6,754 research outputs found

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    E-Drama: Facilitating Online Role-play using an AI Actor and Emotionally Expressive Characters.

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    This paper describes a multi-user role-playing environment, e-drama, which enables groups of people to converse online, in scenario driven virtual environments. The starting point of this research – edrama – is a 2D graphical environment in which users are represented by static cartoon figures. An application has been developed to enable integration of the existing edrama tool with several new components to support avatars with emotionally expressive behaviours, rendered in a 3D environment. The functionality includes the extraction of affect from open-ended improvisational text. The results of the affective analysis are then used to: (a) control an automated improvisational AI actor – EMMA (emotion, metaphor and affect) that operates a bit-part character in the improvisation; (b) drive the animations of avatars using the Demeanour framework in the user interface so that they react bodily in ways that are consistent with the affect that they are expressing. Finally, we describe user trials that demonstrate that the changes made improve the quality of social interaction and users’ sense of presence. Moreover, our system has the potential to evolve normal classroom education for young people with or without learning disabilities by providing 24/7 efficient personalised social skill, language and career training via role-play and offering automatic monitoring

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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