1,132 research outputs found

    Knowledge Representation and Acquisition for Ethical AI: Challenges and Opportunities

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    Orchestrating Network Behavior for Innovation

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    This thesis is about innovation and power. Human nature has always been expressed by our capacity to innovate and adapt to almost any environment (Bowlby, 1962; Giddens, 1991). In the 20th century, the primary function of business organisations was to invent, produce and commercialise their products and services in different markets. As a matter of fact, business organisations in the last century proved to be the best way of disseminating innovation (Schön, 1971). Currently in the 21st century, there is a call to better understand how new ideas, technology and sources of knowledge are managed, based on the premise that novelty can unfold anywhere and that innovation cannot be considered a linear process consisting of a chain of activities

    The process improvement dilemma in dynamic 3PL firms: A systems and agency lens

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    For the past several decades, firms have been shifting from contending as autonomous entities to working and competing as part of supply chains. In this context, warehousing, transportation, and distribution needs are being increasingly outsourced to third-party logistics (3PL) firms. 3PL providers operate in fast-moving, time-sensitive, and priority-changing supply chain environments, constantly demanding efficient, cost-effective, and routinized responses. To attain the ultimate end of maximizing efficiency, reducing costs, and improving customer satisfaction, scholars and supply chain industry opinion leaders alike talk about process improvement as part of a broader organizational learning strategy to be pursued in order to keep a competitive edge. This thesis explores the relationship between daily bottom-line pressures and prioritization and the design, implementation, and control of process improvement initiatives in complex and dynamic 3PL service providers. It uses a systems-agency lens to unveil intra- and inter-firm relations around process improvement activity and the links with organizational learning. The study utilized multi-case study-based qualitative-interpretive methods used in conjunction with system dynamics and agency tools. Data collection was carried out through in-depth interviews with 41 employees from two 3PL service providers and complemented by two collaborative enquiry exercises organized for each case study firm. Contrary to recommendations made by scholars and industry leaders, this thesis has found that day-to-day operational firefighting in 3PL scenarios revolving around managing multiple demands, conflicting priorities, and unexpected events often prevail over less tangible process improvement and broader organizational learning goals. This is aggravated by constant cost-reduction pressures centering on human resources headcount deemed critical for the development of learning and improvement practices. Consequently, there is little evidence that the case study firms demonstrate the necessary conditions for process improvement and organizational learning to actually take place. The study also revealed that when process improvement does happen, its focus mainly centers on customer satisfaction or cost-saving, rather than on the improvement of shop floor work routines aiming at operational effectiveness. It also shows process improvement to be more reactive and ad hoc as opposed to the continuous, widespread, and long-term-oriented practices associated with continuous improvement and organizational learning

    Real-Time Storytelling with Events in Virtual Worlds

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    We present an accessible interactive narrative tool for creating stories among a virtual populace inhabiting a fully-realized 3D virtual world. Our system supports two modalities: assisted authoring where a human storyteller designs stories using a storyboard-like interface called CANVAS, and exploratory authoring where a human author experiences a story as it happens in real-time and makes on-the-fly narrative trajectory changes using a tool called Storycraft. In both cases, our system analyzes the semantic content of the world and the narrative being composed, and provides automated assistance such as completing partially-specified stories with causally complete sequences of intermediate actions. At its core, our system revolves around events -â?? pre-authored multi-actor task sequences describing interactions between groups of actors and props. These events integrate complex animation and interaction tasks with precision control and expose them as atoms of narrative significance to the story direction systems. Events are an accessible tool and conceptual metaphor for assembling narrative arcs, providing a tightly-coupled solution to the problem of converting author intent to real-time animation synthesis. Our system allows simple and straightforward macro- and microscopic control over large numbers of virtual characters with diverse and sophisticated behavior capabilities, and reduces the complicated action space of an interactive narrative by providing analysis and user assistance in the form of semi-automation and recommendation services

    Supporting mobile mixed-reality experiences

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    Mobile mixed-reality experiences mix physical and digital spaces, enabling participants to simultaneously inhabit a shared environment online and on the streets. These experiences take the form of games, educational applications and new forms of performance and art, and engender new opportunities for interaction, collaboration and play. As mobile mixed-reality experiences move out of the laboratory and into more public settings they raise new challenges concerning how to support these experiences in the wild. This thesis argues that mobile mixed-reality experiences in which artists retain creative control over the content and operation of each experience, particularly those that are deployed as theatrical performances, require dedicated support for content authoring and reactive orchestration tools and paradigms in order to be successfully and robustly operated in public settings. These requirements are examined in detail, drawing on the experience of supporting four publicly toured mobile mixed-reality experiences; Can You See Me Now?, Uncle Roy All Around You, I Like Frank in Adelaide and Savannah, which have provided a platform to practically develop, refine and evaluate new solutions to answer these challenges in the face of presenting the experiences to many thousands of participants over a four year period. This thesis presents two significant supporting frameworks. The ColourMaps system enables designers to author location-based content by directly colouring over maps; providing a simple, familiar and yet highly flexible approach to matching location-triggers to complex physical spaces. It provides support for multiple and specialised content layers, and the ability to configure and manage other aspects of an experience, including filtering inaccurate position data and underpinning orchestration tools. Second, the Orchestration framework supports the day-to-day operation of public experiences; providing dedicated control-room tools for monitoring that reveal the content landscape and historical events, intervention and improvisation techniques for steering and shaping each participant's experience as it unfolds both physically and virtually, and processes to manage a constant flow of participants

