WorldWideScience

Sample records for agentes virtuales inteligentes

  1. Agente Virtual Inteligente Aplicado a un Entorno Educativo

    Directory of Open Access Journals (Sweden)

    Celia Gómez Róspide

    2012-10-01

    Full Text Available El presente artículo presenta el desarrollo de un agente virtual inteligente o chatbot cuyo dominio de conocimiento se corresponde con el temario de una asignatura académica, con el objetivo de lograr su interacción con el alumno y resolver sus dudas sobre la materia, supo-niendo, así, un refuerzo en su proceso de aprendizaje.

  2. Agente Virtual Inteligente Aplicado a un Entorno Educativo

    OpenAIRE

    Celia Gómez Róspide; Cristina Puente Águeda

    2012-01-01

    El presente artículo presenta el desarrollo de un agente virtual inteligente o chatbot cuyo dominio de conocimiento se corresponde con el temario de una asignatura académica, con el objetivo de lograr su interacción con el alumno y resolver sus dudas sobre la materia, supo-niendo, así, un refuerzo en su proceso de aprendizaje.

  3. Toma de decisiones y aprendizaje en agentes artificiales inteligentes

    OpenAIRE

    Ferretti, Edgardo; Sosa Toranzo, Cecilia; Aguirre, Guillermo; Loyola, Juan Martín; Cagnina, Leticia; Errecalde, Marcelo Luis

    2016-01-01

    Este artículo describe, brevemente, las tareas de investigación y desarrollo que se están llevando a cabo en la línea de investigación “Toma de decisiones y aprendizaje automático” en el marco del proyecto “Aprendizaje automático y toma de decisiones en sistemas inteligentes para la Web”. Esta línea se centra en la formalización, diseño y desarrollo de modelos formales y mecanismos para la implementación de sistemas basados en Agentes Inteligentes. En particular, se hace especial hincapié en ...

  4. Implementación de técnicas de control distribuido, protocolo OSPF en redes inteligentes de energía

    OpenAIRE

    Muñoz Calles, José Manuel

    2013-01-01

    El presente Trabajo Fin de Grado titulado Implementación de técnicas de control distribuido, protocolo OSPF en redes inteligentes de energía, profundiza en la reconfiguración de los enlaces de las subestaciones secundarias en una red de distribución eléctrica inteligente, mediante la implementación de un protocolo robusto, sencillo y fiable, como el protocolo de enrutamiento OSPF. De esta forma, los Agentes virtuales podrán modificar dinámicamente el mapa de conexiones sin la intervención de ...

  5. Desarrollo de un agente inteligente para Internet utilizando algoritmos genéticos y lógica difusa

    Directory of Open Access Journals (Sweden)

    María José M Bautista

    1996-02-01

    Full Text Available Cuando un usuario está buscando información en Internet, recupera una gran cantidad de documentos. en este trabajo, se presenta un agente inteligente para recuperación de información que filtra los documentos recuperados y los ordena para mostrar al usuario sólo los que mejor se adaptan a sus prefernecias...

  6. A la caza de las patentes : inteligencia competitiva a través de agentes inteligentes

    OpenAIRE

    Martínez Usero, José Angel; Sanz-Martos, Sandra

    2000-01-01

    Se destaca la importancia de las recursos de información para el éxito de cualquier actividad innovadora. Se analizan los posibles usos tecnológicos de la información contenida en las patentes y se identifican los diferentes componentes necesarios para la oferta de servicios de vigilancia tecnológica y comercial. Se concluye destacando la variedad de ventajas que los agentes inteligentes ofrecen para el suministro de servicios de vigilancia tecnológica.

  7. La respuesta didáctica a la diversidad con agentes de software inteligentes

    OpenAIRE

    Bautista Vallejo, José Manuel; Aguaded Gómez, María Cinta

    2007-01-01

    Este artículo recoge las contribuciones dentro del ámbito de la tiflotecnología que el estudio de los Agentes de Software Inteligentes aporta en el terreno de la atención educativa a la diversidad conocida comúnmente como atención a la diversidad. El objetivo es abrir un poco más el campo de la tecnología y su juego en el futuro prometedor de la cognición asistida en individuos con problemas índole psicobiológica. Se destacan aportaciones como las de Kautz (2002), en donde la inteligencia art...

  8. Los agentes de software inteligentes y la respuesta didáctica a la diversidad

    OpenAIRE

    José Manuel Bautista Vallejo

    2007-01-01

    Resumen: Este artículo recoge las contribuciones dentro del ámbito de la tiflotecnología que el estudio de los Agentes de Software Inteligentes aporta en el terreno de la atención educativa a la diversidad conocida comúnmente como atención a la diversidad. El objetivo es abrir un poco más el campo de la tecnología y su juego en el futuro prometedor de la cognición asistida en individuos con problemas índole psicobiológica. Se destacan aportaciones como las de Kautz, en donde la inteligencia a...

  9. Los Agentes de Software Inteligentes y la respuesta didáctica a la diversidad

    OpenAIRE

    Bautista Vallejo, José Manuel

    2007-01-01

    Este artículo recoge las contribuciones dentro del ámbito de la tiflotecnología que el estudio de los Agentes de Software Inteligentes aporta en el terreno de la atención educativa a la diversidad conocida comúnmente como atención a la diversidad. El objetivo es abrir un poco más el campo de la tecnología y su juego en el futuro prometedor de la cognición asistida en individuos con problemas índole psicobiológica. Se destacan aportaciones como las de Kautz, en donde la inteligencia artificial...

  10. Los agentes de software inteligentes y la respuesta didáctica a la diversidad

    Directory of Open Access Journals (Sweden)

    José Manuel Bautista Vallejo

    2007-01-01

    Full Text Available Este artículo recoge las contribuciones dentro del ámbito de la tiflotecnología que el estudio de los Agentes de Software Inteligentes aporta en el terreno de la atención educativa a la diversidad conocida comúnmente como atención a la diversidad. El objetivo es abrir un poco más el campo de la tecnología y su juego en el futuro prometedor de la cognición asistida en individuos con problemas índole psicobiológica. Se destacan aportaciones como las de Kautz, en donde la inteligencia artificial permite un mayor grado de autonomía a determinadas personas.

  11. What makes virtual agents believable?

    Science.gov (United States)

    Bogdanovych, Anton; Trescak, Tomas; Simoff, Simeon

    2016-01-01

    In this paper we investigate the concept of believability and make an attempt to isolate individual characteristics (features) that contribute to making virtual characters believable. As the result of this investigation we have produced a formalisation of believability and based on this formalisation built a computational framework focused on simulation of believable virtual agents that possess the identified features. In order to test whether the identified features are, in fact, responsible for agents being perceived as more believable, we have conducted a user study. In this study we tested user reactions towards the virtual characters that were created for a simulation of aboriginal inhabitants of a particular area of Sydney, Australia in 1770 A.D. The participants of our user study were exposed to short simulated scenes, in which virtual agents performed some behaviour in two different ways (while possessing a certain aspect of believability vs. not possessing it). The results of the study indicate that virtual agents that appear resource bounded, are aware of their environment, own interaction capabilities and their state in the world, agents that can adapt to changes in the environment and exist in correct social context are those that are being perceived as more believable. Further in the paper we discuss these and other believability features and provide a quantitative analysis of the level of contribution for each such feature to the overall perceived believability of a virtual agent.

  12. Animated BDP agents in virtual environments

    NARCIS (Netherlands)

    Nijholt, Antinus; Egges, A.; op den Akker, Hendrikus J.A.; Zwiers, Jakob; Krose, B.; de Rijke, M.; Schreiber, G.; van Someren, M.

    2001-01-01

    We introduce a Believes, Desires and Plans (BDP) agent that acts in a virtual environment using multi-modal interaction with the user. The environment is our virtual theatre environment. In this environment different agents have been introduced. In order to obtain a more uniform framework for agent

  13. Towards Culturally-Aware Virtual Agent Systems

    DEFF Research Database (Denmark)

    Endrass, Birgit; André, Elisabeth; Rehm, Matthias

    2010-01-01

    Globalization leads to an increase in intercultural encounters with a risk of misunderstandings due to different patterns of behavior and understanding. Learning applications have been proposed that employ virtual agents as their primary tool. Through their embodiment, learning can be done...... in a game-like environment in a more interesting way than for example learning with a textbook. The authors support the idea that virtual agents are a great opportunity for teaching cultural awareness. Realizing this, the concept of culture needs to be translated into computational models and the advantages...... of different systems using virtual agents need to be considered. Therefore, the authors reflect in this chapter on how virtual agents can help to learn about culture, scan definitions of culture from the social sciences, give an overview on how multiagent systems developed over time and classify the state...

  14. Gerencia de organizaciones inteligentes

    Directory of Open Access Journals (Sweden)

    Carlos Eduardo Martínez Fajardo

    2000-06-01

    Full Text Available En el presente articulo se analiza el concepto de gerencia de organizaciones inteligentes centrado en tres factores esenciales seleccionados por el autor y que enfocan la capacidad gerendal de las organizaciones hacia el autoaprendizaje y la innovación del conocimiento: Una estructura inteligente capaz de producir bienes, servicios y conocimientos con calidad y costos eficientes. Entorno ambivalente conectado a la estructura interna mediante procesos de realimentación que originan conocimiento nuevo. Un sistema de incentivos de aprendizaje y autoaprendizaje. Se analizan los tres factores señalados en relación con la calidad del sistema de educación institucional, la posibilidad de mejorar los sistemas de capacitación en las empresas y los sistemas de incentivos organizaciónales. Finalmente se establecen algunas recomendaciones para el mejoramiento de las políticas gubernamentales, el papel del sistema universitario y la acción de la gerencia de organizaciones inteligentes en función de la capacidad para producir conocimiento y llegar a ser más competitivos

  15. Camino al hogar inteligente

    OpenAIRE

    Ferreira Gili, Marco

    2004-01-01

    En la actualidad ya se conocen numerosos proyectos de casas inteligentes como Casa Internet en Madrid [1] o su homónimo británico en Watford [2] , y más actual el proyecto Solar Decathlon [3]. Gracias a estas propuestas, el mercado de la domótica, poco a poco, se abre paso para llegar a ser lo que un día podríamos llegar a llamar, el “hogar” inteligente. Si bien es cierto que en los últimos años el crecimiento y avances tecnológicos han dotado a los edificios de nuevos sentidos, queda lejos...

  16. Natural Interaction With Pedagogical Agents in Virtual Environments

    National Research Council Canada - National Science Library

    Johnson, W

    2002-01-01

    .... ISI's main contribution to this project was the development of the Steve pedagogical agent, an embodied agent that can participate in training simulations, as a virtual coach or a virtual team member...

  17. Intelligent buildings vs. bioclimatic design; Edificios inteligentes vs. diseno bioclimatico

    Energy Technology Data Exchange (ETDEWEB)

    Aguayo Gonzalez, Ricardo [Tecnologico de Monterrey (Mexico)

    2006-10-15

    Present the form of intelligent buildings designing is the article purpose. Those kinds of edifications take advantage of climatic conditions which allow the users comfort and the efficient electric power use, avoiding the polluting agents. It also shows the four next following stages to design an intelligent building to know: the dry weather and relative dampness schedule variations during a year in the building location; the predominant winds direction, intensity and schedule frequency; the cloudiness, rain, etc and how to use the Givoni diagram to obtain the natural air-conditioning strategies and reach the thermal comfort. [Spanish] El proposito de este articulo es presentar la forma de disenar edificios Inteligentes, los cuales aprovechan las condiciones climaticas que permiten el confort de los usuarios y el uso eficiente de la energia electrica, evitando asi la emision de agentes contaminantes. Tambien menciona los siguientes cuatro pasos para el diseno de un edificio inteligente: conocer las variaciones horarias de temperatura seca y humedad relativa durante un ano en el lugar donde estara el edificio, saber la direccion, intensidad y frecuencia horaria de los vientos dominantes, tener conocimiento de la nubosidad, lluvia, etc. y utilizar el diagrama de Givoni para obtener las estrategias de climatizacion natural para obtener el confort termico.

  18. Integrating a virtual agent into the real world

    OpenAIRE

    André, Elisabeth

    2007-01-01

    Integrating a virtual agent into the real world : the virtual anatomy assistant ritchie / K. Dorfmüller-Ulhaas ... - In: Intelligent virtual agents : 7th international conference, IVA 2007, Paris, France, September 17-19, 2007 ; proceedings / Catherine Pelachaud ... (eds.). - Berlin [u.a.] : Springer, 2007. - S. 211-224. - (Lecture notes in computer science ; 4722 : Lecture notes in artificial intelligence)

  19. Culture-specific communication management for virtual agents

    DEFF Research Database (Denmark)

    Endrass, Birgit; Rehm, Matthias; André, Elisabeth

    2009-01-01

    Human interaction depends on several individual factors such as personality, social relations, age or gender. But also the society we live in influences our behaviour. Thus culture affects the way communication is led. As virtual agents interact in a more and more human-like manner, culture......, the use of pauses in speech as well as the occurrence of overlapping speech was analyzed and integrated into a demonstrator using virtual agents. In a preliminary study, we investigated whether subjects perceive a difference between agent dialogs that are in line with culture-specific findings and agent...

  20. Modeling culture in intelligent virtual agents

    NARCIS (Netherlands)

    Mascarenhas, S.; Degens, N.; Paiva, A.; Prada, R.; Hofstede, G.J.; Beulens, A.J.M.; Aylett, R.

    2016-01-01

    This work addresses the challenge of creating virtual agents that are able to portray culturally appropriate behavior when interacting with other agents or humans. Because culture influences how people perceive their social reality it is important to have agent models that explicitly consider social

  1. Training simulators for power plant operation based in multimedia, intelligent tutorials and virtual reality; Simuladores para entrenamiento en la operacion de centrales basados en multimedia, tutores inteligentes y realidad virtual

    Energy Technology Data Exchange (ETDEWEB)

    Rossano Roman, Miguel; Tavira Mondragon, Jose A.; Romero Jimenez, Guillermo; Buenabad Arias, Maria de los Angeles [Instituto de Investigaciones Electricas, Cuernavaca (Mexico)

    1997-12-31

    The possibility of utilizing simulators to support the fossil fuel power plants operation personnel training, is analyzed. These simulators can be based in multimedia, intelligent tutorials and virtual reality. The software and hardware advances of these technologies are analyzed and it is concluded that the simulators development for operators training supported in the fore mentioned technologies represents a new alternative for the instruction of personnel of this type of power stations that has to be analyzed and evaluated, since one of the disadvantages of this type of technologies is the equipment and software investment cost [Espanol] Se analiza la posibilidad de utilizar simuladores para ayudar al entrenamiento del personal en la operacion de centrales termoelectricas, dichos simuladores pueden estar basados en multimedia, tutores inteligentes y realidad virtual. Se describen los avances en software y hardware de estas tecnologias y se concluye en que el desarrollo de simuladores para el entrenamiento de operadores apoyados con las tecnologias antes mencionadas representa una nueva alternativa para la instruccion del personal de este tipo de centrales, que hay que analizar y evaluar, ya que una de las desventajas de este tipo de tecnologias es el costo de inversion en equipo y software

  2. Training simulators for power plant operation based in multimedia, intelligent tutorials and virtual reality; Simuladores para entrenamiento en la operacion de centrales basados en multimedia, tutores inteligentes y realidad virtual

    Energy Technology Data Exchange (ETDEWEB)

    Rossano Roman, Miguel; Tavira Mondragon, Jose A; Romero Jimenez, Guillermo; Buenabad Arias, Maria de los Angeles [Instituto de Investigaciones Electricas, Cuernavaca (Mexico)

    1998-12-31

    The possibility of utilizing simulators to support the fossil fuel power plants operation personnel training, is analyzed. These simulators can be based in multimedia, intelligent tutorials and virtual reality. The software and hardware advances of these technologies are analyzed and it is concluded that the simulators development for operators training supported in the fore mentioned technologies represents a new alternative for the instruction of personnel of this type of power stations that has to be analyzed and evaluated, since one of the disadvantages of this type of technologies is the equipment and software investment cost [Espanol] Se analiza la posibilidad de utilizar simuladores para ayudar al entrenamiento del personal en la operacion de centrales termoelectricas, dichos simuladores pueden estar basados en multimedia, tutores inteligentes y realidad virtual. Se describen los avances en software y hardware de estas tecnologias y se concluye en que el desarrollo de simuladores para el entrenamiento de operadores apoyados con las tecnologias antes mencionadas representa una nueva alternativa para la instruccion del personal de este tipo de centrales, que hay que analizar y evaluar, ya que una de las desventajas de este tipo de tecnologias es el costo de inversion en equipo y software

  3. Interfaces inteligentes para resolución de problemas en entornos virtuales

    OpenAIRE

    Aguirre, Guillermo

    2001-01-01

    Los entornos virtuales basados en texto, MOOs (MUD Object Oriented) originan comunidades con distintos intereses. Este trabajo propone una interfaz de usuario para usar con los MOO en tareas educativas. Estas interfaces deben contar con la inteligencia necesaria como para regular un buen uso del entorno, de los canales de comunicación y de los elementos dispuestos en esos entornos. La posibilidad de incorporar agentes de interfaz, capaces de asistir a los usuarios, para resolver problemas jun...

  4. AMBIENTE INTELIGENTE DISTRIBUIDO DE APRENDIZAJE: INTEGRACIÓN DE ITS Y CSCL POR MEDIO DE AGENTES PEDAGÓGICOS

    Directory of Open Access Journals (Sweden)

    Demetrio Arturo Ovalle

    Full Text Available En este artículo se describe inicialmente el marco teórico de referencia enmarcado en los Ambientes Inteligentes Distribuidos de Aprendizaje (DILE, Sistemas Tutoriales Inteligentes (ITS, Ambientes Colaborativos de Aprendizaje Apoyados en Computador (CSCL y Sistemas Multiagente (MAS Pedagógicos; para luego presentar el Ambiente Multiagente de Enseñanza/Aprendizaje ALLEGRO. Además de integrar las anteriores áreas de investigación de la Inteligencia Artificial Distribuida (DAI, ALLEGRO fundamenta su paradigma instruccional en tres modelos pedagógicos: el conductismo, el cognitivismo (cognición distribuida y aprendizaje basado en problemas y la teoría histórico-social. La validación fue realizada con diversos casos de estudio en el dominio de gráfica digital para cursos de postgrado en arquitectura.

  5. A virtual therapeutic environment with user projective agents.

    Science.gov (United States)

    Ookita, S Y; Tokuda, H

    2001-02-01

    Today, we see the Internet as more than just an information infrastructure, but a socializing place and a safe outlet of inner feelings. Many personalities develop aside from real world life due to its anonymous environment. Virtual world interactions are bringing about new psychological illnesses ranging from netaddiction to technostress, as well as online personality disorders and conflicts in multiple identities that exist in the virtual world. Presently, there are no standard therapy models for the virtual environment. There are very few therapeutic environments, or tools especially made for virtual therapeutic environments. The goal of our research is to provide the therapy model and middleware tools for psychologists to use in virtual therapeutic environments. We propose the Cyber Therapy Model, and Projective Agents, a tool used in the therapeutic environment. To evaluate the effectiveness of the tool, we created a prototype system, called the Virtual Group Counseling System, which is a therapeutic environment that allows the user to participate in group counseling through the eyes of their Projective Agent. Projective Agents inherit the user's personality traits. During the virtual group counseling, the user's Projective Agent interacts and collaborates to recover and increase their psychological growth. The prototype system provides a simulation environment where psychologists can adjust the parameters and customize their own simulation environment. The model and tool is a first attempt toward simulating online personalities that may exist only online, and provide data for observation.

  6. Intelligent web agents for a 3D virtual community

    Science.gov (United States)

    Dave, T. M.; Zhang, Yanqing; Owen, G. S. S.; Sunderraman, Rajshekhar

    2003-08-01

    In this paper, we propose an Avatar-based intelligent agent technique for 3D Web based Virtual Communities based on distributed artificial intelligence, intelligent agent techniques, and databases and knowledge bases in a digital library. One of the goals of this joint NSF (IIS-9980130) and ACM SIGGRAPH Education Committee (ASEC) project is to create a virtual community of educators and students who have a common interest in comptuer graphics, visualization, and interactive techniqeus. In this virtual community (ASEC World) Avatars will represent the educators, students, and other visitors to the world. Intelligent agents represented as specially dressed Avatars will be available to assist the visitors to ASEC World. The basic Web client-server architecture of the intelligent knowledge-based avatars is given. Importantly, the intelligent Web agent software system for the 3D virtual community is implemented successfully.

  7. Mejora de la accesibilidad web mediante el uso de agentes inteligentes

    Directory of Open Access Journals (Sweden)

    María Gabriela Miranda

    2014-06-01

    Full Text Available La Web 2.0 propone nuevos desafíos para asegurar la “Accesibilidad Universal.” Los diferentes tipos de usuarios Web se enfrentan con numerosas barreras de accesibilidad cuando interactúan con los diferentes tipos de sitios y aplicaciones que coexisten hoy en la Web 2.0, desde los denominados Simple Web Presence hasta las Rich Internet Applications o las Mobile Web Applications. En este escenario, la Accesibilidad Web es un atributo de calidad clave para propiciar el acceso a la información y a los servicios Web y proveer beneficios en el desarrollo de productos para la Web tales como la optimización de motores de búsqueda y la escalabilidad de aplicaciones multi-dispositivo. Los enfoques que asisten a la evaluación de la Accesibilidad de productos Web existentes, son semi-automáticos y requieren de la intervención humana en la detección de “falsos positivos”/“falsos negativos” y en la corrección de errores comprobados automática y manualmente. Para simplificar el proceso de toma de decisiones y reducir la intervención humana, las herramientas de evaluación, reparación, transformación y filtrado incorporan técnicas de automatización basadas en conceptos de inteligencia artificial. En este trabajo, se presentan y describen los enfoques y/o herramientas basados en agentes inteligentes y luego se propone una comparativa para analizar las contribuciones que estos hacen a la mejora de la accesibilidad, ya sea aplicando técnicas propias o las Web Content Accessibility Guidelines propuestas por el consorcio W3C.

  8. La realidad virtual inmersiva en ambientes inteligentes de aprendizaje. Un caso en la educación superior

    Directory of Open Access Journals (Sweden)

    Alma Lilia González Aspera

    2011-05-01

    Full Text Available La actividad docente ha sido replanteada al encontrarse de frente con una ola de cambios entre los cuales la tecnología informática obliga a buscar nuevas formas y entornos de aprendizaje, permitiendo al profesor establecer estratégias y recursos que favorecen el proceso educativo. La elaboración de instrumentos pedagógicos que integren el uso de Realidad Virtual (RV pueden lograr una comunicación multisensorial efectiva en las aulas, considerando que los alumnos tienen diversas habilidades de aprendizaje: Visuales, Auditivas, de lectura y Kinestesicas (VARK y éste trabajo propone el aprovechamiento de las mismas por medio de un banco de escenarios de RV unido a un sistema de administración, este sistema trabaja bajo un ambiente inmersivo e inteligente con la utilización de cabinas, guantes y visores, de manera que el sistema detecta de forma natural la presencia del alumno que porta en su credencial una etiqueta de identificación por radiofrecuencia (RFDI y una vez identificado el sistema de información le provee de recursos de RV acorde a sus habilidades de aprendizaje. En este artículo describe los aspectos en los que se basa el proyecto y los resultados obtenidos en su aplicación.

