485,200 research outputs found

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Supporting service discovery, querying and interaction in ubiquitous computing environments.

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    In this paper, we contend that ubiquitous computing environments will be highly heterogeneous, service rich domains. Moreover, future applications will consequently be required to interact with multiple, specialised service location and interaction protocols simultaneously. We argue that existing service discovery techniques do not provide sufficient support to address the challenges of building applications targeted to these emerging environments. This paper makes a number of contributions. Firstly, using a set of short ubiquitous computing scenarios we identify several key limitations of existing service discovery approaches that reduce their ability to support ubiquitous computing applications. Secondly, we present a detailed analysis of requirements for providing effective support in this domain. Thirdly, we provide the design of a simple extensible meta-service discovery architecture that uses database techniques to unify service discovery protocols and addresses several of our key requirements. Lastly, we examine the lessons learnt through the development of a prototype implementation of our architecture

    AN EMERGING THEORY ON THE INTERACTION BETWEEN REQUIREMENTS ENGINEERING AND SYSTEMS ARCHITECTING BASED ON A SUITE OF EXPLORATORY EMPIRICAL STUDIES

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    Requirements Engineering and Systems Architecting are often considered the most important phases of the software development lifecycle. Because of their close proximity in the software development lifecycle, there is a high degree of interaction between these two processes. While such interaction has been recognized and researched in terms of new technology (particularly methods and tools), there is a distinct lack of empirical understanding regarding the scientific properties of this interaction. Furthermore, in Requirements Engineering and Systems Architecting, not only technical but human aspects are considered critical for the success of these processes due to these processes lying at the front-end of the development cycle and therefore being more aligned with real-world issues. Thus, the scientific properties of the interactions between Requirements Engineering and Systems Architecting can be broken down into these two key aspects. For instance, the following example research questions relate to such scientific properties: What is the impact of an existing system’s architecture on requirements decision-making? What kinds of requirements-oriented problems are encountered during architecting? What is the impact of an existing systems architecture on new requirements being elicited? What is the impact of requirements engineering knowledge on systems architecting? There is little in the literature addressing such questions. This thesis explores such issues through a suite of six exploratory empirical studies that were conducted over the last five years. Based on the observations from these studies, an emerging theory is proposed that describes the impact of human and process factors in the interaction between Requirements Engineering and Systems Architecting. The impact of this emerging body of knowledge is deemed to be on the following: technology development for Requirements Engineering and Software Architecting (methods, tools, processes, etc.); hiring and training personnel for Requirements Engineering and Systems Architecture processes in industry; Requirements Engineering and Systems Architecture project planning; curriculum improvement in academia; and future empirical research in Requirements Engineering and Systems Architecting

    New control architecturebased on PXI for a 3-finger haptic device applied to virtual manipulation

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    To perform advanced manipulation of remote environments such as grasping, more than one finger is required implying higher requirements for the control architecture. This paper presents the design and control of a modular 3-finger haptic device that can be used to interact with virtual scenarios or to teleoperate dexterous remote hands. In a modular haptic device, each module allows the interaction with a scenario by using a single finger; hence, multi-finger interaction can be achieved by adding more modules. Control requirements for a multifinger haptic device are analyzed and new hardware/software architecture for these kinds of devices is proposed. The software architecture described in this paper is distributed and the different modules communicate to allow the remote manipulation. Moreover, an application in which this haptic device is used to interact with a virtual scenario is shown

    Towards business model and technical platform for the service oriented context-aware mobile virtual communities

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    The focus of existing virtual communities is centered on a particular product or social interaction and the role of mobile devices is restricted to exchange a limited amount of contents. Herewith we envisage that the upcoming virtual communities will exploit the potential of social interaction and context information to offer personalized services to its members and mobile devices will play a significant role in this process. As a step towards this direction, in this paper we propose a business model for the mobile virtual communities in which the mobile device takes on the role of a content producer and content consumer. Though there are a number of research issues which need to be addressed to realize such virtual communities, in this paper we focus on the service requirements, architecture and open source software implementation of a technical platform for the content producer and consumer mobile devices

    Kiosks 21: a new role for information kiosks?

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    Discusses and analyses the latest generation of information kiosks, Kiosks 21, which features information provision/promotion, interaction, transaction and relationships. In contrast to their task based predecessors, these kiosks focus on customer service delivery to ‘customers in context’. Five case studies of such kiosks located respectively in an airport, railway station, car rental base, hotel lobby, and shopping mall are analysed to demonstrate the way in which the kiosks are implemented to meet the differing requirements of customers in different contexts. Case studies are analysed in terms of kiosk design and location, user profile, information architecture, interface design, communication, and commerce. A range of areas for research and development are proposed.</p
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