211,913 research outputs found

    Affect and Metaphor Sensing in Virtual Drama

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    We report our developments on metaphor and affect sensing for several metaphorical language phenomena including affects as external entities metaphor, food metaphor, animal metaphor, size metaphor, and anger metaphor. The metaphor and affect sensing component has been embedded in a conversational intelligent agent interacting with human users under loose scenarios. Evaluation for the detection of several metaphorical language phenomena and affect is provided. Our paper contributes to the journal themes on believable virtual characters in real-time narrative environment, narrative in digital games and storytelling and educational gaming with social software

    An intracardiac electrogram model to bridge virtual hearts and implantable cardiac devices

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    Virtual heart models have been proposed to enhance the safety of implantable cardiac devices through closed loop validation. To communicate with a virtual heart, devices have been driven by cardiac signals at specific sites. As a result, only the action potentials of these sites are sensed. However, the real device implanted in the heart will sense a complex combination of near and far-field extracellular potential signals. Therefore many device functions, such as blanking periods and refractory periods, are designed to handle these unexpected signals. To represent these signals, we develop an intracardiac electrogram (IEGM) model as an interface between the virtual heart and the device. The model can capture not only the local excitation but also far-field signals and pacing afterpotentials. Moreover, the sensing controller can specify unipolar or bipolar electrogram (EGM) sensing configurations and introduce various oversensing and undersensing modes. The simulation results show that the model is able to reproduce clinically observed sensing problems, which significantly extends the capabilities of the virtual heart model in the context of device validation

    Cooperative subcarrier sensing using antenna diversity based weighted virtual sub clustering

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    The idea of cooperation and the clustering amongst cognitive radios (CRs) has recently been focus of attention of research community, owing to its potential to improve performance of spectrum sensing (SS) schemes. This focus has led to the paradigm of cluster based cooperative spectrum sensing (CBCSS). In perspective of high date rate 4th generation wireless systems, which are characterized by orthogonal frequency division multiplexing (OFDM) and spatial diversity, there is a need to devise effective SS strategies. A novel CBCSS scheme is proposed for OFDM subcarrier detection in order to enable the non-contiguous OFDM (NC-OFDM) at the physical layer of CRs for efficient utilization of spectrum holes. Proposed scheme is based on the energy detection in MIMO CR network, using equal gain combiner as diversity combining technique, hard combining (AND, OR and Majority) rule as data fusion technique and antenna diversity based weighted clustering as virtual sub clustering algorithm. Results of proposed CBCSS are compared with conventional CBCSS scheme for AND, OR and Majority data fusion rules. Moreover the effects of antenna diversity, cooperation and cooperating clusters are also discussed

    Investment and Pricing with Spectrum Uncertainty: A Cognitive Operator's Perspective

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    This paper studies the optimal investment and pricing decisions of a cognitive mobile virtual network operator (C-MVNO) under spectrum supply uncertainty. Compared with a traditional MVNO who often leases spectrum via long-term contracts, a C-MVNO can acquire spectrum dynamically in short-term by both sensing the empty "spectrum holes" of licensed bands and dynamically leasing from the spectrum owner. As a result, a C-MVNO can make flexible investment and pricing decisions to match the current demands of the secondary unlicensed users. Compared to dynamic spectrum leasing, spectrum sensing is typically cheaper, but the obtained useful spectrum amount is random due to primary licensed users' stochastic traffic. The C-MVNO needs to determine the optimal amounts of spectrum sensing and leasing by evaluating the trade off between cost and uncertainty. The C-MVNO also needs to determine the optimal price to sell the spectrum to the secondary unlicensed users, taking into account wireless heterogeneity of users such as different maximum transmission power levels and channel gains. We model and analyze the interactions between the C-MVNO and secondary unlicensed users as a Stackelberg game. We show several interesting properties of the network equilibrium, including threshold structures of the optimal investment and pricing decisions, the independence of the optimal price on users' wireless characteristics, and guaranteed fair and predictable QoS among users. We prove that these properties hold for general SNR regime and general continuous distributions of sensing uncertainty. We show that spectrum sensing can significantly improve the C-MVNO's expected profit and users' payoffs.Comment: A shorter version appears in IEEE INFOCOM 2010. This version has been submitted to IEEE Transactions on Mobile Computin

    An Extendable Multiagent Model for Behavioural Animation

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    This paper presents a framework for visually simulating the behaviour of actors in virtual environments. In principle, the environmental interaction follows a cyclic processing of perception, decision, and action. As natural life-forms perceive their environment by active sensing, our approach also tends to let the artificial actor actively sense the virtual world. This allows us to place the characters in non-preprocessed virtual dynamic environments, what we call generic environments. A main aspect within our framework is the strict distinction between a behaviour pattern, that we term model, and its instances, named characters, which use the pattern. This allows them sharing one or more behaviour models. Low-level tasks like sensing or acting are took over by so called subagents, which are subordinated modules extendedly plugged in the character. In a demonstration we exemplarily show the application of our framework. We place the same character in different environments and let it climb and descend stairs, ramps and hills autonomously. Additionally the reactiveness for moving objects is tested. In future, this approach shall go into action for a simulation of an urban environment
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