  9. Multi-Agent Framework for Virtual Learning Spaces.

    Science.gov (United States)

    Sheremetov, Leonid; Nunez, Gustavo

    1999-01-01

    Discussion of computer-supported collaborative learning, distributed artificial intelligence, and intelligent tutoring systems focuses on the concept of agents, and describes a virtual learning environment that has a multi-agent system. Describes a model of interactions in collaborative learning and discusses agents for Web-based virtual…

  10. Permission and Authorization in Policies for Virtual Communities of Agents

    NARCIS (Netherlands)

    G. Boella (Guido); L.W.N. van der Torre (Leon)

    2005-01-01

    htmlabstractWe study the design of policies for virtual communities of agents based on peer-to-peer systems or the grid infrastructure. In a virtual community agents can play both the role of resource consumers and the role of resource providers. Moreover, the agents remain in control of their

  11. Multi Agent Systems to Set Up Virtual Enterprises

    Directory of Open Access Journals (Sweden)

    Catalin Lupu

    2008-01-01

    Full Text Available This work presents a model of organizing moreenterprises into a virtual or a web enterprise. To constitutevirtual enterprises multiagent systems are utilized.In this sense the following are to be considered:elaborating a model to constitute the virtual enterprise, theimplementation of a multiagent system based on this modeland the testing and evaluation of the system performances,comparing them with more classic types of realization.In this paper, we describe how the multi-agentarchitecture can be used to support Virtual Enterprises(VE. We have focused on understanding how aVE is formedand, in particular, how the partners of a VE are selected. Wetryto analyse this scenario in the form of an AgentInteraction Protocol (AIP and then discuss how the multiagentarchitecrure can be used to support this process.Our working definition of a VE is: a team of partners thatcollaborate to achieve a specific goal. The partners may behuman beings, organisations or software agents. We believethat software agents, hereafter referred to as agents, are asuitable means of representing the partners of a VE. Oneimportant reason is that by representing the partners of aVE as agents and by delegating agents to look for the nextVE and conduct the negotiation on behalf of the partners, thepartners would then have the time to do the actual workrequired in the current VE.At the end of the paper we will present an experimentalsystem for the architecture of a virtual enterprise.

  12. SCAFFOLDING TUTORING STRATEGY ON VIRTUAL ENVIRONMENTS FOR TRAINING SCAFFOLDING COMO ESTRATEGIA DE TUTORIA EN ENTORNOS VIRTUALES DE ENTRENAMIENTO

    Directory of Open Access Journals (Sweden)

    Angélica de Antonio Jiménez

    2008-06-01

    un paradigma instruccional y cada se utiliza más en aplicaciones educativas soportadas por computadores. Por supuesto, la aplicación de scaffolding en entornos virtuales de entrenamiento es muy diferente de su concepción original y de su aplicación en la sala de clases. Las características de los entornos virtuales, la personificación del agente pedagógico y sus posibilidades de interacción virtual con el alumno hacen posible la utilización de esta estrategia caracterizada, entre otras cosas, por su adaptación al rendimiento del aprendiz y su utilización dinámica de las herramientas disponibles. Este artículo presenta las ventajas de utilizar scaffolding en entornos virtuales de entrenamiento como estrategia de tutoría para agentes pedagógicos, centrándose en las características claves de scaffolding y en como éstas pueden ser aplicadas en las actividades del agente pedagógico. Para modelar la estrategia, se utiliza la Teoría de la Actividad, así como los roles y objetos de aprendizaje reutilizables diseñados por contrato. Finalmente, se presenta una propuesta para aplicar scaffolding como estrategia de tutoría para agentes pedagógicos en entornos virtuales de entrenamiento utilizando el denominado "Modelo para la Aplicación de Entornos Virtuales Inteligentes a la Formación".

  13. Monitorando a Comunicação na CV-Muzar com o Uso de Agentes Inteligentes

    Directory of Open Access Journals (Sweden)

    Ana Carolina Bertoletti De Marchi

    2010-03-01

    Full Text Available This article describes a Multiagent System (MAS proposed to monitor conversations in the chat tool of the Muzar Virtual Community (Comunidade Virtual do Muzar, CV-Muzar. Thus, conversational markers and their use in synchronous chat environment are being analyzed to propose a compensation mechanism for the identified communication deficits. The proposed MAS has five cooperative agents that monitor conversations in real time and interfere with the chat interface to advice and, if necessary, warn the participant.

  14. Modeling culture in intelligent virtual agents

    OpenAIRE

    Mascarenhas, S.; Degens, N.; Paiva, A.; Prada, R.; Hofstede, G.J.; Beulens, A.J.M.; Aylett, R.

    2016-01-01

    This work addresses the challenge of creating virtual agents that are able to portray culturally appropriate behavior when interacting with other agents or humans. Because culture influences how people perceive their social reality it is important to have agent models that explicitly consider social elements, such as existing relational factors. We addressed this necessity by integrating culture into a novel model for simulating human social behavior. With this model, we operationalized a par...

  15. Multi-agent: a technique to implement geo-visualization of networked virtual reality

    Science.gov (United States)

    Lin, Zhiyong; Li, Wenjing; Meng, Lingkui

    2007-06-01

    Networked Virtual Reality (NVR) is a system based on net connected and spatial information shared, whose demands cannot be fully meet by the existing architectures and application patterns of VR to some extent. In this paper, we propose a new architecture of NVR based on Multi-Agent framework. which includes the detailed definition of various agents and their functions and full description of the collaboration mechanism, Through the prototype system test with DEM Data and 3D Models Data, the advantages of Multi-Agent based Networked Virtual Reality System in terms of the data loading time, user response time and scene construction time etc. are verified. First, we introduce the characters of Networked Virtual Realty and the characters of Multi-Agent technique in Section 1. Then we give the architecture design of Networked Virtual Realty based on Multi-Agent in Section 2.The Section 2 content includes the rule of task division, the multi-agent architecture design to implement Networked Virtual Realty and the function of agents. Section 3 shows the prototype implementation according to the design. Finally, Section 4 discusses the benefits of using Multi-Agent to implement geovisualization of Networked Virtual Realty.

  16. Human and Virtual Agents Interacting in the Virtuality Continuum

    NARCIS (Netherlands)

    Nijholt, Antinus

    2004-01-01

    In this paper we take a multi-party interaction point of view on our research on multimodal interactions between agents in various virtual environments: an educational environment, a meeting environment, and a storytelling environment. These environments are quite different. All these environments

  17. Cognitive Agents in Virtual Worlds : a Middleware Design Approach

    NARCIS (Netherlands)

    van Oijen, Joost

    2014-01-01

    In the past decade, significant advances have been made in the technologies for creating virtual worlds. These advances are accompanied with the need for intelligent, human-like characters to populate these virtual worlds. Such characters are also known as intelligent virtual agents (IVAs). IVAs are

  18. Agents for navigating virtual reality E-commerce environments

    NARCIS (Netherlands)

    Nijholt, Anton; van Dijk, Betsy; Sebaaly, Milad Fares

    2001-01-01

    We report about work in progress on capabilities of navigation agents in virtual environments. These agents may help a user to explore the environment: where to go, where to buy, where to find, etc. The agents may make suggestions based on a user profile, earlier visits and earlier given advice and

  19. Jacob: An Educational Agent in a Virtual Environment

    NARCIS (Netherlands)

    van den Bosch, A.; Evers, M.J.; Nijholt, Antinus; Weigand, H.

    2000-01-01

    The Jacob Project involves the construction of a virtual environment where an animated human-like agent called Jacob gives instruction to the user. The project focuses on three issues: the software engineering aspects of building a virtual reality system, the integration of natural language

  20. Cidades Inteligentes

    OpenAIRE

    Gouveia, Luís Borges

    2015-01-01

    Apresentação realizada na Universidade Lusófona, Porto, 14 de abril 2015 Cidades Inteligentes: a exploração do digital - A importância das cidades é crescente. - É nestes espaços que conflui muita da atividade humana e se joga a qualidade de vida dos territórios que estas representam e lideram, quer do ponto de vista económico, quer cultural e naturalmente político. - Os desafios e as oportunidades proporcionadas pelo digital exigem uma abordagem estruturada que as potencie as cid...

  1. Jacob - an animated instruction agent for virtual reality

    NARCIS (Netherlands)

    Evers, M.J.; Nijholt, Antinus; Tan, T.; Shi, Y.; Gao, W.

    2000-01-01

    This paper gives an overview of the Jacob project. This project in-volves the construction of a 3D virtual environment where an animated human-like agent called Jacob gives instruction to the user. The project investigates virtual reality techniques and focuses on three issues: the software

  2. Embodied agents in virtual environments: The Aveiro project

    NARCIS (Netherlands)

    Leiviska, K.; Heylen, Dirk K.J.; Nijholt, Antinus; Poel, Mannes

    2001-01-01

    We present current and envisaged work on the AVEIRO project of our research group concerning virtual environments inhabited by autonomous embodied agents. These environments are being built for researching issues in human-computer interactions and intelligent agent applications. We describe the

  3. Emotional Storytelling using Virtual and Robotic Agents

    OpenAIRE

    Costa, Sandra; Brunete, Alberto; Bae, Byung-Chull; Mavridis, Nikolaos

    2016-01-01

    In order to create effective storytelling agents three fundamental questions must be answered: first, is a physically embodied agent preferable to a virtual agent or a voice-only narration? Second, does a human voice have an advantage over a synthesised voice? Third, how should the emotional trajectory of the different characters in a story be related to a storyteller's facial expressions during storytelling time, and how does this correlate with the apparent emotions on the faces of the list...

  4. Flocking in Multi-Agent Systems with Multiple Virtual Leaders Based Only on Position Measurements

    International Nuclear Information System (INIS)

    Su Housheng

    2012-01-01

    Most existing flocking algorithms assume one single virtual leader and rely on information on both relative positions and relative velocities among neighboring agents. In this paper, the problem of controlling a flock of mobile autonomous agents to follow multiple virtual leaders is investigated by using only position information in the sense that agents with the same virtual leader asymptotically attain the same velocity and track the corresponding virtual leader based on only position measurements. A flocking algorithm is proposed under which every agent asymptotically attains its desired velocity, collision between agents can be avoided, and the final tight formation minimizes all agents' global potentials. A simulation example is presented to verify and illustrate the theoretical results. (general)

  5. Destino Turístico Inteligente: Acessibilidade no Centro Histórico de São Luís – Maranhão, um estudo sobre a Reputação Online no TripAdvisor

    OpenAIRE

    Saulo Ribeiro dos Santos; Valério Rodrigues de Souza Neto; Luciano Rodrigo Silva Pereira; José Manoel Gonçalves Gândara; Saulo Rondinelli Xavier da Silva

    2016-01-01

    Um destino turístico inteligente é resultado de diversos fatores, dentre eles as tecnologias da informação e comunicação (TIC’s) que promove um território inovador, de cooperação e cocriação, principalmente por parte do turista. Entendendo este aspecto, a acessibilidade é uma das categorias presentes em um destino turístico inteligente, tanto no âmbito físico quanto virtual. Percebendo as limitações encontradas na cidade patrimônio cultural da humanidade, São Luís (Maranhão, Brasil), objetiva...

  6. The highly intelligent virtual agents for modeling financial markets

    Science.gov (United States)

    Yang, G.; Chen, Y.; Huang, J. P.

    2016-02-01

    Researchers have borrowed many theories from statistical physics, like ensemble, Ising model, etc., to study complex adaptive systems through agent-based modeling. However, one fundamental difference between entities (such as spins) in physics and micro-units in complex adaptive systems is that the latter are usually with high intelligence, such as investors in financial markets. Although highly intelligent virtual agents are essential for agent-based modeling to play a full role in the study of complex adaptive systems, how to create such agents is still an open question. Hence, we propose three principles for designing high artificial intelligence in financial markets and then build a specific class of agents called iAgents based on these three principles. Finally, we evaluate the intelligence of iAgents through virtual index trading in two different stock markets. For comparison, we also include three other types of agents in this contest, namely, random traders, agents from the wealth game (modified on the famous minority game), and agents from an upgraded wealth game. As a result, iAgents perform the best, which gives a well support for the three principles. This work offers a general framework for the further development of agent-based modeling for various kinds of complex adaptive systems.

  7. Las comunicaciones móviles en los edificios inteligentes

    OpenAIRE

    Reyes Muñoz, María Angélica

    2011-01-01

    Este trabajo presenta una plataforma de red móvil aplicada a los entornos de edificios inteligentes. En primer lugar, los edificios inteligentes han sido definidos como “aquellos que utilizan la tecnología computacional para gestionar de manera autónoma todos los servicios que ofrece un entorno de un edificio tales como optimizar el confort del usuario, el consumo de energía y la seguridad” [Callaghan 00].Desde el punto de vista de las telecomunicaciones específicamente desde e...

  8. Intelligent virtual agents as language trainers facilitate multilingualism.

    Science.gov (United States)

    Macedonia, Manuela; Groher, Iris; Roithmayr, Friedrich

    2014-01-01

    intelligent virtual agents (IVAs) with human appearance and the capability to teach foreign language vocabulary. We report results from studies that we have conducted with Billie, an IVA employed as a vocabulary trainer, as well as research findings on the acceptance of the agent as a trainer by adults and children. The results show that Billie can train humans as well as a human teacher can and that both adults and children accept the IVA as a trainer. The advantages of IVAs are multiple. First, their teaching methods can be based on neuropsychological research findings concerning memory and learning practice. Second, virtual teachers can provide individualized training. Third, they coach users during training, are always supportive, and motivate learners to train. Fourth, agents will reside in the user's mobile devices and thus be at the user's disposal everywhere and anytime. Agents in apps will make foreign language training accessible to anybody at low cost. This will enable people around the world, including physically, financially, and geographically disadvantaged persons, to learn a foreign language and help to facilitate multilingualism.

  9. Músculos Inteligentes en Robots Biológicamente Inspirados: Modelado, Control y Actuación

    OpenAIRE

    Colorado Montaño, Julián; Barrientos Cruz, Antonio; Rossi, Claudio

    2011-01-01

    Resumen: Las aleaciones metálicas que exhiben una propiedad conocida como efecto de memoria de forma, pertenecen a la clase de materiales inteligentes cuya aplicación más notable en el campo de la robótica se refleja en el uso de actuadores musculares artificiales, ó músculos inteligentes. Estos materiales tienen una estructura cristalina uniforme que cambia radicalmente en función de su temperatura de transición, causando su deformación. Se les denomina materiales inteligentes por la capacid...

  10. Material Inteligente IPMC

    OpenAIRE

    Hernández Calzada, Enrique

    2017-01-01

    En este trabajo de fin de master se presenta el estudio del arte y la creación de los materiales inteligentes IPMC (Ionic polymer–metal composites). En él se trata una visión general de estos materiales, sus fundamentos teóricos, ventajas y aplicaciones en el mundo actual. Este trabajo consta de una parte experimental para la creación de los IPMCs que fue realizada primeramente en los laboratorios de Arts et Metiers Paristech y una continuación en los laboratorios del grupo de investigación B...

  11. Combining Rational and Biological Factors in Virtual Agent Decision Making

    NARCIS (Netherlands)

    Bosse, T.; Gerritsen, C.; Treur, J.

    2011-01-01

    To enhance believability of virtual agents, this paper presents an agent-based modelling approach for decision making, which integrates rational reasoning based on means-end analysis with personal psychological and biological aspects. The agent model developed is a combination of a BDI-model and a

  12. Visual Stereotypes and Virtual Pedagogical Agents

    Science.gov (United States)

    Haake, Magnus; Gulz, Agneta

    2008-01-01

    The paper deals with the use of visual stereotypes in virtual pedagogical agents and its potential impact in digital learning environments. An analysis of the concept of visual stereotypes is followed by a discussion of affordances and drawbacks as to their use in the context of traditional media. Next, the paper explores whether virtual…

  13. Modeling and simulation of virtual human's coordination based on multi-agent systems

    Science.gov (United States)

    Zhang, Mei; Wen, Jing-Hua; Zhang, Zu-Xuan; Zhang, Jian-Qing

    2006-10-01

    The difficulties and hotspots researched in current virtual geographic environment (VGE) are sharing space and multiusers operation, distributed coordination and group decision-making. The theories and technologies of MAS provide a brand-new environment for analysis, design and realization of distributed opening system. This paper takes cooperation among virtual human in VGE which multi-user participate in as main researched object. First we describe theory foundation truss of VGE, and present the formalization description of Multi-Agent System (MAS). Then we detailed analyze and research arithmetic of collectivity operating behavior learning of virtual human based on best held Genetic Algorithm(GA), and establish dynamics action model which Multi-Agents and object interact dynamically and colony movement strategy. Finally we design a example which shows how 3 evolutional Agents cooperate to complete the task of colony pushing column box, and design a virtual world prototype of virtual human pushing box collectively based on V-Realm Builder 2.0, moreover we make modeling and dynamic simulation with Simulink 6.

  14. Control inteligente de sistemas e iluminación en edificios

    OpenAIRE

    Huamán Rojas, Jezzy James

    2017-01-01

    La tesis desarrolla un controlador adaptativo para el control inteligente de la iluminación en cualquier ambiente, esto considera edificios, casas, oficinas, entre otros. Se presentan dos opciones de controlador y, para considerarlo un sistema inteligente, este se adapta al usuario haciendo uso de la tecnología de aprendizaje automático y regulable. Redes neuronales artificiales y árboles de decisión se emplean para adecuar la iluminación sin dejar de cumplir las normas que se establecen por ...

  15. Younger and Older Users’ Recognition of Virtual Agent Facial Expressions

    Science.gov (United States)

    Beer, Jenay M.; Smarr, Cory-Ann; Fisk, Arthur D.; Rogers, Wendy A.

    2015-01-01

    As technology advances, robots and virtual agents will be introduced into the home and healthcare settings to assist individuals, both young and old, with everyday living tasks. Understanding how users recognize an agent’s social cues is therefore imperative, especially in social interactions. Facial expression, in particular, is one of the most common non-verbal cues used to display and communicate emotion in on-screen agents (Cassell, Sullivan, Prevost, & Churchill, 2000). Age is important to consider because age-related differences in emotion recognition of human facial expression have been supported (Ruffman et al., 2008), with older adults showing a deficit for recognition of negative facial expressions. Previous work has shown that younger adults can effectively recognize facial emotions displayed by agents (Bartneck & Reichenbach, 2005; Courgeon et al. 2009; 2011; Breazeal, 2003); however, little research has compared in-depth younger and older adults’ ability to label a virtual agent’s facial emotions, an import consideration because social agents will be required to interact with users of varying ages. If such age-related differences exist for recognition of virtual agent facial expressions, we aim to understand if those age-related differences are influenced by the intensity of the emotion, dynamic formation of emotion (i.e., a neutral expression developing into an expression of emotion through motion), or the type of virtual character differing by human-likeness. Study 1 investigated the relationship between age-related differences, the implication of dynamic formation of emotion, and the role of emotion intensity in emotion recognition of the facial expressions of a virtual agent (iCat). Study 2 examined age-related differences in recognition expressed by three types of virtual characters differing by human-likeness (non-humanoid iCat, synthetic human, and human). Study 2 also investigated the role of configural and featural processing as a

  16. Intelligent Virtual Agents as Language Trainers Facilitate Multilingualism

    Directory of Open Access Journals (Sweden)

    Manuela eMacedonia

    2014-04-01

    Full Text Available In this paper we introduce a new generation of language trainers: intelligent virtual agents (IVAs with human appearance and the capability to teach foreign language vocabulary. We report results from studies that we have conducted with Billie, an IVA employed as a vocabulary trainer, as well as research findings on the acceptance of the agent as a trainer by adults and children. The results show that Billie can train humans as well as a human teacher can and that both adults and children accept the IVA as a trainer. The advantages of IVAs are multiple. First, their teaching methods can be based on neuropsychological research findings concerning memory and learning practice. Second, virtual teachers can provide individualized training. Third, they coach users during training, are always supportive, and motivate learners to train. Fourth, agents will reside in the user’s mobile devices and thus be at the user’s disposal everywhere and anytime. Agents in apps will make foreign language training accessible to anybody at low cost. This will enable people around the world, including physically, financially and geographically disadvantaged persons, to learn a foreign language and help to facilitate multilingualism.

  17. Dialogues for Embodied Agents in Virtual Environments

    NARCIS (Netherlands)

    op den Akker, Hendrikus J.A.; Nijholt, Antinus; Christodoulakis, D.N.

    2000-01-01

    This paper is a progress report on our research, design, and implementation of a virtual reality environment where users (visitors, customers) can interact with agents that help them to obtain information, to perform certain transactions and to collaborate with them in order to get some tasks done.

  18. Implementação de Cidades Inteligentes em Países em Vias de Desenvolvimento - Estudo sobre o Papel da Tecnologia no Desenvolvimento de Serviços de Cidades Inteligentes em Maputo

    OpenAIRE

    Gil Barroca, Jean Paulo

    2015-01-01

    O estudo de Cidades Inteligentes centra-se frequentemente na aplicação de tecnologias de informação e comunicação para a melhoria dos serviços urbanos e para a resolução de problemas de sustentabili-dade das cidades. Desta visão algo redutora do tema, surge literatura que apenas explora a possibilidade de implementação de soluções e estratégias de Cidades Inteligentes em países cujo contexto facilite a aplicação e adopção dessas soluções. Aplicando a visão da Cidade Inteligente que resu...

  19. Avatars and virtual agents - relationship interfaces for the elderly.

    Science.gov (United States)

    Shaked, Nava A

    2017-06-01

    In the Digital Era, the authors witness a change in the relationship between the patient and the care-giver or Health Maintenance Organization's providing the health services. Another fact is the use of various technologies to increase the effectiveness and quality of health services across all primary and secondary users. These technologies range from telemedicine systems, decision making tools, online and self-services applications and virtual agents; all providing information and assistance. The common thread between all these digital implementations, is they all require human machine interfaces. These interfaces must be interactive, user friendly and inviting, to create user involvement and cooperation incentives. The challenge is to design interfaces which will best fit the target users and enable smooth interaction especially, for the elderly users. Avatars and Virtual Agents are one of the interfaces used for both home care monitoring and companionship. They are also inherently multimodal in nature and allow an intimate relation between the elderly users and the Avatar. This study discusses the need and nature of these relationship models, the challenges of designing for the elderly. The study proposes key features for the design and evaluation in the area of assistive applications using Avatar and Virtual agents for the elderly users.

  20. Generating Culture-Specific Gestures for Virtual Agent Dialogs

    DEFF Research Database (Denmark)

    Endrass, Birgit; Damian, Ionut; Huber, Peter

    2010-01-01

    Integrating culture into the behavioral model of virtual agents has come into focus lately. When investigating verbal aspects of behavior, nonverbal behaviors are desirably added automatically, driven by the speech-act. In this paper, we present a corpus driven approach of generating gestures...

  1. Towards the Automatic Generation of Virtual Presenter Agents

    NARCIS (Netherlands)

    Nijholt, Antinus; Cohen, E.

    There are many ways to present information to visitors and users of 2D and 3D interface environments. In these virtual environments we can provide visitors with simulations of real environments, including simulations of presenters in such environments (a lecturer, a sales agent, a receptionist, a

  2. SISTEMA DE CONTROL INTELIGENTE PARA UN GRUPO DE ELEVADORES

    Directory of Open Access Journals (Sweden)

    Andrés Enrique Rosso Mateus

    2008-01-01

    Full Text Available En este artículo se trata el problema del tráfico vertical en edificios de gran altura y se describe el análisis, diseño y evaluación de un sistema de control para un grupo elevadores que busca mejorar el desempeño respecto a un sistema de control tradicional. El controlador propuesto busca asignar de una forma inteligente las llamadas que se generan a los ascensores que hacen parte del grupo, el desempeño del sistema se traduce en una reducción de los tiempos de servicio y de la energía que invierte el sistema. El controlador propuesto está basado en lógica difusa y las reglas de inferencia expresan el conocimiento de un experto orientado hacia la obtención de los objetivos mencionados. El controlador inteligente se evalúa en un simulador gráfico desarrollado para este fin, este simulador permite ingresar parámetros de configuración para que se adapte y represente una edificación real. Se corrieron dos simulaciones, una usando un controlador convencional y otra usando el controlador inteligente, esto con el fin de comparar su desempeño y cuantificar valores como tiempo de esperar de los usuarios y energía consumida por el sistema.

  3. Un sistema de inteligencia interno para la organización inteligente

    Directory of Open Access Journals (Sweden)

    Stephanie Lorena Fallas Navarro

    2010-10-01

    Full Text Available Este artículo resume la investigación que se realizó en el marco del Trabajo de Graduación titulado "La Organización Inteligente: diseño de una propuesta para un Sistema de Inteligencia Interno"en Administración de Empresas con énfasis en Gestión Organizacional de la Universidad Estatal a Distancia (UNED. La propuesta presenta un marco metodológico para el desarrollo de un Sistema de Inteligencia Interno de aplicación práctica, para orientarse a una estructura de Organización Inteligente.

