11 research outputs found

    Towards fast prototyping of IVAs behavior: Pogamut 2.

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    Abstract. We present the platform for IVAs development in the human like environment of the first-person shooter game Unreal Tournament 2004. This environment is extendible and supported by vast community of users. Based on our previous experience the problem of fast verification of models of artificial intelligence or IVAs is in implementation issues. The developer spends most of his time solving technical environment dependent issues and malfunctions, which drives him away from his goals. Therefore our modular platform provides a tool, which helps solving those problems and the developer can spend saved time by solving another AI based issues and model verification. The platform is aimed for research and educational purposes

    Simulation Level of Detail for Virtual Humans

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    Abstract. Graphical level of detail (LOD) is a set of techniques for coping with the issue of limited computational resources by reducing the graphical detail of the scene far from the observer. Simulation LOD reduces quality of the simulation at the places unseen. Contrary to graphical LOD, simulation LOD has been almost unstudied. As a part of our on-going effort on a large virtualstorytelling game populated by tens of complex virtual humans, we have developed and implemented a set of simulation LOD algorithms for simplifying virtual space and behaviour of virtual humans. The main feature of our technique is that it allows for several degrees of detail, i.e. for gradual varying of simulation quality. In this paper, we summarise the main lessons learned, introduce the prototype implementation called IVE and discuss the possibility of scaling our technique to other applications featuring virtual humans.

    The Project ENTs: Towards Modeling Human-like Artificial Agents

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    Abstract. The Project ENTs aims at providing a universal high-level tool for prototyping human-like artificial agents. The main features of this tool are a virtual test-bed environment and E language, which enables description of human-like agents ’ behaviours using various techniques, in particular reactive planning and BDI-architecture. In this paper, we present first generation of this tool together with an example agent—an artificial gardener that acts in a virtual family house. We then briefly discuss applicability of this tool and introduce some requirements for its second generation.

    Affordances and level-of-detail AI for virtual humans

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    Anyone who aims at developing a virtual reality application featuring a large artificial world inhabited by intelligent virtual humans will face two problems—the problem with simulation speed, and the problem with adding new components to the simulation both during the development and after the release. We have developed a framework that copes with these issues. The solution is based on augmentation of the level-of-detail AI technique and theories of affordances and practical reasoning. Contrary to existing approaches, our solution is theoretically well-founded, robust and deals with both these issues at once. In this paper, we present the key concepts of our framework and evaluate a test scenario

    Low-pressure turbine blade leading edge protection using robotic laser cladding technology

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    Low pressure turbine blades are the most erosion-exposed moving parts of the steam turbine. This article brings a detailed overview of an innovative system applying a stellite coating to the leading edge of the steam turbine blades using the robotic laser cladding technology. The system is based on a software that gathers measured data of the shape-specific workpiece from a laser profile scanner, creates a 3D model of the workpiece and generates a set of laser cladding trajectories that are used for the task of robot navigation during the laser cladding process. The navigation algorithm takes the workpiece-specific requirements of the laser cladding process as well as collision avoidance necessities into account. The shape and thickness of the resulting layer of the laser cladded coating alloy is verified by an external 3D scanning system showing the compliance of the system with the requirements as well as a space for future development. The feasibility of the developed method is also verified by multiple material and metallographic tests

    Low-pressure turbine blade leading edge protection using robotic laser cladding technology

    No full text
    Low pressure turbine blades are the most erosion-exposed moving parts of the steam turbine. This article brings a detailed overview of an innovative system applying a stellite coating to the leading edge of the steam turbine blades using the robotic laser cladding technology. The system is based on a software that gathers measured data of the shape-specific workpiece from a laser profile scanner, creates a 3D model of the workpiece and generates a set of laser cladding trajectories that are used for the task of robot navigation during the laser cladding process. The navigation algorithm takes the workpiece-specific requirements of the laser cladding process as well as collision avoidance necessities into account. The shape and thickness of the resulting layer of the laser cladded coating alloy is verified by an external 3D scanning system showing the compliance of the system with the requirements as well as a space for future development. The feasibility of the developed method is also verified by multiple material and metallographic tests
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