless, the reasons people don’t like a solution might not be quantifiable, because those reasons are often based on aspects such as emotion, mood, and personality. At the same time, monolithic individual decisionsupport systems centered on optimizing solutions are being replaced by collaborative systems and group decision-support systems (GDSSs) that focus more on establishing connections between people in organizations. These systems follow a kind of social paradigm. Combining both optimization- and socialcentered approaches is a topic of current research. However, even if such a hybrid approach can be developed, it will still miss an essential point: the emotional nature of group participants in decision-making tasks. We’ve developed a context-aware emotion based model to design intelligent agents for group decision-making processes. To evaluate this model, we’ve incorporated it in an agent-based simulator called ABS4GD (Agent-Based Simulation for Group Decision), which we developed. This multiagent simulator considers emotion- and argument based factors while supporting group decision-making processes. Experiments show that agents endowed with emotional awareness achieve agreements more quickly than those without such awareness. Hence, participant agents that integrate emotional factors in their judgments can be more successful because, in exchanging arguments with other agents, they consider the emotional nature of group decision making

    Psychological Aspects in lifelike synthetic agents: Towards to the Personality Markup Language (A Brief Survey)

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    This paper describes how human psychological aspects have been used in lifelike synthetic agents in order to provide believability during the human-computer interaction. We describe a brief survey of applications where Affective Computing Scientists have applied psychological aspects, like Emotion and Personality. Based on those aspects we describe the effort done by Affective Computing scientists in order to create a Markup Language to express and standardize Emotions. Because they have not yet concentrated their effort on Personality, here, we propose a starting point to create a Markup Language to express Personality

    A Quantisation of Cognitive Learning Process by Computer Graphics-Games: Towards More Efficient Learning Models

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    Research group of Computer Sciences at DMU, Psychology Research Group at University of Birmingham and Reseach Group of Computer Science at University of Northumbria.With the latest developments in computer technologies and artificial intelligence (AI) techniques, more opportunities of cognitive data acquisition and stimulation via game-based systems have become available for computer scientists and psychologists. This may lead to more efficient cognitive learning model developments to be used in different fields of cognitive psychology than in the past. The increasing popularity of computer games among a broad range of age groups leads scientists and experts to seek game domain solutions to cognitive based learning abnormalities, especially for younger age groups and children. One of the major advantages of computer graphics and using game-based techniques over the traditional face-to-face therapies is that individuals, especially children immerse in the game’s virtual environment and consequently feel more open to share their cognitive behavioural characteristics naturally. The aim of this work is to investigate the effects of graphical agents on cognitive behaviours to generate more efficient cognitive models

    Does Social Presence Increase Perceived Competence? Evaluating Conversational Agents in Advice Giving Through a Video-Based Survey

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    Conversational agents (CA) have drawn increasing interest from HCI research. They have become popular in different aspects of our lives, for example, in the form of chatbots as the primary point of contact when interacting with an insurance company online. Additionally, CA find their way into collaborative settings in education, at work, or financial advisory. Researchers and practitioners are searching for ways to enhance the customer's experience in service encounters by deploying CA. Since competence is an important treat of a financial advisor, they only accept CA in their interaction with clients if it does not harm their impression on the client. However, we do not know how the social presence of the CA affects this perceived competence. We explore this by evaluating three prototypes with different social presences. For this, we conducted a video-based online survey. In contrast to prior studies focusing on single human-computer interaction, our study explores CA in a dyadic setting of two humans and one CA. First, our results support the Computers-Are-Social-Actors paradigm as the CA with a strong social presence was perceived as more competent than the other two designs. Second, our data show a positive correlation between CA's and advisor's competence. This implies a positive impact of the CA on the service encounter as the CA and advisor can be seen as a competent team

    3D visual simulation of individual and crowd behavior in earthquake evacuation

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    Simulation of behaviors in emergencies is an interesting subject that helps to understand evacuation processes and to give out warnings for contingency plans. Individual and crowd behaviors in the earthquake are different from those under normal circumstances. Panic will spread in the crowd and cause chaos. Without considering emotion, most existing behavioral simulation methods analyze the movement of people from the point of view of mechanics. After summarizing existing studies, a new simulation method is discussed in this paper. First, 3D virtual scenes are constructed with the proposed platform. Second, an individual cognitive architecture, which integrates perception, motivation, behavior, emotion, and personality, is proposed. Typical behaviors are analyzed and individual evacuation animations are realized with data captured by motion capture devices. Quantitative descriptions are presented to describe emotional changes in individual evacuation. Facial expression animation is used to represent individuals’ emotions. Finally, a crowd behavior model is designed on the basis of a social force model. Experiments are carried out to validate the proposed method. Results showed that individuals’ behavior, emotional changes, and crowd aggregation can be well simulated. Users can learn evacuation processes from many angles. The method can be an intuitional approach to safety education and crowd management

    Enabling immersive simulation.

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    Artificial Intelligence in Civil Engineering

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    Artificial intelligence is a branch of computer science, involved in the research, design, and application of intelligent computer. Traditional methods for modeling and optimizing complex structure systems require huge amounts of computing resources, and artificial-intelligence-based solutions can often provide valuable alternatives for efficiently solving problems in the civil engineering. This paper summarizes recently developed methods and theories in the developing direction for applications of artificial intelligence in civil engineering, including evolutionary computation, neural networks, fuzzy systems, expert system, reasoning, classification, and learning, as well as others like chaos theory, cuckoo search, firefly algorithm, knowledge-based engineering, and simulated annealing. The main research trends are also pointed out in the end. The paper provides an overview of the advances of artificial intelligence applied in civil engineering

    Integrating social power into the decision-making of cognitive agents

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    AbstractSocial power is a pervasive feature with acknowledged impact in a multitude of social processes. However, despite its importance, common approaches to social power interactions in multi-agent systems are rather simplistic and lack a full comprehensive view of the processes involved. In this work, we integrated a comprehensive model of social power dynamics into a cognitive agent architecture based on an operationalization of different bases of social power inspired by theoretical background research in social psychology. The model was implemented in an agent framework that was subsequently used to generate the behavior of virtual characters in an interactive virtual environment. We performed a user study to assess users' perceptions of the agents and found evidence supporting both the social power capabilities provided by the model and their value for the creation of believable and interesting scenarios. We expect that these advances and the collected evidence can be used to support the development of agent systems with an enriched capacity for social agent simulation
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