  4. AGENTES DE SOFTWARE MÓVILES

    Directory of Open Access Journals (Sweden)

    Crisman Martínez Barrera

    2001-01-01

    Full Text Available Los agentes móviles son programas de software inteligentes que realizan un objetivo que involucran desarrollos soportados en técnicas de Inteligencia Artificial, los cuales pretenden facilitar la interoperabilidad de sistemas. Este artículo define las disciplinas, plataformas y herramientas necesarias para el desarrollo de agentes móviles, sus características principales y las arquitecturas predominantes de éstas; presenta además una evaluación de sus perspectivas futuras.

  5. Behavior believability in virtual worlds: agents acting when they need to.

    Science.gov (United States)

    Avradinis, Nikos; Panayiotopoulos, Themis; Anastassakis, George

    2013-12-01

    Believability has been a perennial goal for the intelligent virtual agent community. One important aspect of believability largely consists in demonstrating autonomous behavior, consistent with the agent's personality and motivational state, as well as the world conditions. Autonomy, on behalf of the agent, implies the existence of an internal structure and mechanism that allows the agent to have its own needs and interests, based on which the agent will dynamically select and generate goals that will in turn lead to self-determined behavior. Intrinsic motivation allows the agent to function and demonstrate behavior, even when no external stimulus is present, due to the constant change of its internal emotional and physiological state. The concept of motivation has already been investigated by research works on intelligent agents, trying to achieve autonomy. The current work presents an architecture and model to represent and manage internal driving factors in intelligent virtual agents, using the concept of motivations. Based on Maslow and Alderfer's bio-psychological needs theories, we present a motivational approach to represent human needs and produce emergent behavior through motivation synthesis. Particular attention is given to basic, physiological level needs, which are the basis of behavior and can produce tendency to action even when there is no other interaction with the environment.

  6. Controlador Inteligente De Transporte

    Directory of Open Access Journals (Sweden)

    Alejandro J. Cabrera Sarmiento

    2011-03-01

    Full Text Available Normal 0 21 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} En el presente trabajo se expone la concepción, desarrollo e implementación de un Controlador Inteligente de Transporte, el cual se encarga del control de una intersección semaforizada. La estructura hardware del controlador ha sido dividida en dos clases de tarjetas: las Tarjetas de Luces, encargadas de activar las señales para las indicaciones en una intersección (luces, sonido, etc. y la Tarjeta de Control, encargada del control de la intersección gobernando hasta cuatro tarjetas de luces con las cuales se comunica, así como de establecer comunicación con un nivel jerárquico superior. Ambas tarjetas han sido desarrolladas en base a microcontroladores de 8 bits de Microchip. El firmware de ambos tipos de tarjetas ha sido desarrollado y puesto a punto utilizando PIC C de CCS. El desarrollo de este controlador, de prestaciones superiores a los existentes actualmente en el país, permite su inserción en un Sistema Inteligente de Transporte (SIT que se encuentra en fase de desarrollo.

  7. Diseño y simulación de controladores inteligentes aplicados a procesos industriales

    OpenAIRE

    Martínez, Sergio L.; Tarifa, Enrique E.; Domínguez, Samuel Franco; Gutiérrez, Jorge J.; Azar, Miguel Augusto

    2015-01-01

    El presente proyecto tiene por objetivo general desarrollar sistemas de apoyo para la toma de decisiones en procesos industriales, enfocados principalmente a los sistemas de control inteligente. Estos sistemas son cada vez más necesarios debido a la complejidad creciente de los escenarios planteados por la globalización, la competencia, los avances tecnológicos, los problemas ambientales y sociales, entre otros. Concretamente, el Control Inteligente es un procedimiento computacional, capaz de...

  8. Red de senderos universitarios inteligentes

    OpenAIRE

    Ibarra-Berrocal, I.J.; Romero, J.; Pérez, J.

    2017-01-01

    Introducción: El Proyecto de red de senderos universitarios inteligentes UR se inspira en tres realidades, la red de senderos europeos ya existentes y su importancia en el fomento de la actividad deportiva y los hábitos saludables, la creciente importancia de la implantación, intercambio y difusión de políticas y planes de acción en materia de sostenibilidad ambiental en el ámbito universitario europeo, y por último, el uso y desarrollo de infraestructuras y aplicaciones, cada vez más impresc...

  9. Smart: sistemas multi-agente robótico

    Directory of Open Access Journals (Sweden)

    JOVANI ALBERTO JIMÉNEZ BUILES

    2008-01-01

    Full Text Available El siguiente artículo busca dar una visión global de los Sistemas Multi-Agentes Robóticos (MARS mediante una explicación de las áreas relacionadas con el tema para luego presentar el Sistema Multi-Agente Robótico (SMART. SMART es un enjambre inteligente conformado por un robot nodriza y tres robot tipo baliza (guías que navegan de manera colaborativa un escenario estructurado.

  10. BILROST: Interconexión de objetos inteligentes a través de redes sociales

    OpenAIRE

    Meana Llorián, Daniel

    2016-01-01

    En la actualidad, aunque la gente no sea consciente de ello, el mundo está repleto de objetos inteligentes con conexión a Internet como los teléfonos inteligentes o smartphones, las tabletas o tablets, los dispositivos wearables (pulseras, colgantes, relojes,...), microcontroladores como el Arduino, y otros muchos dispositivos. Sin embargo, estos dispositivos no están todos interconectados. Esa interconexión abriría una gran variedad de nuevas posibilidades derivadas del trabajo colaborativo ...

  11. Agent and user inhabited virtual communities: A case study

    NARCIS (Netherlands)

    Nijholt, Antinus; Howlett, R.J.; Jain, L.C.

    2000-01-01

    We report about ongoing research in a virtual reality environment where visitors can interact with agents that help them to obtain information, to perform certain transactions and to collaborate with them in order to get some tasks done. This environment is a laboratory for research and experiments

  12. A collaborative virtual environment for training of security agents in nuclear emergencies

    Energy Technology Data Exchange (ETDEWEB)

    Fernandes, Sara I.; Passos, Cláudio A.; Silva, Marcio H.; Carvalho, Paulo Victor R.; Legey, Ana Paula; Mol, Antonio Carlos; Machado, Daniel M.; Cotelli, André; Rocha, Tiago L., E-mail: mol@ien.gov.br [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil). Departamento de Realidade Virtual

    2017-07-01

    In face the recently observed security menaces related to terrorist actions and natural disasters, there is a need for a major qualification and training of the agents responsible for avoid any problems regarding to abnormal conditions. In the conventional training procedures, however, field simulations are associated to logistical and operational constraints regarded to the execution of the tests which can expose the user to risk. On the other hand, the use of virtual simulations provides an alternative to such limitations besides of promote the qualifying of professionals with a great reliability. For this reason, this paper proposes the development of a collaborative virtual environment that will be used to prepare the security agents on identifying individuals suspected of carrying radioactive materials. The development of the virtual environment consisted on modeling using Autodesk 3ds Max, where the scene itself and the scene objects were modeled besides the terrain creation and basic features programming using the Game Engine Unity 3D. In the Engine Game were included radiation detectors and avatars. The security agents were able to communicate to each other by means of auxiliary external tools like a headset software that makes possible the communication, coordination and cooperation required for an effective collaboration. Experimental tests of the virtual simulations were performed with the participation of CNEN radiological protection agents and collaborators. The tests have shown that the proposed method can contribute to improve the training results of the basic collaborative skills required for a CNEN agent in an emergency situation without the need to expose him to any kind of risk. In face of that, we hope that it can contribute to minimize the demand for qualified security professionals. (author)

  13. A collaborative virtual environment for training of security agents in nuclear emergencies

    International Nuclear Information System (INIS)

    Fernandes, Sara I.; Passos, Cláudio A.; Silva, Marcio H.; Carvalho, Paulo Victor R.; Legey, Ana Paula; Mol, Antonio Carlos; Machado, Daniel M.; Cotelli, André; Rocha, Tiago L.

    2017-01-01

    In face the recently observed security menaces related to terrorist actions and natural disasters, there is a need for a major qualification and training of the agents responsible for avoid any problems regarding to abnormal conditions. In the conventional training procedures, however, field simulations are associated to logistical and operational constraints regarded to the execution of the tests which can expose the user to risk. On the other hand, the use of virtual simulations provides an alternative to such limitations besides of promote the qualifying of professionals with a great reliability. For this reason, this paper proposes the development of a collaborative virtual environment that will be used to prepare the security agents on identifying individuals suspected of carrying radioactive materials. The development of the virtual environment consisted on modeling using Autodesk 3ds Max, where the scene itself and the scene objects were modeled besides the terrain creation and basic features programming using the Game Engine Unity 3D. In the Engine Game were included radiation detectors and avatars. The security agents were able to communicate to each other by means of auxiliary external tools like a headset software that makes possible the communication, coordination and cooperation required for an effective collaboration. Experimental tests of the virtual simulations were performed with the participation of CNEN radiological protection agents and collaborators. The tests have shown that the proposed method can contribute to improve the training results of the basic collaborative skills required for a CNEN agent in an emergency situation without the need to expose him to any kind of risk. In face of that, we hope that it can contribute to minimize the demand for qualified security professionals. (author)

  14. Organizaciones inteligentes : Sustentabilidad de la Gestión Informática del Conocimiento

    OpenAIRE

    Tripodi, Gustavo; Illescas, Gustavo; Xodo, Daniel

    2008-01-01

    Para cambiar el rumbo de una organización y orientarla en el camino de una Organización Inteligente, que aprenda y trabaje sobre la mejora continua es imprescindible tener un plan de acción basado en transformar la cultura y revisar el estado en que se encuentra. Podemos definir tres estados posibles y consecutivos de la Organización con respecto al paradigma de Organización Inteligente: implantación, consolidación y sustentación. En este trabajo se abordará la implantación con propuestas ...

  15. Better Models for Agile Virtual Enterprises - the Enterprise and its Constituents as Hybrid Agents

    DEFF Research Database (Denmark)

    Bernus, Peter; Baltrusch, Rob; Tølle, Martin

    2003-01-01

    The article proposes a way to improve reference models for the management of virtual enterprises. The pattern of management roles is based on enveloping each decision centre into an agent wrapper, using the same tools and algorithms. Using this approach enterprises (organization, networks, virtual...... enterprises) will have the emergent agent property – the ability to follow objectives, plan, and take timely corrective action in case the plan breaks down....

  16. Constructing Agent Model for Virtual Training Systems

    Science.gov (United States)

    Murakami, Yohei; Sugimoto, Yuki; Ishida, Toru

    Constructing highly realistic agents is essential if agents are to be employed in virtual training systems. In training for collaboration based on face-to-face interaction, the generation of emotional expressions is one key. In training for guidance based on one-to-many interaction such as direction giving for evacuations, emotional expressions must be supplemented by diverse agent behaviors to make the training realistic. To reproduce diverse behavior, we characterize agents by using a various combinations of operation rules instantiated by the user operating the agent. To accomplish this goal, we introduce a user modeling method based on participatory simulations. These simulations enable us to acquire information observed by each user in the simulation and the operating history. Using these data and the domain knowledge including known operation rules, we can generate an explanation for each behavior. Moreover, the application of hypothetical reasoning, which offers consistent selection of hypotheses, to the generation of explanations allows us to use otherwise incompatible operation rules as domain knowledge. In order to validate the proposed modeling method, we apply it to the acquisition of an evacuee's model in a fire-drill experiment. We successfully acquire a subject's model corresponding to the results of an interview with the subject.

  17. Aplicación móvil para dispositivos Apple® que utiliza elementos visuales para interactuar con una vivienda inteligente. Control de persiana

    OpenAIRE

    Grupo de Domótica y Ambientes Inteligentes

    2014-01-01

    En los vídeos se muestra una aplicación móvil para dispositivos Apple® que utiliza elementos visuales para interactuar con una vivienda inteligente. La interfaz consiste en una representación de la vivienda real en 3D a través de la cual se puede controlar de manera intuitiva la iluminación, clima, persianas, TV, etc. En concreto, la interfaz permite interactuar con los dispositivos reales de la vivienda tocando su representación virtual en la interfaz. Debido a la sencillez en el uso de la m...

  18. El mercadeo social como herramienta gerencial en las organizaciones inteligentes

    Directory of Open Access Journals (Sweden)

    Lucía Urdaneta

    2014-01-01

    Full Text Available El propósito fundamental de este artículo fue analizar el mercadeo social como herramienta gerencial en las organizaciones inteligentes basándose en los criterios de Senge (2006, Benavides (2001, Siliceo (2001, Pérez (2004 entre otros. Se realizó un estudio descriptivo documental, orientado a estudiar la importancia de transformar las prácticas gerenciales actuales inmersas en un entorno competitivo lo cual ha conllevado a asumir innovadoras herramientas mercadológicas para aumentar su participación, posicionamiento, entre otros en el mercado y lograr el cumplimiento de todas las actividades necesarias en el logro de los objetivos de toda organización inteligente en apoyo a la consolidación del proyecto de vida empresarial.Palabras Clave: Mercadeo Social; Gerencia; Organizaciones Inteligentes. The social marketing like managerial tool in the inteligents organizationsAbstractThe fundamental purpose of this article is to analyze Social Marketing as a managerial tool in intelligent organizations, based on criteria developed by Senge (2006, Benavides (2001, Siliceo (2001, Perez (2004, among others. A descriptive study of documentary evidence was carried out to study the importance of transforming the current managerial practices in a competitive environment. This has brought about the creation of innovative marketing tools in order to increase market share and positioning, and therefore perform all the necessary activities that an intelligent organization requires to consolidate its entrepreneurial project.Keywords: Social Marketing; Management; Intelligent Organizations.

  19. Validating agent based models through virtual worlds.

    Energy Technology Data Exchange (ETDEWEB)

    Lakkaraju, Kiran; Whetzel, Jonathan H.; Lee, Jina; Bier, Asmeret Brooke; Cardona-Rivera, Rogelio E.; Bernstein, Jeremy Ray Rhythm

    2014-01-01

    As the US continues its vigilance against distributed, embedded threats, understanding the political and social structure of these groups becomes paramount for predicting and dis- rupting their attacks. Agent-based models (ABMs) serve as a powerful tool to study these groups. While the popularity of social network tools (e.g., Facebook, Twitter) has provided extensive communication data, there is a lack of ne-grained behavioral data with which to inform and validate existing ABMs. Virtual worlds, in particular massively multiplayer online games (MMOG), where large numbers of people interact within a complex environ- ment for long periods of time provide an alternative source of data. These environments provide a rich social environment where players engage in a variety of activities observed between real-world groups: collaborating and/or competing with other groups, conducting battles for scarce resources, and trading in a market economy. Strategies employed by player groups surprisingly re ect those seen in present-day con icts, where players use diplomacy or espionage as their means for accomplishing their goals. In this project, we propose to address the need for ne-grained behavioral data by acquiring and analyzing game data a commercial MMOG, referred to within this report as Game X. The goals of this research were: (1) devising toolsets for analyzing virtual world data to better inform the rules that govern a social ABM and (2) exploring how virtual worlds could serve as a source of data to validate ABMs established for analogous real-world phenomena. During this research, we studied certain patterns of group behavior to compliment social modeling e orts where a signi cant lack of detailed examples of observed phenomena exists. This report outlines our work examining group behaviors that underly what we have termed the Expression-To-Action (E2A) problem: determining the changes in social contact that lead individuals/groups to engage in a particular behavior

  20. Intelligent Virtual Agents : 9th International Conference, IVA 2009 Amsterdam, The Netherlands, September 14-16, 2009 Proceedings

    NARCIS (Netherlands)

    Ruttkay, Z.M.; Kipp, M.; Nijholt, Antinus; Vilhjalmsson, H.H.

    2009-01-01

    Welcome to the Proceedings of the 9th International Conference on Intelligent Virtual Agents, held 14-16 September, 2009 in Amsterdam, The Netherlands. Intelligent Virtual Agents (IVAs) are interactive characters that exhibit humanlike qualities and communicate with humans or with each other using

  1. Músculos Inteligentes en Robots Biológicamente Inspirados: Modelado, Control y Actuación

    Directory of Open Access Journals (Sweden)

    J. Colorado

    2011-10-01

    Full Text Available Resumen: Las aleaciones metálicas que exhiben una propiedad conocida como efecto de memoria de forma, pertenecen a la clase de materiales inteligentes cuya aplicación más notable en el campo de la robótica se refleja en el uso de actuadores musculares artificiales, ó músculos inteligentes. Estos materiales tienen una estructura cristalina uniforme que cambia radicalmente en función de su temperatura de transición, causando su deformación. Se les denomina materiales inteligentes por la capacidad de recordar su configuración inicial después de recibir dicho estímulo térmico. Este artículo presenta la implementación de un actuador muscular inteligente aplicado en un micro-robot aéreo bio-inspirado tipo murciélago. Esto mamíferos voladores desarrollaron poderosos músculos que se extienden a lo largo de la estructura ósea de las alas, adquiriendo una asombrosa capacidad de maniobra gracias a la capacidad de cambiar la forma del ala durante el vuelo. Replicar este tipo de alas mórficas en un prototipo robótico requiere el análisis de nuevas tecnologías de actuación, abordando los problemas de modelado y control que garanticen la aplicabilidad de este actuador compuesto por fibras musculares de SMAs. Palabras clave: Aleación con Memoria de Forma (SMA, Robots bio-inspirados, Alas mórficas

  2. Culture-specific first meeting encounters between virtual agents (Honourable Mention)

    DEFF Research Database (Denmark)

    Rehm, Matthias; Nakano, Yukiko; André, Elisabeth

    2008-01-01

    We present our concept of integrating culture as a computational parameter for modeling multimodal interactions with virtual agents. As culture is a social rather than a psychological notion, its influence is evident in interactions, where cultural patterns of behavior and interpretations mismatch...

  3. Solución de firma electrónica en movilidad basada en tarjeta inteligente

    OpenAIRE

    Almaraz Valdizàn, Javier

    2017-01-01

    RESUMEN: En la actualidad, la seguridad informática es uno de los campos más importantes. Ya que el crecimiento de los dispositivos inteligentes uso de estos por las personas físicas en actividades cotidianas tanto a nivel laboral como personal ha sufrido un elevado aumento en los últimos años. Cualquier persona a lo largo de un día utiliza varios dispositivos inteligentes. De aquí la importancia de la seguridad informática, con la cual se intenta que a ningún tipo de persona le sean violados...

  4. Aplicación móvil para dispositivos Apple® que utiliza elementos visuales para interactuar con una vivienda inteligente. Control de panel luminoso

    OpenAIRE

    Grupo de Domótica y Ambientes Inteligentes

    2014-01-01

    En los vídeos se muestra una aplicación móvil para dispositivos Apple® que utiliza elementos visuales para interactuar con una vivienda inteligente. La interfaz consiste en una representación de la vivienda real en 3D a través de la cual se puede controlar de manera intuitiva la iluminación, clima, persianas, TV, etc. En concreto, la interfaz permite interactuar con los dispositivos reales de la vivienda tocando su representación virtual en la interfaz. Debido a la sencillez en el uso de la m...

  5. Destino Turístico Inteligente: Acessibilidade no Centro Histórico de São Luís – Maranhão, um estudo sobre a Reputação Online no TripAdvisor

    Directory of Open Access Journals (Sweden)

    Saulo Ribeiro dos Santos

    2016-12-01

    Full Text Available Um destino turístico inteligente é resultado de diversos fatores, dentre eles as tecnologias da informação e comunicação (TIC’s que promove um território inovador, de cooperação e cocriação, principalmente por parte do turista. Entendendo este aspecto, a acessibilidade é uma das categorias presentes em um destino turístico inteligente, tanto no âmbito físico quanto virtual. Percebendo as limitações encontradas na cidade patrimônio cultural da humanidade, São Luís (Maranhão, Brasil, objetiva-se compreender a percepção sobre a imagem captada pelos visitantes mediante as análises dos comentários na plataforma interativa do sítio eletrônico TripAdvisor, utilizando a categoria acessibilidade proposto pelo Instituto Valenciano de Tecnologias Turísticas em indicadores de destino turístico inteligente. Quanto aos procedimentos metodológicos, utiliza-se a metodologia de reputação online, para analisar os comentários dos turistas postados entre os períodos de setembro (2014 a agosto (2016, utilizando-se palavras-chaves do Manual de Orientações em Turismo e Acessibilidade do Ministério do Turismo e do Manual Operativo para la Configuración de Destinos Turístico Inteligente do Instituto Valenciano de Tecnologías Turísticas. Para obter-se maior aprendizagem sobre este tema buscou-se como uma das metodologias, livros, artigos e teses que exponham a real conjectura da acessibilidade em cidades históricas. Os resultados desta pesquisa apontam que há necessidade de um plano de desenvolvimento urbano, turístico e patrimonial para que São Luís esteja no patamar de destino turístico inteligente, conforme a categoria acessibilidade proposto pelo INVAT.TUR, como um instrumento que possa auxiliar gestores na adequação da infraestrutura urbana do centro histórico de São Luís.

  6. Modelos de desarrollo de ciudades inteligentes

    OpenAIRE

    Calvo Guerra, César

    2016-01-01

    RESUMEN: En este documento intentaremos entender un concepto moderno que ha sido definido bajo varias acepciones, puesto que es una idea de reciente nacimiento, que ya nos afecta en nuestro estilo y calidad de vida. Se trata de las Ciudades Inteligentes, las cuales se valen de la utilización intensiva de la Tecnología de la Información y la Comunicación (TIC) para alcanzar la eficiencia en las acciones destinadas a mejorar la calidad de vida de quienes habitan en ella. Las TICs, las cuales...

  7. Aplicación móvil para dispositivos Apple® que utiliza elementos visuales para interactuar con una vivienda inteligente. Control de iluminación

    OpenAIRE

    Grupo de Domótica y Ambientes Inteligentes

    2014-01-01

    En los vídeos se muestra una aplicación móvil para dispositivos Apple® que utiliza elementos visuales para interactuar con una vivienda inteligente. La interfaz consiste en una representación de la vivienda real en 3D a través de la cual se puede controlar de manera intuitiva la iluminación, clima, persianas, TV, etc. En concreto, la interfaz permite interactuar con los dispositivos reales de la vivienda tocando su representación virtual en la interfaz. Debido a la sencillez en el uso de la m...

  8. How the human brain goes virtual: distinct cortical regions of the person-processing network are involved in self-identification with virtual agents.

    Science.gov (United States)

    Ganesh, Shanti; van Schie, Hein T; de Lange, Floris P; Thompson, Evan; Wigboldus, Daniël H J

    2012-07-01

    Millions of people worldwide engage in online role-playing with their avatar, a virtual agent that represents the self. Previous behavioral studies have indicated that many gamers identify more strongly with their avatar than with their biological self. Through their avatar, gamers develop social networks and learn new social-cognitive skills. The cognitive neurosciences have yet to identify the neural processes that underlie self-identification with these virtual agents. We applied functional neuroimaging to 22 long-term online gamers and 21 nongaming controls, while they rated personality traits of self, avatar, and familiar others. Strikingly, neuroimaging data revealed greater avatar-referential cortical activity in the left inferior parietal lobe, a region associated with self-identification from a third-person perspective. The magnitude of this brain activity correlated positively with the propensity to incorporate external body enhancements into one's bodily identity. Avatar-referencing furthermore recruited greater activity in the rostral anterior cingulate gyrus, suggesting relatively greater emotional self-involvement with one's avatar. Post-scanning behavioral data revealed superior recognition memory for avatar relative to others. Interestingly, memory for avatar positively covaried with play duration. These findings significantly advance our knowledge about the brain's plasticity to self-identify with virtual agents and the human cognitive-affective potential to live and learn in virtual worlds.

