148,137 research outputs found

    Game Theory Models for the Verification of the Collective Behaviour of Autonomous Cars

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    The collective of autonomous cars is expected to generate almost optimal traffic. In this position paper we discuss the multi-agent models and the verification results of the collective behaviour of autonomous cars. We argue that non-cooperative autonomous adaptation cannot guarantee optimal behaviour. The conjecture is that intention aware adaptation with a constraint on simultaneous decision making has the potential to avoid unwanted behaviour. The online routing game model is expected to be the basis to formally prove this conjecture.Comment: In Proceedings FVAV 2017, arXiv:1709.0212

    The developing field of integrated vehicle health management

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    The goals that are being set for aviation growth in the near future, combined with the growth in service provision, are unattainable without active health management of airplanes. Numbers associated with door to door travel time and accident rates, coupled with availability demands to provide cost-effective transport, simply do not allow time for unscheduled maintenance. We are therefore going to experience a step jump in the take up of Integrated Vehicle Health Management (IVHM) on these platforms in order to give accurate warning of sub-system and component degradation, allowing for maintenance to be carried out in a timely, scheduled, manner. This paper describes the development of IVHM, covering emerging services, standards, technology and IVHM as used in various industry sectors. This will lead to the commercial picture of today with the top level goals that are being set, providing the business push for technology and its adoption. Examples of research being conducted in the field will be shown, to support the claim that real progress is being made, with implementation of this technology on the horizon.http://www.aerojournalindia.com/journal.htm

    Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter

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    Multiparty-interaction technology is changing entertainment, education, and training. Deployed examples of such technology include embodied agents and robots that act as a museum guide, a news presenter, a teacher, a receptionist, or someone trying to sell you insurance, homes, or tickets. In all these cases, the embodied agent needs to explain and describe. This article describes the design of a 3D virtual presenter that uses different output channels (including speech and animation of posture, pointing, and involuntary movements) to present and explain. The behavior is scripted and synchronized with a 2D display containing associated text and regions (slides, drawings, and paintings) at which the presenter can point. This article is part of a special issue on interactive entertainment

    Presenting in Virtual Worlds: Towards an Architecture for a 3D Presenter explaining 2D-Presented Information

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    Entertainment, education and training are changing because of multi-party interaction technology. In the past we have seen the introduction of embodied agents and robots that take the role of a museum guide, a news presenter, a teacher, a receptionist, or someone who is trying to sell you insurances, houses or tickets. In all these cases the embodied agent needs to explain and describe. In this paper we contribute the design of a 3D virtual presenter that uses different output channels to present and explain. Speech and animation (posture, pointing and involuntary movements) are among these channels. The behavior is scripted and synchronized with the display of a 2D presentation with associated text and regions that can be pointed at (sheets, drawings, and paintings). In this paper the emphasis is on the interaction between 3D presenter and the 2D presentation
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