37 research outputs found

    Physics-inspired Neural Networks for Parameter Learning of Adaptive Cruise Control Systems

    Full text link
    This paper proposes and develops a physics-inspired neural network (PiNN) for learning the parameters of commercially implemented adaptive cruise control (ACC) systems in automotive industry. To emulate the core functionality of stock ACC systems, which have proprietary control logic and undisclosed parameters, the constant time-headway policy (CTHP) is adopted. Leveraging the multi-layer artificial neural networks as universal approximators, the developed PiNN serves as a surrogate model for the longitudinal dynamics of ACC-engaged vehicles, efficiently learning the unknown parameters of the CTHP. The ability of the PiNN to infer the unknown ACC parameters is meticulous evaluated using both synthetic and high-fidelity empirical data of space-gap and relative velocity involving ACC-engaged vehicles in platoon formation. The results have demonstrated the superior predictive ability of the proposed PiNN in learning the unknown design parameters of stock ACC systems from different car manufacturers. The set of ACC model parameters obtained from the PiNN revealed that the stock ACC systems of the considered vehicles in three experimental campaigns are neither L2L_2 nor LL_\infty string stable.Comment: 11 pages, 8 figures, 3 tables, submitted to IEEE-T-V

    Natural User Interfaces for Virtual Character Full Body and Facial Animation in Immersive Virtual Worlds

    Get PDF
    In recent years, networked virtual environments have steadily grown to become a frontier in social computing. Such virtual cyberspaces are usually accessed by multiple users through their 3D avatars. Recent scientific activity has resulted in the release of both hardware and software components that enable users at home to interact with their virtual persona through natural body and facial activity performance. Based on 3D computer graphics methods and vision-based motion tracking algorithms, these techniques aspire to reinforce the sense of autonomy and telepresence within the virtual world. In this paper we present two distinct frameworks for avatar animation through user natural motion input. We specifically target the full body avatar control case using a Kinect sensor via a simple, networked skeletal joint retargeting pipeline, as well as an intuitive user facial animation 3D reconstruction pipeline for rendering highly realistic user facial puppets. Furthermore, we present a common networked architecture to enable multiple remote clients to capture and render any number of 3D animated characters within a shared virtual environment

    Autonomous agents and avatars in REVERIE’s virtual environment

    Get PDF
    In this paper, we describe the enactment of autonomous agents and avatars in the web-based social collaborative virtual environment of REVERIE that supports natural, human-like behavior, physical interaction and engagement. Represented by avatars, users feel immersed in this virtual world in which they can meet and share experiences as in real life. Like the avatars, autonomous agents that may act in this world are capable of demonstrating human-like non-verbal behavior and facilitate social interaction. We describe how reasoning components of the REVERIE system connect and cooperatively control autonomous agents and avatars representing a user

    A Review of the "Digital Turn" in the New Literacy Studies

    Get PDF
    Digital communication has transformed literacy practices and assumed great importance in the functioning of workplace, recreational, and community contexts. This article reviews a decade of empirical work of the New Literacy Studies, identifying the shift toward research of digital literacy applications. The article engages with the central theoretical, methodological, and pragmatic challenges in the tradition of New Literacy Studies, while highlighting the distinctive trends in the digital strand. It identifies common patterns across new literacy practices through cross-comparisons of ethnographic research in digital media environments. It examines ways in which this research is taking into account power and pedagogy in normative contexts of literacy learning using the new media. Recommendations are given to strengthen the links between New Literacy Studies research and literacy curriculum, assessment, and accountability in the 21st century

    Multimodal Affective State Recognition in Serious Games Applications

    Get PDF
    A challenging research issue, which has recently attracted a lot of attention, is the incorporation of emotion recognition technology in serious games applications, in order to improve the quality of interaction and enhance the gaming experience. To this end, in this paper, we present an emotion recognition methodology that utilizes information extracted from multimodal fusion analysis to identify the affective state of players during gameplay scenarios. More specifically, two monomodal classifiers have been designed for extracting affective state information based on facial expression and body motion analysis. For the combination of different modalities a deep model is proposed that is able to make a decision about player’s affective state, while also being robust in the absence of one information cue. In order to evaluate the performance of our methodology, a bimodal database was created using Microsoft’s Kinect sensor, containing feature vectors extracted from users' facial expressions and body gestures. The proposed method achieved higher recognition rate in comparison with mono-modal, as well as early-fusion algorithms. Our methodology outperforms all other classifiers, achieving an overall recognition rate of 98.3%

    Postoperative peri-axillary seroma following axillary artery cannulation for surgical treatment of acute type A aortic dissection

    Get PDF
    The arterial cannulation site for optimal tissue perfusion and cerebral protection during cardiopulmonary bypass (CPB) for surgical treatment of acute type A aortic dissection remains controversial. Right axillary artery cannulation confers significant advantages, because it provides antegrade arterial perfusion during cardiopulmonary bypass, and allows continuous antegrade cerebral perfusion during hypothermic circulatory arrest, thereby minimizing global cerebral ischemia. However, right axillary artery cannulation has been associated with serious complications, including problems with systemic perfusion during cardiopulmonary bypass, problems with postoperative patency of the artery due to stenosis, thrombosis or dissection, and brachial plexus injury. We herein present the case of a 36-year-old Caucasian man with known Marfan syndrome and acute type A aortic dissection, who had direct right axillary artery cannulation for surgery of the ascending aorta. Postoperatively, the patient developed an axillary perigraft seroma. As this complication has, not, to our knowledge, been reported before in cardiothoracic surgery, we describe this unusual complication and discuss conservative and surgical treatment options

    A framework for human-like behavior in an immersive virtual world

    Get PDF
    Just as readers feel immersed when the story-line adheres to their experiences, users will more easily feel immersed in a virtual environment if the behavior of the characters in that environment adheres to their expectations, based on their life-long observations in the real world. This paper introduces a framework that allows authors to establish natural, human-like behavior, physical interaction and emotional engagement of characters living in a virtual environment. Represented by realistic virtual characters, this framework allows people to feel immersed in an Internet based virtual world in which they can meet and share experiences in a natural way as they can meet and share experiences in real life. Rather than just being visualized in a 3D space, the virtual characters (autonomous agents as well as avatars representing users) in the immersive environment facilitate social interaction and multi-party collaboration, mixing virtual with real

    Tools for user interaction in immersive environments

    Get PDF
    REVERIE -- REal and Virtual Engagement in Realistic Immersive Environments -- is a large scale collaborative project co-funded by the European Commission targeting novel research in the general domain of Networked Media and Search Systems. The project aims to bring about a revolution in 3D media and virtual reality by developing technologies for safe, collaborative, online environments that can enable realistic interpersonal communication and interaction in immersive environments. To date, project partners have been developing component technologies for a variety of functionalities related to the aims of REVERIE prior to integration into an end-to-end system. In this demo submission, we first introduce the project in general terms, outlining the high-level concept and vision before briefly describing the suite of demonstrations that we intend to present at MMM 2014
    corecore