  9. Concepción lega de sabio, inteligente y listo en adolescentes

    Directory of Open Access Journals (Sweden)

    Pedro González-Leandro

    2008-01-01

    Full Text Available En este estudio ex post facto se estudian las semejanzas y diferencias semánticas y axiológicas que los adolescentes establecen entre las personas sabias, las inteligentes y las listas. Una muestra de 465 alumnos de Enseñanza Secundaria de Tenerife (Islas Canarias, España cumplimentó la Foundational Value Scale en tres ocasiones, una para cada término calificado. Se llevaron a cabo análisis factoriales de cada expresión y comparaciones entre las medias de cada ítem. Los resultados muestran cierto solapamiento entre los tres términos y diferencias, tanto en volumen de notas atribuidas de manera consistente, como en las calificaciones dadas a los mismos ítems. Así, los adolescentes consideran que la apertura, la autoestima positiva y el buen juicio son características comunes a los tres tipos de personas (sabia, inteligente y lista, y que las personas sabias (caracterizadas, además, por tener armonía, empatía, cuidado del medio ambiente y espiritualidad son más parecidos a las inteligentes (caracterizadas por la inteligencia y la genialidad que a las personas listas (caracterizadas por el sentido del humor y la animación. Los resultados factoriales, distintos a los alcanzados por Jason et al., indican la existencia de fuertes componentes culturales en la manera de entender y valorar la sabiduría.

  10. Un prototipo de plataforma de ciudades inteligentes : Aplicación para la protección ciudadana en el departamento de Godoy Cruz

    OpenAIRE

    Iacono, Lucas; Pacini, Elina; Godoy, Pablo; García Garino, Carlos; Monge, David A.; Catania, Carlos

    2017-01-01

    Como objetivo general se propone implementar una plataforma de Ciudad Inteligente en el departamento de Godoy Cruz, Mendoza, destinada a la seguridad ciudadana. Se propone recolectar datos a través de la interconexión de redes de sensores inalámbricos (WSN), que serán utilizados para integrar la plataforma de Ciudad Inteligente. La integración de WSN y Cloud Computing da lugar a infraestructuras denominadas Cloud de Sensores, las cuales pueden aplicarse a ciudades inteligentes. En este ...

  11. A computational model of the allocentric and egocentric spatial memory by means of virtual agents, or how simple virtual agents can help to build complex computational models

    Czech Academy of Sciences Publication Activity Database

    Brom, C.; Vyhnánek, J.; Lukavský, Jiří; Waller, D.; Kadlec, R.

    17-18, JUL-AUG 2012 (2012), s. 1-24 ISSN 1389-0417 Institutional research plan: CEZ:AV0Z70250504 Keywords : spatial cognition * disorientation effect * intelligent virtual agent Subject RIV: AN - Psychology Impact factor: 0.750, year: 2012

  12. SISTEMAS TUTORES INTELIGENTES COMO APOYO EN EL PROCESO DE APRENDIZAJE

    Directory of Open Access Journals (Sweden)

    Edwin Eduardo Millan Rojas

    2015-09-01

    Full Text Available El objetivo principal de este artículo es la identificación de las principales características de los tutores inteligentes, su origen y evolución los cuales pueden ofrecer elementos para la formulación de nuevos proyectos de investigación relacionados con la educación y el uso de los tutores. El método utilizado es el descriptivo y sistémico, los cuales permiten recopilar los datos necesarios, la información presentada ha sido adquirida de bases de datos especializadas como IEEE, Redalyc, ACM y Science Direct, además de artículos de revistas de universidades internacionales y de proyectos de investigación descargados de Google Académico. Los Sistemas Tutores Inteligentes surgieron al combinar técnicas de inteligencia artificial (IA con los métodos clásicos de enseñanza. Estos son sistemas de software que generan un ambiente idóneo para la interacción y satisfacción de las necesidades del estudiante, adaptable a los conocimientos previos y a la capacidad de evolución de cada alumno respecto a un área del conocimiento. El funcionamiento de los STI se basa en la relación entre tres principales módulos (tutor, estudiante y dominio, para presentar al usuario la información de manera estructurada. La investigación llevada a cabo permitió reunir los aspectos más relevantes de los Sistemas Tutores Inteligentes (STI y presentarlos como una herramienta óptima para llevar a cabo un proceso de aprendizaje.

  13. Smart microgrids in refineries, Mexico case; Microrredes inteligentes en refinerias, caso Mexico

    Energy Technology Data Exchange (ETDEWEB)

    Estrada Garcia, Javier Alejandro; Linan Garcia, Roberto; Picasso Blanquel, Cuitlahuac; Silva Farias, Jose Luis [Instituto de Investigaciones Electricas, Cuernavaca, Morelos (Mexico)

    2013-03-01

    In this paper we present the technological trends on smart microgrids for refineries, case Mexico. Distributed generation on refineries is a model of microgrid with great challenges to solve, considering renewable energy. Also it discusses the scenario in bidirectional connection from refineries to the utility supergrid Comision Federal de Electricidad (CFE by its acronym in Spanish) and how to reach the development of a smart microgrid. We look different scenarios in power systems refineries, and the feasibility to achieve and develop the technology concepts in smart grid, such as: demand response in real time, exchange of energy between microgrid with supergrid-CFE and viceversa, energy efficiency, microgrid automation, selfhealing/real time autorecovery fault in power systems, storage energy and its application on power systems blackout in refineries. Finally we discussed the concepts that represent the greatest challenges to be solved on the smart microgrids and consider obtaining alternatives solution in medium or long term. [Spanish] En este documento se presentan las tendencias tecnologicas en micro redes inteligentes para refinerias, en el caso de Mexico. La generacion distribuida en refinerias es un modelo de micro red con grandes desafios por resolver, considerando la energia renovable. Se analiza tambien el escenario en conexion bidireccional de refinerias a la super red de la Comision Federal de Electricidad (CFE), la empresa electrica mexicana, y como lograr el desarrollo de una micro red inteligente. Se consideran diferentes escenarios en refinerias de sistemas de potencia, y la factibilidad de alcanzar y desarrollar los conceptos de tecnologia en una red inteligente, tales como: respuesta de demanda en tiempo real, intercambio de energia entre la micro red con la super red de la CFE y viceversa, eficiencia de energia, automatizacion de micro redes, autorrecuperacion de fallas en autoarreglo/tiempo real. En sistemas de potencia, almacenamiento de

  14. Arquitectura de Software de Referencia para Objetos Inteligentes en Internet de las Cosas

    Directory of Open Access Journals (Sweden)

    Ariel Alejandro Segura

    2016-06-01

    Full Text Available La evolución de los sistemas embebidos, que tuvo lugar junto al bajo costo y ubicuidad de internet, ha tenido como resultado el paradigma Internet de las Cosas. El objetivo de este paradigma es convertir los objetos que nos rodean en objetos inteligentes de forma tal que, comunicándose a través de Internet, puedan percibir lo que sucede en su entorno y poder reaccionar frente a ello. Se han llevado a cabo numerosos trabajos en materia de estandarización para este paradigma como, por ejemplo, protocolos de comunicación, topologías de red y arquitecturas software de alto nivel que consideran, por sobre todas las cosas, cómo integrar todas las piezas de una solución de Internet de las Cosas en un solo sistema. Sin embargo, no se han identificado arquitecturas de software para la construcción del software de un objeto inteligente que describa los componentes básicos que se deben incluir. En este trabajo se propone una arquitectura de referencia para la construcción de objetos inteligentes en Internet de las Cosas cuyo objetivo es que los ingenieros de software tengan una estructura en la cual basarse y poder reutilizar.

  15. Model Driven Development of Agents for Ambient Intelligence

    OpenAIRE

    Ayala Viñas, Inmaculada

    2013-01-01

    En esta tesis se define un proceso dirigido por modelos para el desarrollo de sistemas de Inteligencia Ambiental (AmI) basados en agentes auto-gestionados que pueden ser ejecutados en los dispositivos más usuales de los entornos AmI, teléfonos inteligentes o sensores. Nuestra solución está centrada en una arquitectura de MAS totalmente distribuida y descentralizada, gracias a la integración de los agentes en los dispositivos heterogéneos que suelen formar parte de un sistema AmI.

  16. Modelo de Comportamiento Afectivo para Sistemas Tutores Inteligentes

    OpenAIRE

    Hernández Pérez, María Y.

    2008-01-01

    Las emociones se han reconocido como parte fundamental de la motivación, y la motivación como un componente indispensable en el aprendizaje. En este documento se propone un modelo de comportamiento afectivo para sistemas tutores inteligentes. Dicho modelo combina el estado afectivo y pedagógico de los estudiantes para establecer las acciones tutoriales. En el contexto de este trabajo, el comportamiento afectivo tiene dos funciones principales: 1) inferir el estado afectivo del estudiante; y 2...

  17. With Us or Against Us: Simulated Social Touch by Virtual Agents in a Cooperative or Competitive Setting

    NARCIS (Netherlands)

    Huisman, Gijs; Kolkmeier, Jan; Kolkmeier, Jan; Heylen, Dirk K.J.; Bickmore, Timothy; Marsella, Stacy; Sidner, Candance

    In this paper we examine how simulated social touch by a virtual agent in a cooperative or competitive augmented reality game influences the perceived trustworthiness, warmth and politeness of the agent. Before and after the game, participants interact with two agents whereby one agent touches the

  18. ARTIFICIAL INTELLIGENCE PLANNING TECHNIQUES FOR ADAPTIVE VIRTUAL COURSE CONSTRUCTION

    Directory of Open Access Journals (Sweden)

    NÉSTOR DARÍO DUQUE

    2011-01-01

    Full Text Available El artículo tiene como objetivo proponer un modelo de planificación para la adaptación de cursos virtuales, basado en técnicas de inteligencia artificial, en particular usando el enfoque de sistema multi-agente (SMA y métodos de planificación en inteligencia artificial. El diseño y la implementación por medio de un SMA pedagógico y la definición de un framework para especificar la estrategia de adaptación permiten incorporar diversos enfoques pedagógicos y tecnológicos, de acuerdo a los puntos de vista del equipo de trabajo, lo cual resulta en una implementación e instalación concreta. Se incorpora un novedoso pre-planificador que permite la transparencia y la neutralidad en el modelo propuesto y también ofrece soporte para traducir los elementos del curso a las especificaciones de un problema de planificación. La última sección muestra la plataforma experimental SICAD + (Sistema Inteligente de Cursos ADaptativos, a través de un enfoque multiagente, que valida el modelo propuesto.

  19. Estudio de los Sistemas Inteligentes de Transporte

    OpenAIRE

    Javato Martín, Moisés

    2015-01-01

    En este trabajo se estudia el estado actual de los Sistemas Inteligentes de Transporte (ITS) en Estados Unidos y Europa, a través de ejemplos reales. En primer lugar, se da una visión general del tema, definiendo los aspectos y actores clave y explicando las áreas de la gestión del tráfico y del vehículo conectado. A continuación, se aborda el desarrollo de los sistemas ITS en el ámbito de la Unión Europea, explicando las principales instituciones y programas de financiación europeos, así com...

  20. Agentes de software móviles

    Directory of Open Access Journals (Sweden)

    Crisman Martínez Barrera

    2001-10-01

    Full Text Available Los agentes móviles son programas de software inteligentes que realizan un objetivo que involucran desarrollos soportados en técnicas de Inteligencia Artificial, los cuales pretenden facilitar la interoperabilidad de sistemas. Este artículo define las disciplinas, plataformas y herramientas necesarias para el desarrollo de agentes móviles, sus características principales y las arquitecturas predominantes de éstas; presenta además una evaluación de sus perspectivas futuras.Mobile agents are intelligent software programs that can obtain an objective that involucrates developments supported in Artificial Intelligence techniques. These pretend to facilitate the interoperability of systems. This article defines disciplines, platforms and tools necessary for the development of mobile agents, their principal characteristics and the predominant architectures of these. A final evaluation and future perspectives are offered.

  1. Camino al hogar inteligente

    Directory of Open Access Journals (Sweden)

    Ferreira Gili, Marco

    2004-12-01

    Full Text Available Today there are many projects related to intelligent houses such as Casa Internet, Madrid 2001 or its british equivalent in Watford, and most recently the Solar Decathlon´s project. Thanks to these proposals the domotic market gently opens to one day become what we could call as the intelligent “home”. Thought out the last few years, huge technological improvements have provided the buildings with brand new senses. However ,the idea of a comfortable home where the coffee maker would notice our awakening or the entrance door would suggest it’s closure after we leave, is still far away. A new path is opening in front of us, one that won’t end until all the necessary steps will be taken in the same direction, the merging of interfaces in the field of domotics.There are many domotic tendencies and possibilities discussed in this article, many options for one very same goal, control. Or even better, the capability of decision of tiny parts or hour home or office for a better and richer living experience.En la actualidad ya se conocen numerosos proyectos de casas inteligentes como Casa Internet en Madrid [1] o su homónimo británico en Watford [2] , y más actual el proyecto Solar Decathlon [3]. Gracias a estas propuestas, el mercado de la domótica, poco a poco, se abre paso para llegar a ser lo que un día podríamos llegar a llamar, el “hogar” inteligente. Si bien es cierto que en los últimos años el crecimiento y avances tecnológicos han dotado a los edificios de nuevos sentidos, queda lejos la visión de un confortable hogar donde la cafetera advierta nuestro despertar o la puerta de entrada sugiera su cierre tras nuestra marcha. Un camino por recorrer se abre ante nosotros, que no terminará hasta que todos los pasos se tomen en una misma dirección.Existen muchas tendencias y posibilidades domóticas que desgranaremos en este artículo. Múltiples opciones para un mismo fin. El control, o, mejor dicho, la

  2. CIUDADES INTELIGENTES COMO ESPACIOS DE INTEGRACIÓN PARA INDIVIDUOS CON CAPACIDADES DIVERSAS

    Directory of Open Access Journals (Sweden)

    Luisenia Fernández O.

    2014-07-01

    Full Text Available Hoy en día las Tecnologías de Información y Comunicación (TIC penetran en el entramado social y sobre él se configura la sociedad. Esta investigación describe el uso de las TIC en ciudades que distan desemejarse de la urbe tradicional gracias al empleo racional de las tecnologías que hacen los entornos más inteligentes, logrando cerrarlas brechas existentes entre sus usuario; generando el confort de aquellos cuyas capacidades son diversas en la diversidad o con capacidades disminuidas. Es decir, estas ciudades ponen a disposición de sus pobladores todos sus recursos tecnológicos disponibles y sus aportes al servicio de sus habitantes. La metodología utilizada para esta investigación fue de tipo exploratorio- descriptivo en la cual se intenta mostrar el uso de las tecnologías (TIC y la transformación del entorno, así como sus bondades en pro de la incorporación de los ciudadanos con capacidades diversas como ciudadanos de primera, a través de la construcción de espacios que aprovechan las aportaciones de las TIC para hacer del medio ambiente un espacio inteligente para la inclusión de los vulnerables cuyo fin último no es otro que el bienestar común. Se concluye que las denominadas ciudades inteligentes son hoy en día urbes que combinan la interconectividad de redes para la confortabilidad del ciudadano con capacidades diversas; éstas procuran el equilibrio, el desarrollo, la inclusión y el bienestar de los todos individuos con capacidades disímiles en la diversidad.

  3. A Cidade Inteligente: uma reterritorialização / Smart City: A reterritorialization

    Directory of Open Access Journals (Sweden)

    Mauro José Ferreira Cury

    2016-12-01

    Full Text Available As cidades inteligentes são formas de apropriação do espaço urbano baseadas na utilização de três inteligências – a humana, a coletiva e a artificial – e que implica em transformações territoriais. A pesquisa objetiva discutir a cidade inteligente como uma reterritorialização do espaço das cidades, pelo exame conceitual de território, territorialidade, desterritorialização e reterritorialização. A justificativa está calcada na busca contemporânea por soluções aos problemas sociais, econômicos e culturais que as cidades enfrentam. A problemática nos induz a responder se as cidades inteligentes, ao criarem soluções, redefinem as formas e funções do espaço e por si constituem uma reterritorialização. A metodologia empregou a pesquisa documental e empírica, com revisão conceitual de autores meritórios nos temas como Komninos (2008, Haesbaert (2004, Raffestin (1993 e Sack (1986. A pesquisa apresenta as respostas à problemática de que o processo de desenvolvimento urbano propagado pelas cidades inteligentes é capaz de redefinir o uso e as ocupações dos espaços locais, regionais e nacionais, ensejando transformação territorial e, dessarte, uma reterritorialização. Abstract Smart cities are forms of appropriation of urban space based on the use of three intelligences – human, collective and artificial – and that implies territorial transformations. The research aims to discuss the smart city as a reterritorialization of all urban space through the conceptual examination of territory, territoriality, deterritorialization and reterritorialization. The justification is grounded in the contemporary search for solutions to social, economic and cultural problems facing cities. The problem leads us to respond if smart cities by creating solutions redefine the forms and space functions and by itself is a reterritorialization. The methodology employed documentary and empirical research with conceptual review of

  4. NOTÍCIAS NO PULSO: Uma análise de aplicativos jornalísticos em relógios inteligentes

    Directory of Open Access Journals (Sweden)

    Maíra Evangelista de Sousa

    2017-03-01

    Full Text Available RESUMO Descrever e analisar aplicativos jornalísticos disponíveis em relógios inteligentes é o objetivo deste artigo. O estudo foi realizado a partir da observação dos aplicativos BBC News e Le Monde, durante o mês de maio de 2016, em um smartwatch Moto 360. No texto, são trabalhadas noções de computação vestível, convergência jornalística, aplicativos jornalísticos e ubiquidade. A conclusão foi de que esses aplicativos favorecem o consumo ubíquo de notícias.   PALAVRAS-CHAVE: Jornalismo Digital. Jornalismo Móvel. Aplicativos Jornalísticos. Computação Vestível. Relógios Inteligentes.   ABSTRACT To describe and analyze journalistic applications available on smartwatches is the purpose of this article. The study was conducted from the observation of the BBC News and Le Monde apps on May, 2016, using a Moto 360 smartwatch. The paper discusses the concepts of wearable computing, journalistic convergence, journalistic applications and ubiquity. The conclusion was that these applications favor the ubiquitous news consumption.  KEYWORDS: Digital Journalism. Mobile Journalism. Journalistic applications. Wearable Computation. Smartwatches.     RESUMEN Describir y analizar las aplicaciones periodísticas disponibles en los relojes inteligentes es el propósito de este artículo. El estudio se realizó a partir de la observación de las aplicaciones BBC News y Le Monde durante el mes de mayo de 2016, en un reloj inteligente Moto 360. En el texto, se trabajan los conceptos de computación de vestir, convergencia periodística, aplicaciones periodísticas y ubicuidad. La conclusión fue que estas aplicaciones favorecen el consumo ubicuo de noticias.  PALABRAS CLAVE: Periodismo Digital. Periodismo Móvil. Aplicaciones periodísticas. Computación de Vestir. Relojes inteligentes.

  5. ADAPTATION AND DISABILITY ASPECTS IN A VIRTUAL LEARNING ENVIRONMENT

    Directory of Open Access Journals (Sweden)

    DIANA LANCHEROS CUESTA

    2012-01-01

    Full Text Available Este artículo presenta los principales aspectos que se deben tener en cuenta en el diseño de ambientes virtuales de aprendizaje como por ejemplo, los tutores inteligentes. La mayoría de estos sistemas virtuales de aprendizaje se concentran en la actividad del tutor y se utilizan técnicas de inteligencia artificial. Los sistemas que se relacionan a continuación permitieron la generación de un modelo que, dadas las preferencias y estilos de aprendizaje de un estudiante, realiza un proceso de recuperación de información con el fin de adaptar el despliegue y la manera en la que se muestra el contenido a un estudiante dadas las características particulares del mismo (estilos de aprendizaje, comportamiento y desempeño en el sistema y si tiene una discapacidad.

  6. LA CULTURA ORGANIZACIONAL EN EL DESARROLLO DE EMPRESAS INTELIGENTES. FUNDAMENTOS: VALORES, COMUNICACIÓN Y LIDERAZGO

    Directory of Open Access Journals (Sweden)

    Patricia Gillezeau

    1999-07-01

    Full Text Available El propósito del estudio es establecer la presencia de valores compartidos, una comunicación humanizada, un liderazgo transformacional y el grado de satisfacción de clientes externos y proveedores en la cultura de empresas inteligentes. Para ellos, se utilizó la metodología cualitativo - interpretativo, método de medición cuando se involucra al ser humano. Del análisis realizado se concluyó que la cultura enraizada en valores, regula los factores expresivos, afectivos y de comportamiento en las organizaciones. Su comprensión y aplicación dependerá de una red comunicación humanizada, un liderazgo transformacional y un alto grado de satisfacción e involucramiento de clientes y proveedores. Elementos inteligentes.

  7. Moving attractive virtual agent improves interpersonal coordination stability.

    Science.gov (United States)

    Zhao, Zhong; Salesse, Robin N; Gueugnon, Mathieu; Schmidt, Richard C; Marin, Ludovic; Bardy, Benoît G

    2015-06-01

    Interpersonal motor coordination is influenced not only by biomechanical factors such as coordination pattern, oscillating frequency, and individual differences, but also by psychosocial factor such as likability and social competences. Based on the social stereotype of "what is beautiful is good", the present study aimed at investigating whether people coordinate differently with physically attractive people compared to less attractive people. 34 participants were engaged in an interpersonal coordination task with different looking (virtual) agents while performing at the same time a reaction time task. Results showed that participants had more stable motor coordination with the moving attractive than with the less attractive agent, and that the difference in motor coordination could not be interpreted by a specific attention allocation strategy. Our findings provide the evidence that physical attractiveness genuinely affects how people interact with another person, and that the temporal-spatial coordinated movement varies with the partner's psychosocial characteristics. The study broadens the perspective of exploring the effect of additional psychosocial factors on social motor coordination. Copyright © 2015 Elsevier B.V. All rights reserved.

  8. Use of virtual simulator for agent training in radiation protection actions in major events

    International Nuclear Information System (INIS)

    Passos, Claudio Azevedo; Mol, Antonio Carlos A.; Carvalho, Paulo V.R.; Lima, Fabio Almeida; Rocha, Tiago Lima

    2015-01-01

    With the proximity of the events of the Olympic Games, Brazil can become a great place of visibility for running dirty bombs or any other radiation mode proliferation by terrorists. Aware of these problems, the government and the organizations created managements of emergencies to ensure that these events elapse in an orderly and safe manner. The management of emergency situations at an event is a complex problem, which involves dynamic, unforeseen and unintended situations, emphasizing the potential complexity of the contexts in which organizations operate and, as a consequence, the people involved in the execution of multiple tasks from activities that require intense cognitive effort, are often challenged to adapt dynamically to maintain the productivity of the organization at satisfactory levels of performance usually impedes these people reflect on the results of their actions and learn from them. Therefore, it is extremely important to create tools that address the methods and techniques of Cognitive Task Analysis (CTA) to assist in the previous training of the security agents, for example, detection and approaches of people who carry radioactive elements. One of the possible ways to accomplish this training is through the use of virtual reality. Virtual environments bring some advantages like reducing costs and risks. The aim of this paper is to present a virtual simulator to evaluate the use in training agents in major events. As a case study, the Maracana and the agents of the National Nuclear Energy Commission (CNEN) was chosen. (author)

  9. Use of virtual simulator for agent training in radiation protection actions in major events

    Energy Technology Data Exchange (ETDEWEB)

    Passos, Claudio Azevedo, E-mail: cpassos.cp2@gmail.com [Universidade Federal do Rio de Janeiro (CCMN/NCE/UFRJ), Rio de Janeiro, RJ (Brazil); Mol, Antonio Carlos A.; Carvalho, Paulo V.R., E-mail: mol@ien.gov.br, E-mail: paulov@ien.gov.br [nstituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Lima, Fabio Almeida; Rocha, Tiago Lima, E-mail: profantoniocarlosmol@gmail.com, E-mail: falmeida@unicarioca.edu.br, E-mail: tlrtiago@gmail.com [Centro Universitario Carioca (Unicarioca), Rio de Janeiro, RJ (Brazil)

    2015-07-01

    With the proximity of the events of the Olympic Games, Brazil can become a great place of visibility for running dirty bombs or any other radiation mode proliferation by terrorists. Aware of these problems, the government and the organizations created managements of emergencies to ensure that these events elapse in an orderly and safe manner. The management of emergency situations at an event is a complex problem, which involves dynamic, unforeseen and unintended situations, emphasizing the potential complexity of the contexts in which organizations operate and, as a consequence, the people involved in the execution of multiple tasks from activities that require intense cognitive effort, are often challenged to adapt dynamically to maintain the productivity of the organization at satisfactory levels of performance usually impedes these people reflect on the results of their actions and learn from them. Therefore, it is extremely important to create tools that address the methods and techniques of Cognitive Task Analysis (CTA) to assist in the previous training of the security agents, for example, detection and approaches of people who carry radioactive elements. One of the possible ways to accomplish this training is through the use of virtual reality. Virtual environments bring some advantages like reducing costs and risks. The aim of this paper is to present a virtual simulator to evaluate the use in training agents in major events. As a case study, the Maracana and the agents of the National Nuclear Energy Commission (CNEN) was chosen. (author)

  10. Virtual customer service agents: using social presence and personalization to shape online service encounters

    NARCIS (Netherlands)

    Verhagen, T.; van Nes, J; Feldberg, F; van Dolen, W.

