8 research outputs found

    KB: A Knowledge Representation Package for Common Lisp

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    KB is a frame-based knowledge representation package. It is written as a Common Lisp package, and is comprised of a set of functions for representing semantic knowledge and relationships among data represented. KB encourages the use of the object-oriented programming metaphor by requiring that a set of operators be defined for each concept (object). Inheritance is supported for both data types and for operators. KB has a well-defined programming interface through which a user interface language can be easily developed. The semantics of KB are straightforward and allow a programmer considerable flexibility in developing an application. KB borrows heavily from the Flavors system in syntax and semantics (and in documentation!)

    An Investigation of Language Input and Performance Timing for Task Animation

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    We describe a prototype system in which task animation is driven via natural language. The primary effort in developing the system is concentrated on the link between the natural language parser and the animation environment. Two primary problems are object referencing and specifying action durations. We describe a technique by which objects referenced by the parser can be correctly mapped to their geometric representation within the animation environment even though the internal representations may be vastly different. Furthermore, we show that results from experiments measuring human motor behavior can be applied to computer simulations to generate default task durations

    Human Task Animation from Performance Models and Natural Language Input

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    Graphical manipulation of human figures is essential for certain types of human factors analyses such as reach, clearance, fit, and view. In many situations, however, the animation of simulated people performing various tasks may be based on more complicated functions involving multiple simultaneous reaches, critical timing, resource availability, and human performance capabilities. One rather effective means for creating such a simulation is through a natural language description of the tasks to be carried out. Given an anthropometrically-sized figure and a geometric workplace environment, various simple actions such as reach, turn, and view can be effectively controlled from language commands or standard NASA checklist procedures. The commands may also be generated by external simulation tools. Task timing is determined from actual performance models, if available, such as strength models or Fitts\u27 Law. The resulting action specifications are animated on a Silicon Graphics Iris workstation in real-time

    Animation From Instructions

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    We believe that computer animation in the form of narrated animated simulations can provide an engaging, effective and flexible medium for instructing agents in the performance of tasks. However, we argue that the only way to achieve the kind of flexibility needed to instruct agents of varying capabilities to perform tasks with varying demands in work places of varying layout is to drive both animation and narration from a common representation that embodies the same conceptualization of tasks and actions as Natural Language itself. To this end, we are exploring the use of Natural Language instructions to drive animated simulations. In this paper, we discuss the relationship between instructions and behavior that underlie our work and the overall structure of our system. We then describe in some what more detail three aspects of the system - the representation used by the Simulator, the operation of the Simulator and the Motion Generators used in the system
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