10 research outputs found

    Cognitive and affective motivation in conceptual modelling

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    A proposal is presented towards the extension of conceptual models of information systems, in order to allow specification and simulation of the behaviour of agents with an adequate degree of realism. Our method is mainly based on rules to infer the goals of agents from situations holding at given states. In this paper, we argue that the rules should take into account both cognitive and affective characteristics, as can be conveyed, for the various agents, by their individual profiles and current internal states. Such characteristics should also influence the choice of strategies to handle goal interferences in multi-goal/multi-agent environments.Keywords: Conceptual Modelling, Simulation, Multi-Agents, Affective Motivation, Goal Interference

    Towards a Plan-based Learning Environment

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    The use of the Plan Recognition/Plan Generation paradigm in the context of corporate training is discussed. The learning environment is grounded on three-level conceptual schemas of information systems, and offers a tool for simulating the behavior of agents with an adequate degree of realism. After arguing for the relevance of Plan-Based Learning, we stress the need of taking into account both cognitive and affective characteristics of the various agents operating in the specified multi-goal/multi-agent information system, as conveyed by their individual profiles and current internal states. 1

    Applying a plan-recognition/plan-generation paradigm to interactive storytelling

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    A key issue in interactive storytelling is how to generate stories which are, at the same time, interesting and coherent. On the one hand, it is desirable to provide means for the user to intervene in the story. But, on the other hand, it is necessary to guarantee that user intervention will not introduce events that violate the rules of the intended genre. This paper describes the usage of a plan recognition / plan generation paradigm in LOGTELL, a logic-based tool for the interactive generation and dramatization of stories. We focus on the specification of a formal logic model for events and characters ' behaviour and on how the tool helps the interactive composition of plots through the adaptation of fully or partially generated plots. Based on the model, the user can interact with the tool at various levels, obtaining a variety of stories agreeable to individual tastes, within the imposed coherence requirements. The system alternates stages of goal inference, planning, plan recognition, user intervention and 3D visualization. Our experiments have shown that the system can be used not only for entertainment purposes but also, more generally, to help in the creation and adaptation of stories in conformity with a specified genre

    Improving the Scene: Extending LOGTELL to Support a Plan-recognition / Plan-generation Paradigm

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    Figure 1: Screenshots of the dramatization of plots generated in our system. Draco attacking the princess鈥檚 castle; and Hoel (one of the heroes) meeting Marian (the princess) before getting married. How to characterize a literary genre is a much debated problem, which can be approached with useful results by combining models drawn from both Literary Theory and Computer Science. Once a genre is specified with some rigour in a constructive way, it becomes possible not only to determine whether a given plot is a legitimate representative of the genre, but also to generate such plots, an ability of obvious relevance to Storytelling theory and practice. A key issue in interactive storytelling is how to generate stories which are, at the same time, interesting and coherent. On the one hand, it is desirable t

    An Expressive Talking Head for an Interactive Storytelling System

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    The contents of this report are the sole responsibility of the authors. O conte煤do do presente relat贸rio 茅de煤nica responsabilidade dos autores
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