    2014-01-01

    By performing tasks traditionally fulfilled by service personnel and having a humanlike appearance, virtual customer service agents bring classical service elements to the web, which may positively influence customer satisfaction through eliciting social responses and feelings of personalization.

  11. Virtual Customer Service Agents: Using Social Presence and Personalization to Shape Online Service Encounters

    NARCIS (Netherlands)

    Verhagen, T.; van Nes, J.; Feldberg, J.F.M.; van Dolen, W.M.

    2014-01-01

    By performing tasks traditionally fulfilled by service personnel and having a humanlike appearance, virtual customer service agents bring classical service elements to the web, which may positively influence customer satisfaction through eliciting social responses and feelings of personalization.

  12. Investigación en Progreso: Estudio y Evaluación de Tecnologías de la Información y la Comunicación para el Desarrollo de Ciudades Inteligentes

    Directory of Open Access Journals (Sweden)

    Hector Luis Vivas

    2013-08-01

    Full Text Available Los avances tecnológicos, la globalización, la demanda social para poder disponer de diversos servicios, la evolución en las comunicaciones, y el impulso político, han provocado que nos encontremos frente a una sociedad en la cual se generan cambios significativos en la forma de trabajar, de aprender, de pensar, de comunicarse y de vivir afectando a los ciudadanos a todos los niveles. Por esto, la forma en la que concebimos a las ciudades tradicionales se encuentra cambiando a lo que se conoce como ciudades inteligentes; las ciudades ahora comienzan a ser vistas como medios innovadores que ayudan al desarrollo y al progreso de las regiones e inclusive del país del que forman parte, logrando así una integración de las diversas áreas urbanas hacia la Sociedad de la Información. En nuestra región (Provincia de Rio Negro – Argentina se ha podido identificar la necesidad de contar con desarrollos innovadores de tecnología para transformar dichas áreas urbanas en ciudades inteligentes. Esta evolución se verá apalancada por el aprovechamiento de las siguientes tecnologías: Televisión Digital Terrestre (TDT, Soluciones móviles, Internet de las Cosas (M2M, Plataformas Educativas Virtuales (PEV. El desafío de este proyecto es construir capacidades y herramientas de software para ciudades inteligentes, maximizando los beneficios en la aplicación correcta y eficiente de las citadas tecnologías. Como, así también, la aplicación de marcos referenciales de planificación y calidad durante el proceso de desarrollo y apropiación de dichos recursos.

  13. Sistema de iluminación inteligente inalámbrico

    OpenAIRE

    Nicolás Jaro, Jesús

    2014-01-01

    Este proyecto crea un sistema de iluminación inteligente compuesto por múltiples dispositivos que, de forma inalámbrica, se sincronizan entre si, para encenderse, apagarse y cambiar el color de la luz ambiente. El sistema se ha diseñado para conectar hasta 8 dispositivos basados en el sistema embebido LPC1769 y S.O. FreeRTOS, integrando un sensor acelerómetro, varios leds de distinto color y un módulo WiFly RN-XV que los interconecta de forma inalámbrica. Aquest projecte crea un sistema d'...

  14. Virtual Web Services

    OpenAIRE

    Rykowski, Jarogniew

    2007-01-01

    In this paper we propose an application of software agents to provide Virtual Web Services. A Virtual Web Service is a linked collection of several real and/or virtual Web Services, and public and private agents, accessed by the user in the same way as a single real Web Service. A Virtual Web Service allows unrestricted comparison, information merging, pipelining, etc., of data coming from different sources and in different forms. Detailed architecture and functionality of a single Virtual We...

  15. From virtual environment to virtual community

    NARCIS (Netherlands)

    Nijholt, Antinus; Terano, Takao; Nishida, Toyoaki; Namatame, Akira; Tsumoto, Syusaku; Ohsawa, Yukido; Washio, Takashi

    2001-01-01

    We discuss a virtual reality theater environment and its transition to a virtual community by adding domain agents and by allowing multiple users to visit this environment. The environment has been built using VRML (Virtual Reality Modeling Language). We discuss how our ideas about this environment

  16. How the Human Brain Goes Virtual: Distinct Cortical Regions of the Person-Processing Network Are Involved in Self-Identification with Virtual Agents

    NARCIS (Netherlands)

    Ganesh, S.; Schie, H.T. van; Lange, F.P. de; Thompson, E.; Wigboldus, D.H.J.

    2012-01-01

    Millions of people worldwide engage in online role-playing with their avatar, a virtual agent that represents the self. Previous behavioral studies have indicated that many gamers identify more strongly with their avatar than with their biological self. Through their avatar, gamers develop social

  17. Demand Response Integration Through Agent-Based Coordination of Consumers in Virtual Power Plants

    DEFF Research Database (Denmark)

    Clausen, Anders; Umair, Aisha; Ma, Zheng

    2016-01-01

    of industrial loads. Coordination happens in response to Demand Response events, while considering local objectives in the industrial domain. We illustrate the applicability of our approach on a Virtual Power Plant scenario with three simulated greenhouses. The results suggest that the proposed design is able...... Power Plant design that is able to balance the demand of energy-intensive, industrial loads with the supply situation in the electricity grid. The proposed Virtual Power Plant design uses a novel inter-agent, multi-objective, multi-issue negotiation mechanism, to coordinate the electricity demands...... to coordinate the electricity demands of industrial loads, in compliance with external Demand Response events....

  18. Sistema de enseñanza/aprendizaje inteligente para grafos

    OpenAIRE

    Martínez, Natalia; Ferreira, Gheisa; García, Zoila Zenaida

    2007-01-01

    La teoría de grafos es un tema de estudio de la Matemática Discreta que por su importancia está presente en asignaturas de la carrera Ciencia de la Computación. Dificultades presentadas con respecto a su aprendizaje, han conducido al diseño e implementación de un Sistema de Enseñanza/Aprendizaje Inteligente (SEAI) que aborde esta temática. Los SEAI se caracterizan por aplicar técnicas de Inteligencia Artificial (IA) al desarrollo de sistemas de enseñanza asistida por computadoras, donde el té...

  19. How should a virtual agent present psychoeducation? Influence of verbal and textual presentation on adherence

    NARCIS (Netherlands)

    Tielman, M.L.; Neerincx, M.A.; Meggelen, M. van; Franken, I.; Brinkman, W.P.

    2017-01-01

    BACKGROUND AND OBJECTIVE: With the rise of autonomous e-mental health applications, virtual agents can play a major role in improving trustworthiness, therapy outcome and adherence. In these applications, it is important that patients adhere in the sense that they perform the tasks, but also that

  20. Cidade inteligente Búzios : entre paradigmas e percepções

    OpenAIRE

    Freitas, João Alcantara de

    2014-01-01

    A partir da segunda metade da década de 1990, com o avanço da informática, passou-se a integrar Tecnologia da Informação (TI) em vários processos de gestão das cidades. A partir desta integração, nasce o conceito genérico de Smart City, traduzido – não literalmente – para o português como Cidade inteligente. O conceito está sendo disseminado rapidamente, mas destaca-se que não há consenso em sua definição, o que faz com que os projetos desta natureza sejam bastante heterog...

  1. Tecnologia da informação e comunicação para recarga inteligente

    NARCIS (Netherlands)

    Montes Portela, C.; Geldtmeijer, D.A.M.; Slootweg, J.G.; van Eekelen, Marko

    2014-01-01

    Este artigo apresenta uma arquitetura de tecnologia da informação e comunicação flexível, com privacidade de dados, para o carregamento inteligente de veículos elétricos, implementada para demonstração pelo operador do sistema de distribuição holandês. Seu objetivo é incorporar infraestruturas

  2. Distributed event-triggered consensus tracking of second-order multi-agent systems with a virtual leader

    International Nuclear Information System (INIS)

    Cao Jie; Wu Zhi-Hai; Peng Li

    2016-01-01

    This paper investigates the consensus tracking problems of second-order multi-agent systems with a virtual leader via event-triggered control. A novel distributed event-triggered transmission scheme is proposed, which is intermittently examined at constant sampling instants. Only partial neighbor information and local measurements are required for event detection. Then the corresponding event-triggered consensus tracking protocol is presented to guarantee second-order multi-agent systems to achieve consensus tracking. Numerical simulations are given to illustrate the effectiveness of the proposed strategy. (paper)

  3. The Effects of a Pedagogical Agent's Smiling Expression on the Learner's Emotions and Motivation in a Virtual Learning Environment

    Science.gov (United States)

    Liew, Tze Wei; Zin, Nor Azan Mat; Sahari, Noraidah; Tan, Su-Mae

    2016-01-01

    The present study aimed to test the hypothesis that a smiling expression on the face of a talking pedagogical agent could positively affect a learner's emotions, motivation, and learning outcomes in a virtual learning environment. Contrary to the hypothesis, results from Experiment 1 demonstrated that the pedagogical agent's smile induced negative…

  4. Virtual expansion of the technical vision system for smart vehicles based on multi-agent cooperation model

    Science.gov (United States)

    Krapukhina, Nina; Senchenko, Roman; Kamenov, Nikolay

    2017-12-01

    Road safety and driving in dense traffic flows poses some challenges in receiving information about surrounding moving object, some of which can be in the vehicle's blind spot. This work suggests an approach to virtual monitoring of the objects in a current road scene via a system with a multitude of cooperating smart vehicles exchanging information. It also describes the intellectual agent model, and provides methods and algorithms of identifying and evaluating various characteristics of moving objects in video flow. Authors also suggest ways for integrating the information from the technical vision system into the model with further expansion of virtual monitoring for the system's objects. Implementation of this approach can help to expand the virtual field of view for a technical vision system.

  5. Polímeros inteligentes. Informe de vigilancia tecnológica

    OpenAIRE

    Cano Serrano, Encarnación; Urbina Fraile, Marina

    2008-01-01

    Este informe de Vigilancia Tecnológica ha sido cofinanciado con Fondos FEDER y se ha realizado dentro del marco del Contrato Programa suscrito entre la Dirección General de Universidades e Investigación de la Comunidad de Madrid y la Universidad Carlos III de Madrid, con la colaboración del Parque Científico de Leganés que gestiona el Círculo de Innovación en Materiales, Tecnología Aeroespacial y Nanotecnología. Los sistemas poliméricos inteligentes o polímeros sensibles al estímulo son...

  6. Un modelo de planificación instruccional usando razonamiento basado en casos en sistemas multi-agente para entornos integrados de sistemas tutoriales inteligentes y ambientes colaborativos de aprendizaje

    OpenAIRE

    Jiménez Builes, Jovani Alberto

    2006-01-01

    La Inteligencia Artificial en la Educación es un área interdisciplinar en la que se mezclan investigadores con diversas formaciones y objetivos. Principalmente, trabajan en ella personas interesadas en diferentes campos como: la pedagogía, psicología, informática entre otros. Cada una de ellas aporta desde su perspectiva a la construcción de la disciplina con el propósito de aplicar diversas técnicas al desarrollo de sistemas de enseñanza / aprendizaje de manera inteligente. El término “intel...

  7. Ciudad Inteligente (Smart City), Gandía. Propuestas para un plan de actuación en el sector turístico

    OpenAIRE

    AVELLANA DOMENECH, EVA

    2015-01-01

    El concepto de ciudad inteligente todavía no es muy conocido, nació en la década de los 90, pero hoy en día acoge más importancia gracias a los rápidos avances tecnológicos. Mediante este estudio exploratorio se pretende avanzar un paso más hacia lo que supone convertir la ciudad de Gandía en una ciudad inteligente o, como es más conocido, en smart city dentro del sector turístico. Después de haber estudiado a fondo el concepto, la situación turística actual de Gandía, las v...

  8. Sistema inteligente para evaluación de programas tutores

    Directory of Open Access Journals (Sweden)

    Luz Daicy Alvarado

    2002-01-01

    Full Text Available El mecanismo evaluador que se presenta a continuación forma parte de un proyecto que busca el desarrollo de un Sistema de enseñanza asistida por ordenador (EAO basado en tutores inteligentes. Se pretende que este mecanismo, basado en herramientas de «aprendizaje automático», tenga la capacidad para capturar una «imagen» que indique el grado de comprensión de la materia por parte del alumno e identifique los aspectos en los que el estudiante tiene dificultades. Con esa información se retroalimentará a un sistema tutor de manera que este último tome una decisión acerca de la estrategia educativa por seguir.

  9. Propuesta de cambio para el desarrollo de una organización inteligente verde de TI Bancaria, basada en redes inteligentes ecológicas, banca móvil y ética organizacional para la Banca Universal

    Directory of Open Access Journals (Sweden)

    Carlos A. Fernández Bravo

    2011-11-01

    Full Text Available Esta investigación presenta una propuesta de cambio para el desarrollo de una organización inteligente verde de TI Bancaria, basada en redes inteligentes ecológicas, banca móvil y ética organizacional para la Banca Universal. La metodología es de tipo exploratoria y a su vez descriptiva. Se concluye que la Banca Universal debe asegurar la participación activa del sector financiero con los gobiernos y las organizaciones no gubernamentales para desarrollar y perfeccionar las leyes y los estándares ambientales tanto en leyes nacionales como en acuerdos internacionales. Así mismo, promover el desarrollo de iniciativas voluntarias que incluyan aspectos sociales, ambientales y económicos del desarrollo sostenible y que tengan por objetivo fundamental mejorar la calidad de vida. Se plantean lineamientos estratégicos que enfatizan la necesidad de una adecuada gestión de tecnología de información y comunicación, para integrar a las estrategias ecológicas, sustentadas en ética y herramientas verdes que proporcionen vida a la humanidad

  10. LA GESTIÓN EMPRESARIAL BAJO EL ENFOQUE DE LAS ORGANIZACIONES INTELIGENTES EN LA SOCIEDAD DE LA INFORMACIÓN

    Directory of Open Access Journals (Sweden)

    Jaime José Gil Domínguez

    2007-04-01

    Full Text Available El presente artículo se centra en develar a través de una investigación documental, los fundamentos teóricos en los que se sustenta el enfoque de las Organizaciones Inteligentes. Se inicia con una descripción del entorno en el que están inmersas las organizaciones hoy en día, en la llamada era de la sociedad de la información. Luego, se presentan los principios y estructuras conceptuales que sirven de base a este enfoque. Finalmente, destaca su confluencia sobre otras filosofías y modelos de gestión empresarial, buscando una aproximación en como ésta puede concebirse en el modelo de una Organización Inteligente. La construcción de este marco teórico, pretende propiciar discusiones que gener

  11. Plataforma autónoma inteligente para fútbol robot

    Directory of Open Access Journals (Sweden)

    Cesar Hernán Rodríguez Garavito

    2008-01-01

    Full Text Available This article presents the design, implementation, virtual simulation and test results for a hardware-software platform for robot soccer. The platform consists of a soccer field, a software-controlled mobile agent (AMC, a user-controlled mobile agent (MCU, a golf ball, an image sensor system and a path-planning controller. The problem for agent AMC is to sense the environment and move to a kicking position to score while avoiding opponents in its way. The soccer field is a bounded area of 1.5m x 2m in which mobile agents move following differential robot kinematics at 25.7cm/s speed; each robot has a kicking system which can speed up a golf ball at 1.43m/s velocity. A position sensor was implemented and optimised in three stages: capturing the soccer field image, converting to HSI format and applying digital filters and calculating the Cartesian components from colour patterns for identifying the mobile robots and the golf ball. Image sensor system processing speed is 30 frames per second. Robot path planning is controlled by a hybrid strategy based on two linearly combined fuzzy logic controllers; one takes agent AMC to the goal position and the other avoids obstacles while it moves to the goal position.

  12. Integration agent-based models and GIS as a virtual urban dynamic laboratory

    Science.gov (United States)

    Chen, Peng; Liu, Miaolong

    2007-06-01

    Based on the Agent-based Model and spatial data model, a tight-coupling integrating method of GIS and Agent-based Model (ABM) is to be discussed in this paper. The use of object-orientation for both spatial data and spatial process models facilitates their integration, which can allow exploration and explanation of spatial-temporal phenomena such as urban dynamic. In order to better understand how tight coupling might proceed and to evaluate the possible functional and efficiency gains from such a tight coupling, the agent-based model and spatial data model are discussed, and then the relationships affecting spatial data model and agent-based process models interaction. After that, a realistic crowd flow simulation experiment is presented. Using some tools provided by general GIS systems and a few specific programming languages, a new software system integrating GIS and MAS as a virtual laboratory applicable for simulating pedestrian flows in a crowd activity centre has been developed successfully. Under the environment supported by the software system, as an applicable case, a dynamic evolution process of the pedestrian's flows (dispersed process for the spectators) in a crowds' activity center - The Shanghai Stadium has been simulated successfully. At the end of the paper, some new research problems have been pointed out for the future.

  13. Modelo de simulación basado en agentes de software inteligentes para el aprendizaje de estrategias de comercialización de energía eléctrica en Colombia

    OpenAIRE

    Moreno Cadavid, Julián

    2007-01-01

    El alto nivel de competencia introducido en los mercados eléctricos alrededor del mundo a raíz de su liberación ha obligado a las diversas empresas que hacen parte estos mercados, y en particular a aquellas que se dedican al negocio de la comercialización, a desarrollar estrategias inteligentes que les permitan posicionarse de manera eficiente y perdurable. El mercado eléctrico colombiano no es ajeno a este panorama por lo que en esta tesis se proponen una serie de modelos que a partir de la ...

  14. Modelo de agente racional para auxiliar na gestão de serviços em redes de computadores

    OpenAIRE

    José Elias da Silva Justo; Annabell del Real Tamariz

    2012-01-01

    A globalização aumentou consideravelmente o volume de dados a serem processados, surgindo a necessidade de interligar computadores em redes. Administrar redes de computadores não é uma tarefa trivial. Agentes inteligentes podem auxiliar na gestão de redes de computadores. O objetivo deste trabalho é desenvolver um protótipo baseado em um agente de software, que monitore, gerencie serviços prestados em redes de computadores e intervenha reativamente, reiniciando quaisquer dos serviços com prob...

  15. Goal-based communication using BDI agents as virtual humans in training: An ontology driven dialogue system

    NARCIS (Netherlands)

    Oijen, J. van; Doesburg, W. van; Dignum, F.

    2011-01-01

    Simulations for training can greatly benefit from BDI agents as virtual humans playing the role of key players. Learning to communicate effectively is a key aspect of training to command a team that is managing a crisis. In this paper, we present a goal-based dialogue system which has been applied

  16. Modelling and Simulating of Risk Behaviours in Virtual Environments Based on Multi-Agent and Fuzzy Logic

    Directory of Open Access Journals (Sweden)

    Linqin Cai

    2013-11-01

    Full Text Available Due to safety and ethical issues, traditional experimental approaches to modelling underground risk behaviours can be costly, dangerous and even impossible to realize. Based on multi-agent technology, a virtual coalmine platform for risk behaviour simulation is presented to model and simulate the human-machine-environment related risk factors in underground coalmines. To reveal mine workers' risk behaviours, a fuzzy emotional behaviour model is proposed to simulate underground miners' responding behaviours to potential hazardous events based on cognitive appraisal theories and fuzzy logic techniques. The proposed emotion model can generate more believable behaviours for virtual miners according to personalized emotion states, internal motivation needs and behaviour selection thresholds. Finally, typical accident cases of underground hazard spotting and locomotive transport were implemented. The behaviour believability of virtual miners was evaluated with a user assessment method. Experimental results show that the proposed models can create more realistic and reasonable behaviours in virtual coalmine environments, which can improve miners' risk awareness and further train miners' emergent decision-making ability when facing unexpected underground situations.

  17. Optimización de la Estimación de DOA en Sistemas de Antenas Inteligentes usando criterios de Redes Neuronales

    Directory of Open Access Journals (Sweden)

    Serguei Guerra Fernández

    2013-04-01

    Full Text Available La estimación DOA es uno de los principales problemas a resolver en las comunicaciones modernas. En el presente trabajo, se realiza un acercamiento a los sistemas de Antenas Inteligentes y los elementos teóricos referidos a la estimación de DOA, ecuaciones y modelos. Se estudian los métodos clásicos de estimación y las nuevas técnicas basadas en Redes Neuronales. Se traza una metodología para la obtención de resultados, a partir de parámetros medibles, en cada uno de los algoritmos de estimación sometidos a comparación. Finalmente, se analizan los resultados y se propone utilizar técnicas basadas en Redes Neuronales a fin de mejorar la estimación de DOA en Antenas Inteligentes.

  18. Human and Virtual Agents Interacting in the Virtuality Continuum

    NARCIS (Netherlands)

    Nijholt, Antinus; Miyares Bermúdez, E.; Ruiz Miyares, L.

    2006-01-01

    We introduce several of our projects in an overview that makes it possible to compare research approaches on interaction modeling in virtual, mixed-reality and real (physical) environments. For these environments, interaction modeling means multimodal (verbal and nonverbal) interaction modeling

  19. ForestTime: una aplicación móvil para el estudio de tiempos de trabajo de maquinaria forestal a través de teléfonos inteligentes

    OpenAIRE

    Acuña, Eduardo; Mena, Pablo; Torres, Claudio; Cancino, Jorge

    2013-01-01

    Los teléfonos inteligentes y tabletas de hoy ofrecen capacidades de cómputo y almacenamiento atractivos, los cuales permiten una gran variedad de aplicaciones móviles con una gran funcionalidad. La integración de nuevas interfaces abre oportunidades para las nuevas aplicaciones. Estas aplicaciones requieren almacenamiento y procesamiento de datos en los teléfonos inteligentes. En este artículo se presenta el diseño e implementación de una aplicación, que tiene por finalidad llevar el registro...

  20. Vestuário inteligente e o interface no tratamento da obesidade infantil

    OpenAIRE

    Dias, André José Santos

    2011-01-01

    O tema apresentado “Vestuário inteligente e o interface no tratamento da Obesidade infantil” contém um estudo sobre o aumento da obesidade na faixa etária dos 9 aos 14 anos de idade, aliado ao desenvolvimento de um produto na área de design de moda. Esta pesquisa é de grande importância, porque actualmente este problema de saúde tem apresentado um elevado número de crianças com excesso de peso. Este aumento deve-se a vários motivos dos quais podemos destacar os factores socioculturais, gen...

  1. Polímeros Inteligentes y Aplicaciones. Informe de vigilancia tecnológica

    OpenAIRE

    Cano Serrano, Encarnación; Urbina Fraile, Marina

    2009-01-01

    Este informe de Vigilancia Tecnológica ha sido cofinanciado con Fondos FEDER y se ha realizado dentro del marco del Contrato Programa suscrito entre la Dirección General de Universidades e Investigación de la Comunidad de Madrid y la Universidad Carlos III de Madrid, con la colaboración del Parque Científico de Leganés que gestiona el Círculo de Innovación en Materiales, Tecnología Aeroespacial y Nanotecnología. El campo de los materiales inteligentes es amplio y variado, no sólo respecto ...

  2. A desirability-based multi objective approach for the virtual screening discovery of broad-spectrum anti-gastric cancer agents.

