9,492 research outputs found

    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

    An Open-Source Simulator for Cognitive Robotics Research: The Prototype of the iCub Humanoid Robot Simulator

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    This paper presents the prototype of a new computer simulator for the humanoid robot iCub. The iCub is a new open-source humanoid robot developed as a result of the “RobotCub” project, a collaborative European project aiming at developing a new open-source cognitive robotics platform. The iCub simulator has been developed as part of a joint effort with the European project “ITALK” on the integration and transfer of action and language knowledge in cognitive robots. This is available open-source to all researchers interested in cognitive robotics experiments with the iCub humanoid platform

    Human Computation and Economics

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    This article is devoted to economical aspects of Human Computation (HC) and to perspectives of HC in economics. As of economical aspects of HC, it is first observed that much of what makes HC systems effective is economical in nature suggesting that complexity being reconsidered as a “HC complexity” and the conception of efficient HC systems as a “HC economics”. This article also points to the relevance of HC in the development of standard software and to the importance of competition in HC systems. As of HC in economics, it is first argued that markets can be seen as HC systems avant la lettre. Looking more closely at financial markets, the article then points to a speed differential between transactions and credit risk awareness that compromises the efficiency of financial markets. Finally, a HCbased credit risk rating is proposed that, overcoming the afore mentioned speed differential, holds promise for better functioning financial markets

    Performance of grassed swale as stormwater quantity control in lowland area

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    Grassed swale is a vegetated open channel designed to attenuate stormwater through infiltration and conveying runoff into nearby water bodies, thus reduces peak flows and minimizes the causes of flood. UTHM is a flood-prone area due to located in lowland area, has high groundwater level and low infiltration rates. The aim of this study is to assess the performance of grassed swale as a stormwater quantity control in UTHM. Flow depths and velocities of swales were measured according to Six-Tenths Depth Method shortly after a rainfall event. Flow discharges of swales (Qswale) were evaluated by Mean- Section Method to determine the variations of Manning’s roughness coefficients (ncalculate) that results between 0.075 – 0.122 due to tall grass and irregularity of channels. Based on the values of Qswale between sections of swales, the percentages of flow attenuation are up to 54%. As for the flow conveyance of swales, Qswale were determined by Manning’s equation that divided into Qcalculate, evaluated using ncalculate, and Qdesign, evaluated using roughness coefficient recommended by MSMA (ndesign), to compare with flow discharges of drainage areas (Qpeak), evaluated by Rational Method with 10-year ARI. Each site of study has shown Qdesign is greater than Qpeak up to 59%. However, Qcalculate is greater than Qpeak only at a certain site of study up to 14%. The values of Qdesign also greater than Qcalculate up to 52% where it shows that the roughness coefficients as considered in MSMA are providing a better performance of swale. This study also found that the characteristics of the studied swales are comparable to the design consideration by MSMA. Based on these findings, grassed swale has the potential in collecting, attenuating, and conveying stormwater, which suitable to be applied as one of the best management practices in preventing flash flood at UTHM campus

    Learning through play: an educational computer game to introduce radar fundamentals

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    The information exchange has evolved from traditional books to computers and Internet in a few years' time. Our current university students were born in this age: they learn and have fun with different methods as previous generations did. These digital natives enjoy computer games. Thus, designing games for learning some selected topics could be a good teaching strategy for such collective and also for undergraduate university students. This paper describes the development and test of an educational computer game revolving around radar. The objective of the game RADAR Technology is to teach students about the fundamentals of radar, while having fun during the learning experience. Based on the principle that you learn better what you practice, the authors want to induce students to discover a difficult to understand topic by proposing them a different experience, in a format better adapted to their generation skills. The computer game has been tested with actual students and the obtained results seem to be very promising

    Maggie: A Social Robot as a Gaming Platform

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    Edutainment robots are robots designed to participate in people's education and in their entertainment. One of the tasks of edutainment robots is to play with their human partners, but most of them offer a limited pool of games. Moreover, it is difficult to add new games to them. This lack of flexibility could shorten their life cycle. This paper presents a social robot on which several robotic games have been developed. Our robot uses a flexible and modular architecture that allows the creation of new skills by the composition of existing and simpler skills. With this architecture, the development of a new game mainly consists in the composition of the skills that are needed for this specific game. In this paper, we present the robot, its hardware and its software architecture, including its interaction capabilities. We also provide a detailed description of the development of five of the games the robot can play.The authors gratefully acknowledge the funds provided by the Spanish MICINN (Ministry of Science and Innovation) through the project "A new Approach to Social Robotics (AROS)". The research leading to these results has also received funding from the RoboCity2030-II-CM project(S2009/DPI-1559), funded by Programas de Actividades I+D en la Comunidad de Madrid and cofunded by Structural Funds ofthe EU
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