25 research outputs found

    Representing Physical And Design Knowledge In Innovative Design

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    Representing Physical and Design Knowledge in Innovative Design Nikitas Marinos Sgouros The ability to design is one of the hallmarks of intelligent behavior, since it allows an agent to shape its environment according to its needs. Therefore developing computational models of design should be one of the primary goals for a discipline such as Artificial Intelligence that aims to create intelligent artifacts. This thesis describes DIAS, a computational framework for innovative engineering design. This framework provides ways for representing the physical and design knowledge in a domain, along with methods for allowing these different types of knowledge to interact during the design process. This model has been instantiated in OUZO, a program that designs separation systems in chemical engineering. iii To my family iv ACKNOWLEDGEMENTS I would like to thank: ffl My advisor, Kenneth Forbus, for all the support and direction during this research. ffl The members of my committee, Lar..

    Embedding and Implementation of Quantum Computational Concepts in Digital Narratives

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    Part 1: Full papersInternational audienceQuantum computational concepts introduce a host of new ideas for describing and implementing computational processes based on notions of superposition, entanglement, interference and measurement. This paper explores how such quantum mechanical ideas can be used in the development and implementation of computational narrative environments. In particular we focus on the use of quantum computing concepts for the representation of character state and beliefs, the development of point-of-view and context-sensitive processes for decision making along with the representation of the notion of conflict. We describe the implementation of these ideas in QuNL, our novel, special-purpose declarative language for narrative construction along with QuNE its associated interpreter. Both systems are available on the Web for testing and experimentation

    Quantum and Entertainment Computing

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    Part 5: Workshops and TutorialsInternational audienceQuantum computing offers a radically different paradigm for dealing with information and its processing. This tutorial seeks to serve as a springboard that can inform and motivate entertainment computing researchers to delve into this new and exciting field and investigate novel ways for utilizing quantum-computational concepts in their work both from a theoretical and a practical point of view

    Automating the Implementation of Games Based on Model-Driven Authoring Environments

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    Part 17: Game Development and Model-Driven Software DevelopmentInternational audienceIn recent years the emergence of multiple game platforms (e.g., mobile, specialized consoles, PC) along with the rising interest in game creation by users with limited technical background calls for the development of high level authoring environments that base the creation process on abstract game models and automate their implementation. This paper describes our research towards the creation of such a development and execution environment that incorporates a graphical authoring environment based on an abstract model of common action RPG games along with a 3-D rendering client that automatically translates the resulting game into an OpenGL ES implementation

    TwitterFM: An Experimental Application in Entertainment and Social Broadcasting

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    Part 6: Short PapersInternational audienceWe describe TwitterFM a web application that explores ways by which social broadcasting via Twitter can be enriched with entertainment features. The system views Twitter as a dynamic set of 'radio stations', each one transmitting under a keyword (hashtag). The user can 'tune in' to the radio stations he wants. Once this happens all messages transmitted by this station are rendered into speech via TTS accompanied with music selected by the user and/or the system. TwitterFM analyzes the affective content of each rendered message and colors accordingly the sub-window in which it is displayed

    Sketch Creation utilizing Shape Matching Techniques

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    This paper shows the potential of using a shape outline matching technique that is based on the Turning Function distance measure in the process of creating 2D graphics. The user of a sketch-designing application is able to utilize shape-matching technology to increase the ease and correctness of the multimedia product, which is the resulting sketch or image. The shape-matching method described is the Turning Function Difference method and it is used to present the shape designer with possible replacements for individual elements of the drawn sketch. While the designer may create graphics, s/he can also add to the final work shape elements that are either selected manually or proposed by the underlying shape matching engine. 1
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