    Directory of Open Access Journals (Sweden)

    Yunierkis Perez-Castillo

    Full Text Available Gastric cancer is the third leading cause of cancer-related mortality worldwide and despite advances in prevention, diagnosis and therapy, it is still regarded as a global health concern. The efficacy of the therapies for gastric cancer is limited by a poor response to currently available therapeutic regimens. One of the reasons that may explain these poor clinical outcomes is the highly heterogeneous nature of this disease. In this sense, it is essential to discover new molecular agents capable of targeting various gastric cancer subtypes simultaneously. Here, we present a multi-objective approach for the ligand-based virtual screening discovery of chemical compounds simultaneously active against the gastric cancer cell lines AGS, NCI-N87 and SNU-1. The proposed approach relays in a novel methodology based on the development of ensemble models for the bioactivity prediction against each individual gastric cancer cell line. The methodology includes the aggregation of one ensemble per cell line using a desirability-based algorithm into virtual screening protocols. Our research leads to the proposal of a multi-targeted virtual screening protocol able to achieve high enrichment of known chemicals with anti-gastric cancer activity. Specifically, our results indicate that, using the proposed protocol, it is possible to retrieve almost 20 more times multi-targeted compounds in the first 1% of the ranked list than what is expected from a uniform distribution of the active ones in the virtual screening database. More importantly, the proposed protocol attains an outstanding initial enrichment of known multi-targeted anti-gastric cancer agents.

  3. Arquitectura de Software de Referencia para Objetos Inteligentes en Internet de las Cosas

    OpenAIRE

    Ariel Alejandro Segura

    2016-01-01

    La evolución de los sistemas embebidos, que tuvo lugar junto al bajo costo y ubicuidad de internet, ha tenido como resultado el paradigma Internet de las Cosas. El objetivo de este paradigma es convertir los objetos que nos rodean en objetos inteligentes de forma tal que, comunicándose a través de Internet, puedan percibir lo que sucede en su entorno y poder reaccionar frente a ello. Se han llevado a cabo numerosos trabajos en materia de estandarización para este paradigma como, por ejemplo, ...

  4. Transporte frigorífico internacional de fruta: intermodalidad y sistemas de transporte inteligente

    OpenAIRE

    Barreiro Elorza, Pilar; Robla Villalba, José Ignacio

    2004-01-01

    n el año 2001 la UE presentó el Libro Blanco del Transporte en el que se plantea la necesidad acuciante de fomentar los medios de transporte alternativos al transporte por carretera: transporte marítimo, ferroviario y fluvial, especialmente de cara a la ampliación europea. En este artículo se revisan los conceptos de Intermodalidad y Sistemas de Transporte Inteligentes tal y como los define la UE. Se presentan también los resultados de un seguimiento de transporte marítimo intercontinental ll...

  5. Algoritmos evolutivos aplicados al diseño inteligente de parques eólicos

    OpenAIRE

    Bilbao, Martín; Alba, Enrique

    2011-01-01

    En este documento se muestran dos tipos de algoritmos metaheurísticos aplicados al diseño inteligente de un parque eólico, la idea básica es utilizar CHC y algoritmos genéticos para obtener una buena configuración de molinos dentro del parque de tal manera que maximicen la energía total producida y minimicen la cantidad de molinos utilizados. En este trabajo analizaremos dos casos de estudios con una distribución real de vientos de la patagonia argentina, un terreno irregular con restriccione...

  6. Diseño de un sistema tutorial inteligente

    Directory of Open Access Journals (Sweden)

    Rosa María Rodríguez Aguilar

    2013-04-01

    Full Text Available Los problemas de aprendizaje en la matemática a nivel licenciatura se reflejan en el bajo rendimiento escolar o, en el peor de los casos, en el truncamiento de una carrera, por no acreditar asignaturas relacionadas con ésta. Un alto porcentaje de alumnos no cumplen con los requerimientos mínimos en su aprendizaje y, conforme aumentan su complejidad, ocurre su rezago e incremento del índice de reprobación, lo que ocasiona en el alumnado angustia y frustración. La investigación se desarrolla en la Unidad Académica Profesional Nezahualcóyotl (UAP-Nezahualcóyotl de la Universidad Autónoma del Estado de México (UAEM, con el objetivo de identificar los problemas en el aprendizaje de la matemática en los alumnos de nivel licenciatura y obtener, así, el modelo del sistema tutorial inteligente en matemáticas con la implementación de los diferentes estilos de aprendizaje.

  7. Arquitectura Basada en Inteligencia Artificial Distribuida para la Gerencia Integrada de Producción Industrial

    Directory of Open Access Journals (Sweden)

    César Bravo

    2011-10-01

    Full Text Available Resumen: La propuesta presentada en este trabajo de investigación consiste en una arquitectura de referencia para la gestión integrada de producción, que permite el acceso a la información requerida para obtener una visión completa del estado del proceso productivo y habilita la automatización inteligente de los procesos de negocio, a partir de la definición de un mecanismo de acceso estandarizado a las fuentes de información de proceso, del desarrollo de un marco ontólogico de producción y del uso de técnicas de inteligencia artificial distribuida, específicamente sistemas multi-agentes e instituciones electrónicas. Palabras clave: Automatización Industrial. Agentes Inteligentes. Sistemas de Manufactura Inteligente. Sistemas basados en Conocimiento Inteligente. Control Inteligente

  8. Intersystem Communications between Virtualized Agents

    Directory of Open Access Journals (Sweden)

    Ovidiu Gherman

    2015-12-01

    Full Text Available This paper presents an analysis of the main problems associated with data and command communications in virtualized environments. This aspect is very important in determining the performance and functionality of such systems. In this regard, an effective data communication brings obvious advantages for volume data transfer (images, backups, checkpointing information. If we are to refer to resource administration overhead, we can notice that direct connectivity - although important - is not the only factor which defines the performance of data transfers; resource administration, resource loading and load balancing are also extremely important. Furthermore, a command structure is very important to expand the capabilities of underlying software (platform. Even if a platform supports various functions, the system should have the capability to discover, asses, command, deploy and monitor various dynamic virtualized resources in order to correctly (and efficiently use those resources, either via predefined protocols or via a set of mission-defined parameters that are transferred and intelligently parsed and processed.

  9. DE LA EMPRESA TRADICIONAL A LA EMPRESA VIRTUAL: valores transformativos

    Directory of Open Access Journals (Sweden)

    José Rubén Calderas

    2010-11-01

    Full Text Available Las nuevas tecnologías de la información y de las telecomunicaciones han configurado el nuevo contexto en el que se desarrollan las organizaciones, caracterizado por la globalización, la complejidad y el cambio rápido y constante. De hecho, la gestión eficaz del conocimiento requiere a su vez nuevas formas y estructuras organizativas más flexibles e inteligentes las cuales potencien el aprendizaje individual y colectivo, y el desarrollo del talento de las personas, de allí que adquiere un gran relieve la empresa virtual especialmente cuando se trata de empresas de la nueva economía. Este artículo pretende demarcar aspectos inherentes a las nuevas estructuras organizativas y virtualización de empresas existentes para adaptarlas a las exigencias del contexto actual de la nueva economía.

  10. ¿Cómo se gobiernan las ciudades? Ciudades inteligentes. Casos comparados: Shangái, Iskandar, ciudades en Japón, Nueva York, Ámsterdam, Málaga, Santander y Tarragona

    OpenAIRE

    Gil, Olga; Navío, Julio; Pérez de Heredia, Maider

    2015-01-01

    El libro que tiene en sus manos forma parte de los proyectos de estudios aplicados sobre ciudades inteligentes en marcha desde 2013. El objetivo del trabajo es ofrecer una reflexión de conjunto sobre qué es una ciudad inteligente. Este objetivo está ligado a comprender mejor el futuro del sector público-privado a nivel local. También está ligado a comprender mejor el futuro del sector público privado en el entorno regional, nacional y global desde lo local. Los trabajos sobre ciudades inte...

  11. Factores Clave en la Gestión de Tecnología de Información para Sistemas de Gobierno Inteligente

    Directory of Open Access Journals (Sweden)

    Gina Paola Maestre G.

    2015-12-01

    Full Text Available La dinámica actual de las ciudades establece nuevos retos para los sistemas de gobernanza pública. Un reto importante para los gobiernos es diseñar e implementar novedosas estrategias de interacción y comunicación con los ciudadanos, a través de las tecnologías, con el fin de lograr un mejoramiento en la prestación de servicios sostenible, eficaz y eficiente garantizando la integridad y la construcción de confianza para mejorar la relación de los ciudadanos con el estado y la implementación de iniciativas de gobierno inteligente es una de las estrategias validas en este contexto. Este artículo identifica, presenta y analiza los factores claves para la gestión de Tecnología Informática (TI teniendo en cuenta los desafíos y retos actuales que afrontan los territorios al momento de trazar metas hacía una gobernanza inteligente.

  12. REDES DE COMUNICACIÓN Y AUTOMATIZACIÓN DE SISTEMAS DE POTENCIA - UN PASO HACIA LA TECNOLOGÍA DE LAS REDES INTELIGENTES SMART GRIDS

    Directory of Open Access Journals (Sweden)

    Hernán Arturo Santana

    2013-01-01

    Full Text Available Con la continua aceptación en el sector eléctrico del estándar para las redes de comunicación y automatización de sistemas de potencia IEC 61850, es importante contar con un conocimiento básico, de porque es catalogado con el eslabón apropiado para la estandarización de la comunicación en los sistemas de potencia eléctrica, revisándolo desde su objetivos de creación, hasta los beneficios que aporta para poder contar en un futuro con redes inteligentes “Smart Grid”, igualmente describiendo cuales son los requerimientos funcionales con que debe contar una subestación eléctrica en el área de las telecomunicaciones para que pueda aportar a una red inteligente.

  13. Implementación de un sistema de seguridad en medidores inteligentes (Smart Grids)

    OpenAIRE

    Camargo B., Carlos; Sáenz, Javier; Universidad Nacional de Colombia; Rosas, Nelson Felipe; Universidad de San Buenaventura, Bogotá

    2014-01-01

    La Integración de la red eléctrica y las tecnologías de la información y las comunicaciones (TIC) es el futuro de la energía, el mundo moderno no puede ser concebido sin electricidad y la infraestructura actual está mal adaptada a las necesidades actuales, cada día la demanda de energía es mayor y el medio ambiente sufre debido a la generación de CO2, necesitamos una red inteligente con mejor administración de la energía; implementando estas tecnologías se esperan reducir significativamente l...

  14. De Instituciones a Organizaciones Educativas Inteligentes. A Propósito del Libro Calidad de la Educación y Organizaciones Escolares Inteligentes

    Directory of Open Access Journals (Sweden)

    Francisco Javier Vásquez De la Hoz

    2015-10-01

    Full Text Available En el libro reseñado aquí, Rodolfo Posada Álvarez plantea una serie de ideas de crucial importancia para el sistema educativo de nuestra región Caribe colombiana. Aborda, así, las condiciones de la calidad educativa tomando como referentes las estadísticas proporcionadas por algunas entidades nacionales e internacionales, pero también fundamentándose en los resultados de sus propias investigaciones, en las que indagó sobre las percepciones que tienen las comunidades educativas de distintas partes de la Región sobre la calidad de la educación, diseñando y aplicando luego una compleja matriz de autoevaluación que denominó Sistema de Indicadores de Calidad para Organizaciones Escolares Inteligentes (SICOEI, como una posible alternativa de solución a las precarias condiciones de calidad educativa que hoy por hoy la caracterizan.

  15. EVALUACIÓN DEL DESEMPEÑO EN REDES INALÁMBRICAS DE SENSORES MEJORADAS CON AGENTES MÓVILES AVALIAÇÃO DO DESEMPENHO EN REDES DE SENSORES SEM FIO MELHORADAS COM AGENTES MÓVEIS PERFORMANCE EVALUATION OF WIRELESS SENSOR NETWORKS IMPROVED WITH MOBILE AGENTS

    Directory of Open Access Journals (Sweden)

    Alcides Montoya

    2012-06-01

    Full Text Available La reconfiguración, reprogramación y despliegue de nuevas tareas computacionales en redes inalámbricas de sensores es un problema no resuelto satisfactoriamente en la actualidad. Este artículo propone la evaluación del desempeño en redes inalámbricas de sensores mejoradas con agentes móviles inteligentes como mecanismo de reprogramación autónoma. El método utilizado para la evaluación del desempeño se fundamenta en la medida del consumo de energía durante el proceso de migración de los agentes móviles inteligentes entre los nodos sensores y en el cálculo del tiempo de convergencia de la red, definido como el tiempo que tarda la red en pasar de un estado a otro; en los experimentos se refiere al retardo durante el cambio del tiempo de muestreo para toda la red. La solución más eficiente, que fue probada y evaluada en una red inalámbrica formada por 40 nodos que detectan fugas de amoniaco en tiempo real, determinó que el punto clave consiste en disminuir el consumo de energía producto de las confirmaciones y retransmisiones innecesarias de datos y procedimientos, desde los nodos sensores hasta la estación base. Este hecho representa, además de la disminución en el consumo energético, un ahorro significativo en el tiempo de convergencia de la red.A reconfiguração, reprogramação e implantação de novas tarefas computacionais em redes de sensores sem fio é um problema não resolvido de modo satisfatório na atualidade. Este artigo propõe a avaliação do desempenho em redes de sensores sem fio melhoradas com agentes móveis inteligentes como mecanismo de reprogramação autônoma. O método utilizado para a avaliação do desempenho fundamenta-se na medida do consumo de energia durante o processo de migração dos agentes móveis inteligentes entre os nós sensores e no cálculo do tempo de convergência da rede, definido como o tempo que demora a rede de passar de um estado a outro; nos experimentos se refere ao

  16. Social communication with virtual agents: The effects of body and gaze direction on attention and emotional responding in human observers.

    Science.gov (United States)

    Marschner, Linda; Pannasch, Sebastian; Schulz, Johannes; Graupner, Sven-Thomas

    2015-08-01

    In social communication, the gaze direction of other persons provides important information to perceive and interpret their emotional response. Previous research investigated the influence of gaze by manipulating mutual eye contact. Therefore, gaze and body direction have been changed as a whole, resulting in only congruent gaze and body directions (averted or directed) of another person. Here, we aimed to disentangle these effects by using short animated sequences of virtual agents posing with either direct or averted body or gaze. Attention allocation by means of eye movements, facial muscle response, and emotional experience to agents of different gender and facial expressions were investigated. Eye movement data revealed longer fixation durations, i.e., a stronger allocation of attention, when gaze and body direction were not congruent with each other or when both were directed towards the observer. This suggests that direct interaction as well as incongruous signals increase the demands of attentional resources in the observer. For the facial muscle response, only the reaction of muscle zygomaticus major revealed an effect of body direction, expressed by stronger activity in response to happy expressions for direct compared to averted gaze when the virtual character's body was directed towards the observer. Finally, body direction also influenced the emotional experience ratings towards happy expressions. While earlier findings suggested that mutual eye contact is the main source for increased emotional responding and attentional allocation, the present results indicate that direction of the virtual agent's body and head also plays a minor but significant role. Copyright © 2015 Elsevier B.V. All rights reserved.

  17. Interacting with a Virtual Conductor

    NARCIS (Netherlands)

    Bos, Pieter; Reidsma, Dennis; Ruttkay, Zsófia; Nijholt, Anton; Harper, Richard; Rauterberg, Matthias; Combetto, Marco

    This paper presents a virtual embodied agent that can conduct musicians in a live performance. The virtual conductor conducts music specified by a MIDI file and uses input from a microphone to react to the tempo of the musicians. The current implementation of the virtual conductor can interact with

  18. Feasibility study on use of virtual collaborator for remote NPP control

    International Nuclear Information System (INIS)

    Kim, Jong Hyun; Lee, Seung Jun; Seong, Poong Hyun

    2001-01-01

    In this paper, we study the feasibility of Virtual Collaborator for Remote NPP Control as long-term research theme. And we present similar and related researches that are fulfilled at I and C laboratory in nuclear department of KAIST. Yoshikawa's laboratory, Kyoto University in Japan, is developing 'virtual collaborator', agent robot, which realized in virtual reality. Virtual Collaborator is a new type of human-machine interface which works as 'intelligent interface agent' to help machine operators manipulating large scale machine system such as power plant. The Virtual Collaborator is a sort of 'virtual robot' which behaves as if an intelligent agent robot in virtual space, who can communicate naturally with human like humans do with each other

  19. Construction of Intelligent Virtual Worlds Using a Grammatical Framework

    OpenAIRE

    López García, Gabriel; Gallego Sánchez, Antonio Javier; Molina-Carmona, Rafael; Compañ, Patricia

    2014-01-01

    The potential of integrating multiagent systems and virtual environments has not been exploited to its whole extent. This paper proposes a model based on grammars, called Minerva, to construct complex virtual environments that integrate the features of agents. A virtual world is described as a set of dynamic and static elements. The static part is represented by a sequence of primitives and transformations and the dynamic elements by a series of agents. Agent activation and communication is a...

  20. Incorporación de Proactividad a los Agentes en un Observatorio Tecnológico

    Directory of Open Access Journals (Sweden)

    Yahima Hadfeg-Fernández

    2014-12-01

    Full Text Available Uno de los paradigmas utilizados para desarrollar Observatorios Tecnológicos es el paradigma de agentes, debidos a las múltiples funcionalidades que estos brindan. Una de las características más tentadoras que tienen los agentes es la capacidad de adquirir conocimiento, ya que pueden ser provistos de proactividad. De esta forma pueden ejecutar mecanismos inteligentes para actuar en el entorno donde se encuentran y socializar con los demás agentes, incrementando sus prestaciones y acercándolos más a las necesidades reales de las personas. En este trabajo se presentan mecanismos para dotar de conocimiento a los agentes que forma parte de la arquitectura de un Observatorio Tecnológico. Esto se logró mediante el uso de métodos empíricos (encuesta, el motor de reglas Jadex–Rules y técnicas de Minería de Datos, apoyándose en la herramienta Knime para la extracción de reglas permitiendo incorporarle un cierto grado de proactividad a los agentes del Observatorio Tecnológico.

  1. Smart cities, movilidad inteligente y protección de los datos personales

    Directory of Open Access Journals (Sweden)

    Alessandro Mantelero

    2016-03-01

    Full Text Available En este artículo, el autor afronta las cuestiones relativas a la protección de datos en el contexto de amplios proyectos de movilidad territorial. En la primera parte, se describen brevemente los sistemas de movilidad inteligente y los problemas que de ellos se derivan, con especial atención a su incidencia sobre la dimensión individual y colectiva de la protección de datos. La segunda parte del artículo analiza
    cómo se han afrontado estos aspectos en Italia, en el ámbito de un proyecto piloto concreto que ha involucrado a entes de transporte, gobiernos locales y a la academia.

  2. Modelo de evaluación del conocimiento en un Sistema Tutorial Inteligente

    Directory of Open Access Journals (Sweden)

    Huapaya, Constanza

    2007-01-01

    Full Text Available El presente trabajo propone modificaciones de los modelos del instructor y del estudiante de un Sistema Tutorial Inteligente a fin de incorporar un nuevo método evaluativo del progreso del estudiante. Para tal fin, se integra un modelo basado en la distancia semántica (método DistSem para mejorar el entendimiento del sistema computacional, sobre los logros del estudiante de ingeniería de los primeros años. El docente puede interactuar con el sistema computacional a fin de proponer pruebas de evaluación y visualizar resultados de exámenes diagnósticos, formativos o acumulativos tanto de grupos de estudiantes o de estudiantes en forma individual.

  3. Filosofía del aula inteligente del S. XXI: críticas urgentes y necesarias

    OpenAIRE

    Sánchez-Bayón, Antonio

    2015-01-01

    Este estudio trata el aula inteligente (especialmente, el modelo SEK), evaluándose sus fundamentos filosóficos y educativos, además de profundizar en sus principales problemas y retos actuales, con el tránsito al nuevo estadio de la globalización (globalización 2.0). Se diagnostican los fallos coyunturales y paradigmáticos (desmontándose inferencias, imposturas y falacias), y se pronostica acerca de los riesgos de no tomar medidas correctoras. Se presta especial atención al rie...

  4. Where computers disappear, virtual humans appear

    NARCIS (Netherlands)

    Nijholt, Antinus; Sourin, A.

    2004-01-01

    In this paper, we survey the role of virtual humans (or embodied conversational agents) in smart and ambient intelligence environments. Research in this area can profit from research done earlier in virtual reality environments and research on verbal and nonverbal interaction. We discuss virtual

  5. INTERNET DAS COISAS E SISTEMAS INTELIGENTES NO JORNALISMO: Explorando novas formas narrativas para reinventar a percepção de valor das novas gerações

    Directory of Open Access Journals (Sweden)

    Marcio Carneiro dos Santos

    2017-05-01

    Full Text Available Discute-se a capacidade de integração de redes e fluxos informativos no ambiente das cidades a partir de sistemas inteligentes no suporte ao processo de produção jornalística. Partindo de uma hierarquia expandida de emissores, que inclui entes não humanos conectados a partir da categoria que se convencionou chamar de internet das coisas (IoT, apresentamos o modelo de jornalismo de inserção e sua possível utilidade para aumentar a percepção de relevância entre os consumidores de conteúdo, permitindo também a exploração de novas formas narrativas. O trabalho relata ainda a iniciativa, ora em andamento, de transpor o modelo teórico descrito em uma prova de conceito aplicada chamada de projeto Jumper, um ambiente imersivo para a distribuição de notícias, suportado por espaços urbanos com alta densidade de conexões.   PALAVRAS-CHAVE: Internet das Coisas, Narrativas Digitais, Realidade Virtual.   ABSTRACT It discusses the network integration capabilities and information flows in the cities environment from intelligent systems in supporting the journalistic production process. Starting from an expanded hierarchy of issuers, including ones nonhuman, connected from the category so-called Internet of Things (IoT, we present the insertion journalism model and its possible use to increase the perception of relevance among consumers content, also allowing the exploration of new narrative forms. The paper also reports the initiative, now underway, to transpose the theoretical model described in a proof of concept applied called Jumper project, an immersive environment for the distribution of news, supported by urban environments with a high density of connections.   KEYWORDS: Internet of Things, Digital Narratives, Virtual Reality.   RESUMEN Este artículo analiza las capacidades de integración de redes y flujos de información en el entorno de las ciudades y  los sistemas inteligentes de apoyo a proceso de producción period

  6. Multi-agent evolutionary systems for the generation of complex virtual worlds

    Directory of Open Access Journals (Sweden)

    J. Kruse

    2016-01-01

    Full Text Available Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer’s intent through interaction, and encourages playful discovery.

  7. Modelo de agente racional para auxiliar na gestão de serviços em redes de computadores

    Directory of Open Access Journals (Sweden)

    José Elias da Silva Justo

    2012-12-01

    Full Text Available A globalização aumentou consideravelmente o volume de dados a serem processados, surgindo a necessidade de interligar computadores em redes. Administrar redes de computadores não é uma tarefa trivial. Agentes inteligentes podem auxiliar na gestão de redes de computadores. O objetivo deste trabalho é desenvolver um protótipo baseado em um agente de software, que monitore, gerencie serviços prestados em redes de computadores e intervenha reativamente, reiniciando quaisquer dos serviços com problemas. O agente analisa sua base de conhecimento periodicamente para verificar serviços que foram reiniciados e as possíveis causas dessa ação. O agente mostrou-se eficaz, manteve os serviços em funcionamento e gerou relatórios.

  8. Modeling agents with a theory of mind

    NARCIS (Netherlands)

    Harbers, M.; Bosch, K. van den; Meyer, J.J.C.

    2009-01-01

    Training systems with intelligent virtual agents provide an effective means to train people for complex, dynamic tasks like crisis management or firefighting. Virtual agents provide more adequate behavior and explanations if they not only take their own goals and beliefs into account, but also the

  9. UN-SEEGSI: un sistema inteligente de informacion gerencial con aprendizaje dual: hombre-maquina

    Directory of Open Access Journals (Sweden)

    Alfonso Pérez Gama

    1993-07-01

    Full Text Available Ha llegado a su madurez la V Generación y con ello sus expresiones: la inteligencia artificial (1-2, los sistemas con el apoyo de conocimientos (3 y la ingeniería de software (4. En Colombia poca acogida parece tener. Es que los conocimientos constituyen un salto paradigmático hacia un nuevo orden mundial: el paso de la Sociedad de la Información a la Sociedad del Conocimiento. No es difícil de colegir la implicación de nuevas generaciones de sistemas de información y aunque la inmensa mayoría de gerentes no quieren saber de nuevos lenguajes ni reprogramaciones, aquí describiremos cómo es posible desarrollar e implementar un sistema inteligente de información gerencia. El concepto de "inteligente" se refiere a la viabilidad de tener un determinado grado de autonomía decisional, un evidente mejor desempeño, una capacidad real de adaptarse a las condiciones particulares de un usuario, el reconocer y generar un plan de trabajo al ejecutivo y en especial por el soporte a las decisiones, lo cual no significa la posibilidad de "reemplazar" al ejecutivo en esta labor, sino por el contrario constituirse en un sistema asistente del ejecutivo. Una innovación en esta arquitectura la constituye la tutoría experta en línea, que constituye un espacio para posibilitar el "entrenamiento gerencial" in situ y además la incorporación de técnicas de aprendizaje maquinal que funcionen en la práctica. Lo anterior significa que UN-SEEGSI pretende ser un ambiente de aprendizaje dual: donde se debe dar un aprendizaje vivencial por parte del usuario y donde debe aprender la máquina en forma subrepticia.