    Executing Strategic Product Planning - A Subject-Oriented Analysis and New Referential Process Model for IT-Tool Support and Agile Execution of Strategic Product Planning

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    The origin of this research was the failed attempt or rather the impossibility of creating a working and effective information system to support the processes of Strategic Product Planning, based on existing process descriptions for that domain. This work explores the origins of the according problems. As is discovered, the problems do not originate in error containing models or simple programming failures. Rather, as is explored, the origin of the encountered problems lies in fundament

    Supporting mobile mixed-reality experiences

    Get PDF
    Mobile mixed-reality experiences mix physical and digital spaces, enabling participants to simultaneously inhabit a shared environment online and on the streets. These experiences take the form of games, educational applications and new forms of performance and art, and engender new opportunities for interaction, collaboration and play. As mobile mixed-reality experiences move out of the laboratory and into more public settings they raise new challenges concerning how to support these experiences in the wild. This thesis argues that mobile mixed-reality experiences in which artists retain creative control over the content and operation of each experience, particularly those that are deployed as theatrical performances, require dedicated support for content authoring and reactive orchestration tools and paradigms in order to be successfully and robustly operated in public settings. These requirements are examined in detail, drawing on the experience of supporting four publicly toured mobile mixed-reality experiences; Can You See Me Now?, Uncle Roy All Around You, I Like Frank in Adelaide and Savannah, which have provided a platform to practically develop, refine and evaluate new solutions to answer these challenges in the face of presenting the experiences to many thousands of participants over a four year period. This thesis presents two significant supporting frameworks. The ColourMaps system enables designers to author location-based content by directly colouring over maps; providing a simple, familiar and yet highly flexible approach to matching location-triggers to complex physical spaces. It provides support for multiple and specialised content layers, and the ability to configure and manage other aspects of an experience, including filtering inaccurate position data and underpinning orchestration tools. Second, the Orchestration framework supports the day-to-day operation of public experiences; providing dedicated control-room tools for monitoring that reveal the content landscape and historical events, intervention and improvisation techniques for steering and shaping each participant's experience as it unfolds both physically and virtually, and processes to manage a constant flow of participants

    Scenography and new media technologies: history, educational applications and visualization techniques

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    The endemic presence of digital technology is responsible for numerous changes in contemporary Western societies. This study examines the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. In the cross-disciplinary literature review, I investigate such primary elements of contemporary media as interactivity, immersion, integration and hyper-textuality, and explore their characteristics in the performing arts before and during the digital epoch. I also discuss various IT applications that transformed the way we experience, learn and co-create our cultural heritage. In order to illustrate how computer-generated environments could change the way we perceive and deliver cultural values, I explore a suite of rapidly-developing communication and computer-visualization techniques, which enable reciprocal exchange between viewers, theatre performances and artefacts. I analyze novel technology-mediated teaching techniques that attempt to provide a new media platform for visually-enhanced information transfer. My findings indicate that the recent changes towards the personalization of knowledge delivery and also towards student-centered study and e-learning necessitated the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience. The analysis of questionnaires and two case studies (the THEATRON and the VA projects) demonstrate the need for further development of digital-visualization techniques, especially for studying and researching scenographic artefacts. As a practical component of this thesis, I have designed and developed the Set-SPECTRUM educational project, which aims to strengthen the visual skills of the students, ultimately enabling them to use imagery as a creative tool, and as a means to analyze theatrical performances and artefacts. The 3D reconstruction of Norman Bel Geddes' set for The Divine Comedy, first of all, enables academic research of the artefact, exposing some hitherto unknown design-limitations in the original set-model, and revealing some construction inconsistencies; secondly, it contributes to educational and creative practices, offering an innovative way to learn about scenography. And, thirdly, it fills a gap in the history of the Western theatre design. This study attempts to show that when translated into digital language, scenographic artefacts become easily retrievable and highly accessible for learning and research purposes. Therefore, the development of such digital products should be encouraged, but care should also be taken to provide the necessary training for users, in order to realize the applications' full potential

    Foundations of Human-Aware Planning -- A Tale of Three Models

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    abstract: A critical challenge in the design of AI systems that operate with humans in the loop is to be able to model the intentions and capabilities of the humans, as well as their beliefs and expectations of the AI system itself. This allows the AI system to be "human- aware" -- i.e. the human task model enables it to envisage desired roles of the human in joint action, while the human mental model allows it to anticipate how its own actions are perceived from the point of view of the human. In my research, I explore how these concepts of human-awareness manifest themselves in the scope of planning or sequential decision making with humans in the loop. To this end, I will show (1) how the AI agent can leverage the human task model to generate symbiotic behavior; and (2) how the introduction of the human mental model in the deliberative process of the AI agent allows it to generate explanations for a plan or resort to explicable plans when explanations are not desired. The latter is in addition to traditional notions of human-aware planning which typically use the human task model alone and thus enables a new suite of capabilities of a human-aware AI agent. Finally, I will explore how the AI agent can leverage emerging mixed-reality interfaces to realize effective channels of communication with the human in the loop.Dissertation/ThesisDoctoral Dissertation Computer Science 201
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