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Autism is a disorder altering verbal and non-verbal communication. People with high functioning autism, who have normal or above normal IQ scores, tend to have difficulties with facial expressions during social interactions. Researchers in multidisciplinary fields provide experimental evidence of the usefulness of computer education for autism. Yet, few software based on facial expressions have been...
Emotion reserch covers a multi-disciplinary domain. In the past three decades, a number of theoretical models and computer applications have been proposed from different perspectives. There are models of appraisal theory, such as OCC and Frijda’s model, as well as computational systems such as Affective Reasoner, EMA and Cathexis, to make agents believable and human-like. This paper conducts a comprehensive...
3D face animation has been applied widely through virtual reality, MPEG-4 image compression, teleconference, advertisement, and game. Especially, it has developed to a point where it can express 3D face in real time thanks to a development of hardware and software. General 3D face modeling generates 3D face model and matches face model by using vertex points on 3D mesh as control points or generating...
We have developed a Platform Independent Architecture for Virtual Characters and Avatars (PIAVCA), a character animation system that aims to be independent of any underlying graphics framework and so be easily portable. PIAVCA supports body animation based on a skeletal representation and facial animation based on morph targets.
Most of the current intelligent virtual agents (IVAs) either “live” in small, toy-like artificial worlds (e.g., in a room, not in a village), or do exhibit only a small portion of human-like behaviour (e.g., only object-grasping, walking or a few tasks). We think that there is a growing need of IVAs exhibiting a larger scale of behaviours in larger worlds, especially in virtual storytelling applications,...
Most companies require a precise “process-oriented” description of actions, tasks and processes carried out by their employees. “Who does what and in which order?” – it is often asked. The description is a ground for quality management and for further evaluation and effectiveness optimalisation. Most business toolkits allow process modelling and some of them also process simulation, e.g. [3]. However,...
Dramatic story-worlds, i.e.,simulations inhabited by software actors for enacting (not necessarily explicitly anticipated) dramatically interesting plots, require situated software agents with emotional competences. The operationalisation of concepts from appraisal theories of emotion can contribute to providing flexible autonomous roleplayers for character-based approaches that reduce the required...
Today computers can be programmed to compose music automatically, using techniques ranging from rule-based to evolutionary computation (e.g., genetic algorithms and cellular automata). However, we lack good techniques for programming the computer to play or interpret music with expression. Expression in music is largely associated with emotions. Therefore we are looking into the possibility of programming...
We propose a model of embodied agent using SOAR rules engine to define believable behaviour of agents equipped with emotions, motivations, and episodical memory. The aim of our work is to create tools for simulation of virtual human with a believable behaviour which can be used in virtual environment for group meetings training or games. This work comes from a research project on relational...
This paper presents mechanisms and approaches to assist user navigation and exploration within 3-dimensional worlds. Specifically, we advocate the deployment of an agent based approach for dynamic system assistance and intervention. An algorithm has been developed, that produces a performance measure, which is employed by the intelligent agent to activate system interventions. We outline the importance...
NeXuS[1] is a framework for the development of Augmented Reality (AR) applications that utilises perceptive intentional agents to create rich interactive environments where traditional boundaries between virtual and physical spaces may be overcome. The NeXuS framework demonstrates how behavioural realism can be achieved by placing such agents within an AR environment. Fig. 1 illustrates how a NeXuS...
In last decades, neuroscience and psychology research findings about emotion have been increasingly attracting the attention of many researchers in Computer Science and Artificial Intelligence (AI) areas. AI, interested in cognitive processes modeling and simulation, clearly see that emotion is a crucial element to model perception, learning, decision processes, memory, behavior and others functions...
This research proposes the hypothesis that a synthetic animated agent can provide effective mentoring support for the novice in overcoming problems and pitfalls when learning a programming language for the very first time. Computer programming is a skills-based activity that involves problem solving within the constraints imposed by a computer environment. Numerous authorities have observed that novice...
On our poster we give an overview of our project vBroker, an effort aimed at familiarizing the Hungarian public with the workings of the stock market. vBroker was a year-long service that consisted of an e-learning portal with material on financial markets, enhanced by the presence of an intelligent tutoring agent (an intelligent chatter robot connected to a specialized knowledge base and with responses...
Autonomy and human-like personality in general is a crucial property of a virtual agent. This paper introduces a framework of self-organised Peircean semiotic processes, which is used to demonstrate the emergence of grounded representational structures in a virtual agent interacting with the environment. A completed semiosis consists of the three inferential procedures: abduction, deduction ...
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