  10. Users, Bystanders and Agents

    DEFF Research Database (Denmark)

    Krummheuer, Antonia Lina

    2015-01-01

    Human-agent interaction (HAI), especially in the field of embodied conversational agents (ECA), is mainly construed as dyadic communication between a human user and a virtual agent. This is despite the fact that many application scenarios for future ECAs involve the presence of others. This paper...

  11. Virtual screening and pharmacophore design for a novel theoretical inhibitor of macrophage stimulating factor as a metastatic agent.

    Science.gov (United States)

    Torktaz, Ibrahim; Mohamadhashem, Faezeh; Esmaeili, Abolghasem; Behjati, Mohaddeseh; Sharifzadeh, Sara

    2013-01-01

    Metastasis is a crucial aspect of cancer. Macrophage stimulating protein (MSP) is a single chain protein and can be cleaved by serum proteases. MSP has several roles in metastasis. In this in silico study, MSP as a metastatic agent was considered as a drug target. Crystallographic structure of MSP was retrieved from protein data bank. To find a chemical inhibitor of MSP, a library of KEGG compounds was screened and 1000 shape complemented ligands were retrieved with FindSite algorithm. Molegro Virtual Docker (MVD) software was used for docking simulation of shape complemented ligands against MSP. Moldock score was used as scoring function for virtual screening and potential inhibitors with more negative binding energy were obtained. PLANS scoring function was used for revaluation of virtual screening data. The top found chemical had binding affinity of -183.55 based on MolDock score and equal to -66.733 PLANTs score to MSP structure. Based on pharmacophore model of potential inhibitor, this study suggests that the chemical which was found in this research and its derivate can be used for subsequent laboratory studies.

  12. Development and Specification of Virtual Environments

    NARCIS (Netherlands)

    van Schooten, B.W.

    2003-01-01

    This thesis concerns the issues involved in the development of virtual environments (VEs). VEs are more than virtual reality. We identify four main characteristics of them: graphical interaction, multimodality, interface agents, and multi-user. These characteristics are illustrated with an overview

  13. An agent-based peer-to-peer architecture for semantic discovery of manufacturing services across virtual enterprises

    Science.gov (United States)

    Zhang, Wenyu; Zhang, Shuai; Cai, Ming; Jian, Wu

    2015-04-01

    With the development of virtual enterprise (VE) paradigm, the usage of serviceoriented architecture (SOA) is increasingly being considered for facilitating the integration and utilisation of distributed manufacturing resources. However, due to the heterogeneous nature among VEs, the dynamic nature of a VE and the autonomous nature of each VE member, the lack of both sophisticated coordination mechanism in the popular centralised infrastructure and semantic expressivity in the existing SOA standards make the current centralised, syntactic service discovery method undesirable. This motivates the proposed agent-based peer-to-peer (P2P) architecture for semantic discovery of manufacturing services across VEs. Multi-agent technology provides autonomous and flexible problemsolving capabilities in dynamic and adaptive VE environments. Peer-to-peer overlay provides highly scalable coupling across decentralised VEs, each of which exhibiting as a peer composed of multiple agents dealing with manufacturing services. The proposed architecture utilises a novel, efficient, two-stage search strategy - semantic peer discovery and semantic service discovery - to handle the complex searches of manufacturing services across VEs through fast peer filtering. The operation and experimental evaluation of the prototype system are presented to validate the implementation of the proposed approach.

  14. Virtual Screening and Pharmacophore Design for a Novel Theoretical Inhibitor of Macrophage Stimulating Factor as a Metastatic Agent

    Directory of Open Access Journals (Sweden)

    Ibrahim Torktaz

    2013-09-01

    Full Text Available Introduction: Metastasis is a crucial aspect of cancer. Macrophage stimulating protein (MSP is a single chain protein and can be cleaved by serum proteases. MSP has several roles in metastasis. In this in silico study, MSP as a metastatic agent was considered as a drug target. Methods: Crystallographic structure of MSP was retrieved from protein data bank. To find a chemical inhibitor of MSP, a library of KEGG compounds was screened and 1000 shape complemented ligands were retrieved with FindSite algorithm. Molegro Virtual Docker (MVD software was used for docking simulation of shape complemented ligands against MSP. Moldock score was used as scoring function for virtual screening and potential inhibitors with more negative binding energy were obtained. PLANS scoring function was used for revaluation of virtual screening data. Results: The top found chemical had binding affinity of -183.55 based on MolDock score and equal to -66.733 PLANTs score to MSP structure. Conclusion: Based on pharmacophore model of potential inhibitor, this study suggests that the chemical which was found in this research and its derivate can be used for subsequent laboratory studies.

  15. Natural Language Navigation Support in Virtual Reality

    NARCIS (Netherlands)

    van Luin, J.; Nijholt, Antinus; op den Akker, Hendrikus J.A.; Giagourta, V.; Strintzis, M.G.

    2001-01-01

    We describe our work on designing a natural language accessible navigation agent for a virtual reality (VR) environment. The agent is part of an agent framework, which means that it can communicate with other agents. Its navigation task consists of guiding the visitors in the environment and to

  16. Tres competencias esenciales de los profesionales inteligentes: advertir y responder, combinar y conectar, y crear y producir

    Directory of Open Access Journals (Sweden)

    Gabriela García Licea

    2013-06-01

    Full Text Available El presente artículo describe los resultados de la aplicación de una metodología para la Gestión personal y profesional de tres competencias de los profesionales inteligentes: advertir y responder, combinar y conectar, y crear y producir en una muestra de ejecutivos de mandos medios de diferentes organizaciones y sectores productivos, que participaron en diplomados y/o cursos formales de Administración y Alta dirección, realizados en el periodo de agosto de 2011 a agosto de 2012, en la Región Lagunera del Estado de Coahuila, México. La metodología permitió indagar sistemáticamente la presencia y nivel de una o más habilidades que definen una gama de funciones de gestión y liderazgo, utilizando instrumentos de auto-diagnóstico de Competencias Gerenciales, Estilos de Liderazgo y Competencias de la Empleabilidad, cuyos datos alimentaron las matrices de significados y habilidades que, a su vez, permitieron identificar las habilidades y oportunidades de formación de profesionales inteligentes relacionadas con el conocimiento y la comprensión necesaria. Esto, con el fin de llevar a cabo eficazmente la gestión de diversas funciones de liderazgo de los grupos estudiados: la Autogestión y habilidades personales, a las que le siguen el Logro de Resultados y el Uso de Recursos, destacando las fortalezas de planeación y la comunicación.

  17. Tres competencias esenciales de los profesionales inteligentes: advertir y responder, combinar y conectar, y crear y producir

    Directory of Open Access Journals (Sweden)

    Gabriela García Licea

    2013-07-01

    Full Text Available El presente artículo describe los resultados de la aplicación de una metodología para la Gestión personal y profesional de tres competencias de los profesionales inteligentes: advertir y responder, combinar y conectar, y crear y producir en una muestra de ejecutivos de mandos medios de diferentes organizaciones y sectores productivos, que participaron en diplomados y/o cursos formales de Administración y Alta dirección, realizados en el periodo de agosto de 2011 a agosto de 2012, en la Región Lagunera del Estado de Coahuila, México. La metodología permitió indagar sistemáticamente la presencia y nivel de una o más habilidades que definen una gama de funciones de gestión y liderazgo, utilizando instrumentos de auto-diagnóstico de Competencias Gerenciales, Estilos de Liderazgo y Competencias de la Empleabilidad, cuyos datos alimentaron las matrices de significados y habilidades que, a su vez, permitieron identificar las habilidades y oportunidades de formación de profesionales inteligentes relacionadas con el conocimiento y la comprensión necesaria. Esto, con el fin de llevar a cabo eficazmente la gestión de diversas funciones de liderazgo de los grupos estudiados: la Autogestión y habilidades personales, a las que le siguen el Logro de Resultados y el Uso de Recursos, destacando las fortalezas de planeación y la comunicación.

  18. Interactive Embodied Agents for Cultural Heritage and Archaeological presentations

    Directory of Open Access Journals (Sweden)

    F. Seron

    2010-04-01

    Full Text Available In this paper, Maxine, a powerful engine to develop applications with embodied animated agents is presented. The engine, based on the use of open source libraries, enables multimodal real-time interaction with the user: via text, voice, images and gestures. Maxine virtual agents can establish emotional communication with the user through their facial expressions, the modulation of the voice and expressing the answers of the agents according to the information gathered by the system: noise level in the room, observer’s position, emotional state of the observer, etc. Moreover, the user’s emotions are considered and captured through images. For the moment, Maxine virtual agents have been used as virtual presenters for Cultural Heritage and Archaeological shows.

  19. Servidor web empotrado en un FPGA para configurar un Controlador Maestro del Sistema Inteligente de Tráfico Cubano

    OpenAIRE

    Ríos Pérez, Frank Emilio; Polanco Carrillo, Franky; Moreno Vega, Valery

    2017-01-01

    RESUMEN En este artículo se presenta la implementación de un servidor web para configurar el Controlador Maestro del Sistema Inteligente de Tráfico desarrollado en Cuba. La programación del servidor se realizó en lenguaje C, para ejecutarse sobre un sistema operativo Linux empotrado en un FPGA. Se logró un mecanismo de configuración sencillo, de bajos recursos de cómputo, rápido y flexible.

  20. Arquitectura de diseño de accesorios electrónicos inalámbricos para dispositivos móviles inteligentes

    OpenAIRE

    Molera Codina, Juan Manuel

    2013-01-01

    El principal objetivo de este Proyecto Fin de Carrera es proponer una arquitectura hardware y software que permita realizar un prototipado rápido y sencillo de accesorios electrónicos para dispositivos móviles inteligentes basados en el sistema operativo Android. Para conseguir este objetivo será necesario llevar a cabo los siguientes sub-objetivos: 1.Buscar y seleccionar los kits de desarrollo necesarios que permitan conseguir una arquitectura para diseñar Gadgets para dispos...

  1. Field tests applying multi-agent technology for distributed control. Virtual power plants and wind energy

    Energy Technology Data Exchange (ETDEWEB)

    Schaeffer, G.J.; Warmer, C.J.; Hommelberg, M.P.F.; Kamphuis, I.G.; Kok, J.K. [Energy in the Built Environment and Networks, Petten (Netherlands)

    2007-01-15

    Multi-agent technology is state of the art ICT. It is not yet widely applied in power control systems. However, it has a large potential for bottom-up, distributed control of a network with large-scale renewable energy sources (RES) and distributed energy resources (DER) in future power systems. At least two major European R and D projects (MicroGrids and CRISP) have investigated its potential. Both grid-related as well as market-related applications have been studied. This paper will focus on two field tests, performed in the Netherlands, applying multi-agent control by means of the PowerMatcher concept. The first field test focuses on the application of multi-agent technology in a commercial setting, i.e. by reducing the need for balancing power in the case of intermittent energy sources, such as wind energy. In this case the flexibility is used of demand and supply of industrial and residential consumers and producers. Imbalance reduction rates of over 40% have been achieved applying the PowerMatcher, and with a proper portfolio even larger rates are expected. In the second field test the multi-agent technology is used in the design and implementation of a virtual power plant (VPP). This VPP digitally connects a number of micro-CHP units, installed in residential dwellings, into a cluster that is controlled to reduce the local peak demand of the common low-voltage grid segment the micro-CHP units are connected to. In this way the VPP supports the local distribution system operator (DSO) to defer reinforcements in the grid infrastructure (substations and cables)

  2. Field tests applying multi-agent technology for distributed control. Virtual power plants and wind energy

    International Nuclear Information System (INIS)

    Schaeffer, G.J.; Warmer, C.J.; Hommelberg, M.P.F.; Kamphuis, I.G.; Kok, J.K.

    2007-01-01

    Multi-agent technology is state of the art ICT. It is not yet widely applied in power control systems. However, it has a large potential for bottom-up, distributed control of a network with large-scale renewable energy sources (RES) and distributed energy resources (DER) in future power systems. At least two major European R and D projects (MicroGrids and CRISP) have investigated its potential. Both grid-related as well as market-related applications have been studied. This paper will focus on two field tests, performed in the Netherlands, applying multi-agent control by means of the PowerMatcher concept. The first field test focuses on the application of multi-agent technology in a commercial setting, i.e. by reducing the need for balancing power in the case of intermittent energy sources, such as wind energy. In this case the flexibility is used of demand and supply of industrial and residential consumers and producers. Imbalance reduction rates of over 40% have been achieved applying the PowerMatcher, and with a proper portfolio even larger rates are expected. In the second field test the multi-agent technology is used in the design and implementation of a virtual power plant (VPP). This VPP digitally connects a number of micro-CHP units, installed in residential dwellings, into a cluster that is controlled to reduce the local peak demand of the common low-voltage grid segment the micro-CHP units are connected to. In this way the VPP supports the local distribution system operator (DSO) to defer reinforcements in the grid infrastructure (substations and cables)

  3. Natural Interaction With Pedagogical Agents in Virtual Environments

    National Research Council Canada - National Science Library

    Johnson, W

    2002-01-01

    The USC / Information Sciences Institute (I SI), in collaboration with Lockheed Martin and USC Behavior Technology Laboratory, conducted a research project named Virtual Environments for Training (VET...

  4. Virtual coaches for healthy lifestyle

    NARCIS (Netherlands)

    op den Akker, Hendrikus J.A.; Klaassen, Randy; Nijholt, Antinus; Esposito, Anna; Jain, Lakhmi C.

    2016-01-01

    Since the introduction of the idea of the software interface agent the question recurs whether these agents should be personified and graphically visualized in the interface. In this chapter we look at the use of virtual humans in the interface of healthy lifestyle coaching systems. Based on theory

  5. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms.

    Science.gov (United States)

    Rutkowski, Tomasz M

    2016-01-01

    The paper reviews nine robotic and virtual reality (VR) brain-computer interface (BCI) projects developed by the author, in collaboration with his graduate students, within the BCI-lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realtime using a non-invasive electroencephalography (EEG) and they are translated to a symbiotic robot or virtual reality agent thought-based only control. A communication protocol between the BCI output and the robot or the virtual environment is realized in a symbiotic communication scenario using an user datagram protocol (UDP), which constitutes an internet of things (IoT) control scenario. Results obtained from healthy users reproducing simple brain-robot and brain-virtual-agent control tasks in online experiments support the research goal of a possibility to interact with robotic devices and virtual reality agents using symbiotic thought-based BCI technologies. An offline BCI classification accuracy boosting method, using a previously proposed information geometry derived approach, is also discussed in order to further support the reviewed robotic and virtual reality thought-based control paradigms.

  6. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms

    Directory of Open Access Journals (Sweden)

    Tomasz Maciej Rutkowski

    2016-12-01

    Full Text Available The paper reviews nine robotic and virtual reality (VR brain-computer interface (BCI projects developed by the author, in collaboration with his graduate students, within the BCI-lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realtime using a non-invasive electroencephalography (EEG and they are translated to a symbiotic robot or virtual reality agent thought-based only control. A communication protocol between the BCI output and the robot or the virtual environment is realized in a symbiotic communication scenario using an user datagram protocol (UDP, which constitutes an internet of things (IoT control scenario. Results obtained from healthy users reproducing simple brain-robot and brain-virtual-agent control tasks in online experiments support the research goal of a possibility to interact with robotic devices and virtual reality agents using symbiotic thought-based BCI technologies. An offline BCI classification accuracy boosting method, using a previously proposed information geometry derived approach, is also discussed in order to further support the reviewed robotic and virtual reality thought-based control paradigms.

  7. Virtual assistant: Enhancing content acquisition by eliciting information from humans

    OpenAIRE

    Ozeki, Motoyuki; Maeda, Shunichi; Obata, Kanako; Nakamura, Yuichi

    2009-01-01

    In this paper, we propose the "Virtual Assistant, " a novel framework for supporting knowledge capturing in videos. The Virtual Assistant is an artificial agent that simulates a human assistant shown in TV programs and prompts users to provide feedback by asking questions. This framework ensures that sufficient information is provided in the captured content while users interact in a natural and enjoyable way with the agent. We developed a prototype agent based on a chatbot-like approach and ...

  8. Sistema Electrónico Inteligente para el Control de la Interconexión entre Equipamiento de Generación Distribuida y la Red Eléctrica

    Directory of Open Access Journals (Sweden)

    Rafael Real-Calvo

    2017-01-01

    Full Text Available Resumen: Las transformaciones que están teniendo lugar en el sector eléctrico están haciendo evolucionar la red hacia un modelo más inteligente y eficiente conocido como Smart Grid. En este contexto, a los DERs que se integren en la red se les requerirá un control avanzado de la interfaz de conexión. Este trabajo presenta un original dispositivo electrónico inteligente (IED de altas prestaciones para el control de la interconexión eléctrica con numerosas y nuevas prestaciones. El dispositivo tiene sobrada capacidad para contemplar tanto la calidad de suministro como operar multifuncionalmente a nivel de protección y seguridad; y su arquitectura modular en un Sistema Embebido permite una fácil integración, tanto en el desarrollo de equipos de nueva generación, como en equipamiento convencional ya instalado para adaptarlo al nuevo contexto de gestión inteligente. Se ha desarrollado un IED que ha sido sometido a pruebas de clase A siguiendo la normativa IEC 61000-4-30 e IEC 62586-2, y se le han efectuado ensayos para validar la respuesta temporal en la generación de órdenes y señales de alarma para protecciones. Se muestran y analizan algunos de estos resultados experimentales, y se comenta la experiencia de integración real de este prototipo en un inversor inteligente experimental, diseñado expresamente para operar en un escenario Smart Grid. Abstract: The changes that are taking place in the electricity sector are causing an evolution of grid towards a more intelligent and efficient model known as Smart Grid. In this context equipment that connect to electric system require an intelligent control of the connection interface. This paper presents the design and development of an intelligent electronic device (IED with high performance for controlling the electrical interconnection. The device has multifunctional ability to analyze power quality and operate with protections, and its modular architecture allows easy integration in

  9. Casas, Carros e Cidades Inteligentes: um estudo do enquadramento midiático da internet das coisas

    Directory of Open Access Journals (Sweden)

    Talyta Singer

    2013-12-01

    Full Text Available Desde a segunda metade dos anos 2000, notícias sobre sensores, etiquetas inteligentes e grandes redes de troca de informação entre objetos passaram a ser pauta da imprensa. Conhecida como Internet das Coisas, esse tipo de tecnologia envolve coleta e transmissão de informação com ou sem participação humana. Nosso estudo procura pelo enquadramento midiático do termo na imprensa nacional e estrangeira e se preocupa em avaliar quais os tipos de aplicações noticiadas, fontes consultadas e recursos visuais utilizados. Os resultados apontam para uma visão caricata e futurista da tecnologia.

  10. Edição Temática “Cidades inteligentes: planejamento e gestão da sustentabilidade”

    OpenAIRE

    Cláudia Terezinha Kniess

    2016-01-01

    É com satisfação que apresentamos a edição temática da revista Gestão e Secretariado – Revista GeSec - com foco em “Cidades inteligentes: planejamento e gestão da sustentabilidade”. Os estudos nesta temática respondem a uma forte demanda da sociedade para o enfrentamento dos desafios atuais relacionados à crescente concentração da população nos centros urbanos e à diversidade de problemas técnicos e políticos relacionados a esta dinâmica.   A revista GeSeC é classificada como Qualis B...

  11. Desarrollo e implementación de un sistema energéticamente eficiente de iluminación inteligente

    OpenAIRE

    Somoza Colino, Pepe

    2014-01-01

    El sistema creado con este proyecto está basado en el uso de iluminación de estado sólido o SSL, particularmente utilizando como soporte los diodos LED, unido a un equipo electrónico que lo hace inteligente optimizando su funcionamiento ,lo que implica que es capaz de adaptar su capacidad lumínica al entorno en el que trabaja adaptándose de forma automática e instantánea. Como valor añadido dispone de un puerto SMA que le permite actuar como emisor una transmisión de información por VLC (Visi...

  12. Cidades inteligentes como nova prática para o gerenciamento dos serviços e infraestruturas urbanos: a experiência da cidade de Porto Alegre

    Directory of Open Access Journals (Sweden)

    Marcos Cesar Weiss

    2015-09-01

    Full Text Available Este artigo tem por objetivo discutir a experiência da cidade de Porto Alegre relativamente à materialização do conceito de cidade inteligente. Para tanto, utilizou-se uma abordagem metodológica de caráter qualitativo e exploratório, baseada em estudo de caso, com coleta de dados em fontes primárias e secundárias realizada em 2013. Os resultados mostram que a implementação de inovações em tecnologias da informação e comunicação (TICs na prestação dos serviços públicos proporcionou maior eficiência nas atividades que envolvem a gestão da cidade, com importantes resultados em favor dos atores que ali se inserem. Pretendeu-se com este trabalho contribuir com a agenda de pesquisas e discussões sobre a gestão dos espaços urbanos, trazendo o conceito de cidade inteligente como uma prática viabilizadora do desenvolvimento sustentável das cidades brasileiras.

  13. How and why affective and reactive virtual agents will bring new insights on social cognitive disorders in schizophrenia? An illustration with a virtual card game paradigm

    Directory of Open Access Journals (Sweden)

    Ali eOker

    2015-03-01

    Full Text Available In recent decades, many studies have shown that schizophrenia is associated with severe social cognitive impairments affecting key components, such as the recognition of emotions, theory of mind, attributional style and metacognition. Most studies investigated each construct separately, precluding analysis of the interactive and immersive nature of real-life situation. Specialized batteries of tests are under investigation to assess social cognition which is thought now as a link between neurocognitive disorders and impaired functioning. However, this link accounts for a limited part of the variance of real life functioning. To fill this gap, advances in virtual reality and affective computing have made it possible to carry out experimental investigations of naturalistic social cognition, in controlled conditions, with good reproducibility. This approach is illustrated with the description of a new paradigm based on an original virtual card game in which subjects interpret emotional displays from a female virtual agent, and decipher her helping intentions. Independent variables concerning emotional expression in terms of valence and intensity were manipulated. We show how several useful dependant variables, ranging from classic experimental psychology data to metacognition or subjective experiences records, may be extracted from a single experiment. Methodological issues about the immersion into a simulated intersubjective situation are considered. The example of this new flexible experimental setting with regards to the many constructs recognized in social neurosciences, constitutes a rationale for focusing on this potential intermediate link between standardized tests and real life functioning, and also for using it as an innovative media for cognitive remediation.

  14. How and why affective and reactive virtual agents will bring new insights on social cognitive disorders in schizophrenia? An illustration with a virtual card game paradigm.

    Science.gov (United States)

    Oker, Ali; Prigent, Elise; Courgeon, Matthieu; Eyharabide, Victoria; Urbach, Mathieu; Bazin, Nadine; Amorim, Michel-Ange; Passerieux, Christine; Martin, Jean-Claude; Brunet-Gouet, Eric

    2015-01-01

    In recent decades, many studies have shown that schizophrenia is associated with severe social cognitive impairments affecting key components, such as the recognition of emotions, theory of mind, attributional style, and metacognition. Most studies investigated each construct separately, precluding analysis of the interactive and immersive nature of real-life situation. Specialized batteries of tests are under investigation to assess social cognition, which is thought now as a link between neurocognitive disorders and impaired functioning. However, this link accounts for a limited part of the variance of real-life functioning. To fill this gap, advances in virtual reality and affective computing have made it possible to carry out experimental investigations of naturalistic social cognition, in controlled conditions, with good reproducibility. This approach is illustrated with the description of a new paradigm based on an original virtual card game in which subjects interpret emotional displays from a female virtual agent, and decipher her helping intentions. Independent variables concerning emotional expression in terms of valence and intensity were manipulated. We show how several useful dependant variables, ranging from classic experimental psychology data to metacognition or subjective experiences records, may be extracted from a single experiment. Methodological issues about the immersion into a simulated intersubjective situation are considered. The example of this new flexible experimental setting, with regards to the many constructs recognized in social neurosciences, constitutes a rationale for focusing on this potential intermediate link between standardized tests and real-life functioning, and also for using it as an innovative media for cognitive remediation.

  15. Modeling agents with a theory of mind : Theory-theory versus simulation theory

    NARCIS (Netherlands)

    Harbers, M.; Bosch, K. van den; Meyer, J.J.C.

    2012-01-01

    Virtual training systems with intelligent agents provide an effective means to train people for complex, dynamic tasks like crisis management or firefighting. For successful training, intelligent virtual agents should be able to show believable behavior, adapt their behavior to the trainee’s

  16. LA GESTIÓN EMPRESARIAL BAJO EL ENFOQUE DE LAS ORGANIZACIONES INTELIGENTES EN LA SOCIEDAD DE LA INFORMACIÓN

    OpenAIRE

    Jaime José Gil Domínguez

    2007-01-01

    El presente artículo se centra en develar a través de una investigación documental, los fundamentos teóricos en los que se sustenta el enfoque de las Organizaciones Inteligentes. Se inicia con una descripción del entorno en el que están inmersas las organizaciones hoy en día, en la llamada era de la sociedad de la información. Luego, se presentan los principios y estructuras conceptuales que sirven de base a este enfoque. Finalmente, destaca su confluencia sobre otras filosofías y modelos de ...

  17. Sistema inteligente para elaborar um projeto de perfuração de um poço de petroleo

    OpenAIRE

    Ademar Takashi Sato

    1992-01-01

    Resumo: O trabalho apresenta a proposta de um Sistema Inteligente para Elaborar um Projeto de Perfuração de um Poço de Petróleo, que engloba o tratamento da base de dados, grafo de conhecimento para a escolha de poços de correlação, e recomendações para o posicionamento das sapatas com um grafo de conhecimento. Para tanto foram utilizadas diversas teorias e técnicas dentro da Inteligência Artificial. A aquisição do conhecimento de textos em linguagem natural, para a organização da base de dad...

  18. Applying virtual and augmented reality in cultural computing

    NARCIS (Netherlands)

    Bartneck, C.; Hu, J.; Salem, B.I.; Cristescu, R.; Rauterberg, G.W.M.

    2008-01-01

    We are exploring a new application of virtual and augmented reality for a novel direction in human-computer inteaction named 'cultural computing', which aims to provide a new medium for cultural translation and unconscious metamorphosis. In this application both virtual and robotic agents are

  19. El patrimonio cultural nos incluye a todos. Fundación Eliécer Silva Celis : una organización inteligente

    OpenAIRE

    Ardila Silva, Sandra Ximena; Correal Cabezas, Ximena Alexandra

    2011-01-01

    El proyecto consta de tres componentes fundamentales los cuales son: (1) Crear un modelo organizacional inteligente que se articule a las demandas culturales de la comunidad de Sogamoso y contribuya a apropiación del patrimonio cultural en el departamento de Boyacá. (2) Formular un plan estratégico para la FESC que promueva procesos culturales de comunicación, intercambio y apropiación del patrimonio cultural. (3) Diseñar una estrategia de sostenibilidad para la FESC basada en la importancia ...

  20. Identification of novel antitubulin agents by using a virtual screening approach based on a 7-point pharmacophore model of the tubulin colchi-site.

    Science.gov (United States)

    Massarotti, Alberto; Theeramunkong, Sewan; Mesenzani, Ornella; Caldarelli, Antonio; Genazzani, Armando A; Tron, Gian Cesare

    2011-12-01

    Tubulin inhibition represents an established target in the field of anticancer research, and over the last 20 years, an intensive search for new antimicrotubule agents has occurred. Indeed, in silico models have been presented that might aid the discovery of novel agents. Among these, a 7-point pharmacophore model has been recently proposed. As a formal proof of this model, we carried out a ligand-based virtual screening on the colchicine-binding site. In vitro testing demonstrated that two compounds displayed a cytotoxic profile on neuroblastoma cancer cells (SH-SY5H) and one had an antitubulinic profile. © 2011 John Wiley & Sons A/S.

  1. Educating Avatars: On Virtual Worlds and Pedagogical Intent

    Science.gov (United States)

    Wang, Tsung Juang

    2011-01-01

    Virtual world technology is now being incorporated into various higher education programs, often with enthusiastic claims about the improvement of students' abilities to experience learning problems and tasks in computer-mediated virtual reality through the use of computer-generated personal agents or avatars. The interactivity of the avatars with…

  2. The use of agents and objects to integrate virtual enterprises

    Energy Technology Data Exchange (ETDEWEB)

    Pancerella, C.M.

    1998-01-01

    The manufacturing complex for the Department of Energy (DOE) is distributed: design laboratories, manufacturing facilities, and industrial partners. Designers must have a concurrent engineering environment to support all aspects of the cradle-to-grave product realization process across the distributed sites. Engineers must be able to analyze and simulate processes, retrieve and process heterogeneous information, both archived and current, and access multiple databases. Manufacturers must be able to coordinate activities of various manufacturing centers, which may involve a negotiation process. Furthermore, Sandia must be able to export manufacturing capabilities, such as on-machine acceptance, to outside suppliers. A key element to making this a reality is a flexible information architecture. The DOE information architecture must support a wide-area virtual enterprise, with distributed intelligent software components. The architecture must provide for asynchronous communication; multiple programming languages and operating systems; incorporation of geographically distributed manufacturing services; various hardware platforms; and heterogeneous workstations, PC`s, machine tool controllers, and special-purpose compute engines. Further, it is critical that manufacturing facilities are not isolated from design, planning, and other business activities and that information flows easily and bidirectionally between these activities. To accomplish this seamlessly, heterogeneous knowledge must be exchanged across both domain and organizational boundaries. Distributed object and software agent technologies are two methods for connecting such engineering and manufacturing systems. The two technologies have overlapping goals - interoperability and architectural support for integrating software components - though to date little or no integration of the two technologies has been made.

  3. Virtual Supply Chain Re-Intermediation Through Multi-Agent Systems

    National Research Council Canada - National Science Library

    Nissen, Mark

    2002-01-01

    ... inflexibility associated with EDI applications. Viewing respective procurement and order fulfillment processes of buyer and seller as an integrated whole along the supply chain, we identify opportunities for virtual supply chain re-intermediation...

  4. Diseño y desarrollo de la iluminación de un camino de jardín programable inteligente

    OpenAIRE

    JUAN MONTER, MIGUEL

    2015-01-01

    [ES] Este proyecto surge de la necesidad de reducir el impacto ambiental que implica el uso de iluminación en entornos exteriores. Se relata el análisis, el diseño y la elaboración de un sistema de gestión inteligente de iluminación, donde cada luminaria dispondrá de un arduino con distintos sensores y actuadores además de un sistema de interconexión, para el uso eficiente de la energía. El proyecto está planteado para un jardín aunque perfectamente puede ser migrado a entornos de may...

  5. Designing normative open virtual enterprises

    Science.gov (United States)

    Garcia, Emilia; Giret, Adriana; Botti, Vicente

    2016-03-01

    There is an increasing interest on developing virtual enterprises in order to deal with the globalisation of the economy, the rapid growth of information technologies and the increase of competitiveness. In this paper we deal with the development of normative open virtual enterprises (NOVEs). They are systems with a global objective that are composed of a set of heterogeneous entities and enterprises that exchange services following a specific normative context. In order to analyse and design systems of this kind the multi-agent paradigm seems suitable because it offers a specific solution for supporting the social and contractual relationships between enterprises and for formalising their business processes. This paper presents how the Regulated Open Multi-agent systems (ROMAS) methodology, an agent-oriented software methodology, can be used to analyse and design NOVEs. ROMAS offers a complete development process that allows identifying and formalising of the structure of NOVEs, their normative context and the interactions among their members. The use of ROMAS is exemplified by means of a case study that represents an automotive supply chain.

  6. Distributed Drug Discovery, Part 2: Global Rehearsal of Alkylating Agents for the Synthesis of Resin-Bound Unnatural Amino Acids and Virtual D3 Catalog Construction

    Science.gov (United States)

    2008-01-01

    Distributed Drug Discovery (D3) proposes solving large drug discovery problems by breaking them into smaller units for processing at multiple sites. A key component of the synthetic and computational stages of D3 is the global rehearsal of prospective reagents and their subsequent use in the creation of virtual catalogs of molecules accessible by simple, inexpensive combinatorial chemistry. The first section of this article documents the feasibility of the synthetic component of Distributed Drug Discovery. Twenty-four alkylating agents were rehearsed in the United States, Poland, Russia, and Spain, for their utility in the synthesis of resin-bound unnatural amino acids 1, key intermediates in many combinatorial chemistry procedures. This global reagent rehearsal, coupled to virtual library generation, increases the likelihood that any member of that virtual library can be made. It facilitates the realistic integration of worldwide virtual D3 catalog computational analysis with synthesis. The second part of this article describes the creation of the first virtual D3 catalog. It reports the enumeration of 24 416 acylated unnatural amino acids 5, assembled from lists of either rehearsed or well-precedented alkylating and acylating reagents, and describes how the resulting catalog can be freely accessed, searched, and downloaded by the scientific community. PMID:19105725

  7. Collaborative Educational Systems in the Virtual Environment

    Directory of Open Access Journals (Sweden)

    Cristian CIUREA

    2012-01-01

    Full Text Available The work leads to an original approach to the construction of collaborative systems metrics. The approach is based both on research already conducted by the author, on the experimental results obtained, and the foundation taken from the specific literature. The collaborative systems in knowledge-based economy are formalized and their characteristics are identified. The virtual campus structure is described and a comparison with the classical university is achieved. The architecture of virtual is designed and the categories of agents in virtual campus are analyzed.

  8. Sistema Inteligente de Detección y Orientación de usuarios en Bibliotecas

    Directory of Open Access Journals (Sweden)

    Castaño, Bonifacio

    2013-03-01

    Full Text Available Since the late nineties, Radio Frequency IDentification (RFID manages library catalogs, loans, returns and security. RFID, with a moderate investment, improve the capabilities of both, librarian and user. This paper presents a new use for RFID to determine where a book is located and the shortest route to it in libraries with multiple levels and rooms. An application named SIGUEME (Sistema Inteligente de GUiado para Entornos Multiusuario Extensos; Intelligent System to Guide for Multiuser Extensive Environments was implemented experimentally in the Meco’s public library (Madrid. The system allows people detection and customized guiding in the building thanks to different screen placed in strategic points. We have developed a wireless communications system based on Zigbee technology that eliminates the need of wires.

    Los dispositivos de identificación por radiofrecuencia (Radio Frequency IDentification, en adelante RFID son usados desde finales de los años noventa en el entorno de bibliotecas para la gestión del inventario, control de catálogos, seguridad, préstamo y devolución. Durante este tiempo han demostrado ser un componente que, con una inversión moderada, mejora multitud de capacidades tanto para el bibliotecario como para el usuario. En este artículo se expone una nueva funcionalidad con RFID para bibliotecas que ha sido implantada de forma experimental en la Biblioteca Municipal de Meco (Madrid. Su objetivo es abordar un problema común que sufren los usuarios en bibliotecas con diferentes alturas y múltiples espacios: la correcta localización de los libros y la orientación por el edificio. Para solventar este problema se ha desarrollado una aplicación bautizada como SIGUEME (Sistema Inteligente de GUiado para Entornos Multiusuario Extensos. El sistema permite la detección de las personas por el edificio y el guiado personalizado por el mismo gracias a la visualización de la información en pantallas. Para evitar

  9. Engaging adolescents in a computer-based weight management program: avatars and virtual coaches could help.

    Science.gov (United States)

    LeRouge, Cynthia; Dickhut, Kathryn; Lisetti, Christine; Sangameswaran, Savitha; Malasanos, Toree

    2016-01-01

    This research focuses on the potential ability of animated avatars (a digital representation of the user) and virtual agents (a digital representation of a coach, buddy, or teacher) to deliver computer-based interventions for adolescents' chronic weight management. An exploration of the acceptance and desire of teens to interact with avatars and virtual agents for self-management and behavioral modification was undertaken. The utilized approach was inspired by community-based participatory research. Data was collected from 2 phases: Phase 1) focus groups with teens, provider interviews, parent interviews; and Phase 2) mid-range prototype assessment by teens and providers. Data from all stakeholder groups expressed great interest in avatars and virtual agents assisting self-management efforts. Adolescents felt the avatars and virtual agents could: 1) reinforce guidance and support, 2) fit within their lifestyle, and 3) help set future goals, particularly after witnessing the effect of their current behavior(s) on the projected physical appearance (external and internal organs) of avatars. Teens wanted 2 virtual characters: a virtual agent to act as a coach or teacher and an avatar (extension of themselves) to serve as a "buddy" for empathic support and guidance and as a surrogate for rewards. Preferred modalities for use include both mobile devices to accommodate access and desktop to accommodate preferences for maximum screen real estate to support virtualization of functions that are more contemplative and complex (e.g., goal setting). Adolescents expressed a desire for limited co-user access, which they could regulate. Data revealed certain barriers and facilitators that could affect adoption and use. The current study extends the support of teens, parents, and providers for adding avatars or virtual agents to traditional computer-based interactions. Data supports the desire for a personal relationship with a virtual character in support of previous studies. The

  10. 9th KES Conference on Agent and Multi-Agent Systems : Technologies and Applications

    CERN Document Server

    Howlett, Robert; Jain, Lakhmi

    2015-01-01

    Agents and multi-agent systems are related to a modern software paradigm which has long been recognized as a promising technology for constructing autonomous, complex and intelligent systems. The topics covered in this volume include agent-oriented software engineering, agent co-operation, co-ordination, negotiation, organization and communication, distributed problem solving, specification of agent communication languages, agent privacy, safety and security, formalization of ontologies and conversational agents. The volume highlights new trends and challenges in agent and multi-agent research and includes 38 papers classified in the following specific topics: learning paradigms, agent-based modeling and simulation, business model innovation and disruptive technologies, anthropic-oriented computing, serious games and business intelligence, design and implementation of intelligent agents and multi-agent systems, digital economy, and advances in networked virtual enterprises. Published p...

  11. Mechanisms of bacterial resistance to antimicrobial agents.

    NARCIS (Netherlands)

    van Duijkeren, Engeline; Schink, Anne-Kathrin; Roberts, Marilyn C; Wang, Yang; Schwarz, Stefan

    During the past decades resistance to virtually all antimicrobial agents has been observed in bacteria of animal origin. This chapter describes in detail the mechanisms so far encountered for the various classes of antimicrobial agents. The main mechanisms include enzymatic inactivation by either

  12. On Weighted Regions and Social Crowds : Autonomous-agent Navigation in Virtual Worlds

    NARCIS (Netherlands)

    Jaklin, N.S.

    2016-01-01

    Virtual environments have gained in importance in many aspects of the world we live in today. Immersive virtual worlds are ubiquitous in modern movies, video games, and online communities. They are also important in non-entertainment applications such as training and education software, simulations

  13. Jacob: a web-based learning environment using virtual reality

    NARCIS (Netherlands)

    Evers, M.J.; Heemskerk, S.; Nijholt, Antinus

    2001-01-01

    This paper gives an overview of the Jacob project. This project involves the construction of a 3D virtual environment where an animated human-like agent called Jacob gives instruction to the user. The project investigates virtual reality techniques and focuses on three issues: the software

  14. Implementación del Control en Planta de un Centro de Distribución Automatizado mediante Agentes Físicos y RFID

    Directory of Open Access Journals (Sweden)

    Javier de las Morenas

    2015-01-01

    Full Text Available Resumen: En la última década, la aplicación de la tecnología de sistemas multiagente para el control en planta ha generado gran expectación por parte de profesionales e investigadores. El uso de esta tecnología, por la propia definición de los agentes como: sistemas reactivos (capaces de responder ante cambios en el entorno, proactivos (generando iniciativas dirigidas a alcanzar sus objetivos, autónomos y con capacidades sociales (la toma de decisiones está consensuada, ha propiciado la aparición de gran cantidad de iniciativas. Lamentablemente, la mayoría de estas iniciativas se reducen únicamente a definiciones de agentes, declaración de intenciones o simulaciones, o bien constituyen propuestas demasiado ambiciosas, lo que ha impedido que la industria adopte este tipo de soluciones. Este artículo presenta una aproximación para la implementación de los agentes encargados del control en planta, conocidos como agentes físicos u holones, sobre una plataforma experimental que representa las instalaciones de un centro de distribución automatizado. Se ha tomado como punto de partida el concepto de holón, pero se ha adaptado de manera que la toma de decisiones tenga lugar en el controlador industrial. El trabajo se ha centrado en alcanzar una toma de decisiones en planta inteligente. Se definen dos tipos de agentes y se ha modelado, mediante redes de Petri, la forma en la que interaccionan estos agentes en la toma de decisiones que surgen en el funcionamiento de una planta inteligente. Finalmente los modelos se han implementado sobre autómatas programables. Abstract: The application of the multi-agent systems technology for shop-floor control has generated great expectations among professionals and researchers in the last decade. The use of this technology conveys, by the definition of the agents, reactive systems (able to respond to changes, proactive systems (their behavior is oriented towards the achievement of predefined

  15. Intelligent Motion and Interaction Within Virtual Environments

    Science.gov (United States)

    Ellis, Stephen R. (Editor); Slater, Mel (Editor); Alexander, Thomas (Editor)

    2007-01-01

    What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.

  16. Beyond the Beat: Modelling Intentions in a Virtual Conductor

    NARCIS (Netherlands)

    ter Maat, Mark; Ebbers, Rob M.; Reidsma, Dennis; Nijholt, Antinus

    We describe our research on designing and implementing a Virtual Conductor. That is, a virtual human (embodied agent) that acts like a human conductor in its interaction with a real, human orchestra. We reported previously on a first version that used a digital musical score to lead an orchestra.

  17. Videovigilância inteligente em ambientes aquáticos : detecção precoce de afogamento em piscinas domésticas

    OpenAIRE

    Peixoto, Nuno Pedro Rodrigues

    2010-01-01

    Tese de doutoramento (área de Informática Industrial) Neste documento, apresenta-se um conjunto de trabalhos relativos à utilização de videovigilância inteligente para a análise de comportamentos humanos em ambientes aquáticos, orientado à detecção precoce de afogamento em piscinas domésticas. Recorrendo a imagens de vídeo capturadas com uma câmara comum de videovigilância e um computador pessoal para efectuar todas as análises necessárias ao reconhecimento de pessoas e à infer...

  18. Virtual commissioning of automated micro-optical assembly

    Science.gov (United States)

    Schlette, Christian; Losch, Daniel; Haag, Sebastian; Zontar, Daniel; Roßmann, Jürgen; Brecher, Christian

    2015-02-01

    In this contribution, we present a novel approach to enable virtual commissioning for process developers in micro-optical assembly. Our approach aims at supporting micro-optics experts to effectively develop assisted or fully automated assembly solutions without detailed prior experience in programming while at the same time enabling them to easily implement their own libraries of expert schemes and algorithms for handling optical components. Virtual commissioning is enabled by a 3D simulation and visualization system in which the functionalities and properties of automated systems are modeled, simulated and controlled based on multi-agent systems. For process development, our approach supports event-, state- and time-based visual programming techniques for the agents and allows for their kinematic motion simulation in combination with looped-in simulation results for the optical components. First results have been achieved for simply switching the agents to command the real hardware setup after successful process implementation and validation in the virtual environment. We evaluated and adapted our system to meet the requirements set by industrial partners-- laser manufacturers as well as hardware suppliers of assembly platforms. The concept is applied to the automated assembly of optical components for optically pumped semiconductor lasers and positioning of optical components for beam-shaping

  19. Perturbed Communication in a Virtual Environment to Train Medical Team Leaders

    OpenAIRE

    Huguet , Lauriane; Lourdeaux , Domitile; Sabouret , Nicolas; Ferrer , Marie-Hélène

    2016-01-01

    International audience; The VICTEAMS project aims at designing a virtual environment for training medical team leaders to non-technical skills. The virtual environment ispopulated with autonomous virtual agents who are able to make mistakes (in action or communication) in order to train rescue team leaders and to make them adaptive with all kinds of situations or teams.

  20. DESARROLLO DE PROTOTIPO DE MÁQUINA INTELIGENTE DE FERTIRIEGO DE CONTROL REMOTO Y BAJO COSTO EN LA REGIÓN LAMBAYEQUE

    OpenAIRE

    Ramírez Lora, Víctor; RITEC Riegos Tecnificados, Chiclayo, Perú; Fuentes Alcántara, Antonio Junior; RITEC Riegos Tecnificados, Chiclayo, Perú; Fuentes Alcántara, Susana Elizabeth; RITEC Riegos Tecnificados, Chiclayo, Perú

    2016-01-01

    El prototipo de máquina inteligente de fertiriego de control remoto y bajo costo desarrollado por la empresa RITEC Riegos Tecnificados E.I.R.L. optimiza el proceso de control y monitoreo remoto de inyección de nutrientes y ácidos en un sistema de riego tecnificado. El desarrollo de este prototipo identificó oportunidades y limitaciones en la confección de productos de alta tecnología para el sector agrícola en la región Lambayeque. El prototipo está compuesto de un hardware electrónico de baj...

  1. A CIDADE DIGITAL VS A CIDADE INTELIGENTE: ESTRATÉGIAS DE DESENVOLVIMENTO SÓCIO-ECONÓMICO E/OU DE MARKETING TERRITORIAL

    OpenAIRE

    Fernandes, Ricardo Jorge Lopes; Fernandes, Rui Jorge Gama

    2006-01-01

    Nos últimos anos, no quadro da nova economia e da emergência de novas tecnologias, temos assistido a um crescimento assinalável da pertinência das questões da gestão da sustentabilidade dos territórios nas suas múltiplas dimensões, implementando-se novas formas de pensar a cidade, acrescentando a dimensão digital e/ou inteligente na valorização do conhecimento e na utilização de tecnologias de informação e comunicação, vistas como pilares e estratégias fulcrais de desenvolvimento. Porém, algu...

  2. Ciber-FEUP: Um Agente para Utilizar o Simulador Ciber-Rato no Ensino da Inteligência Artificial e Robótica Inteligente

    OpenAIRE

    Reis, Luís Paulo

    2012-01-01

    Ciber-Feup autonomous agente was built with the main objective of using Ciber-Rato simulator for teaching Artificial Intelligence and Inteligent Robotics. The agent was built in the University of Porto as a successor of Micro-Pessoa agent, developed previously in University Fernando Pessoa. In Ciber-Rato 2002 competition, this agent attained second place in the finals and first place in the eliminatory rounds. This paper describes Ciber-FEUP architectur...

  3. Episodic memory for human-like agents and human-like agents for episodic memory

    Czech Academy of Sciences Publication Activity Database

    Brom, C.; Lukavský, Jiří; Kadlec, R.

    2010-01-01

    Roč. 2, č. 2 (2010), s. 227-244 ISSN 1793-8473 Institutional research plan: CEZ:AV0Z70250504 Keywords : episodic memory * virtual agent * modelling Subject RIV: AN - Psychology http://www.worldscinet.com/ijmc/02/0202/S1793843010000461.html

  4. Diseño de un sistema multi-agente para monitoreo de redes utilizando JADE y JPCAP

    Directory of Open Access Journals (Sweden)

    Alexis De la Hoz Manotas

    2010-01-01

    Full Text Available La programación orientada a agentes es un paradigma que ha tomado especial dedicación en los últimos años, en especial en investigaciones, desde sistemas de supervisión y control de redes de computadores, simulación de procesos industriales, recopilación de información, sistemas de oferta y demanda, etc. El diseño de un sistema multiagente (MAS requiere esfuerzos diferentes a los encontrados en un desarrollo de software tradicional, diversas estrategias como BDI, GAIA y MESSAGE pueden ser utilizadas como modelo teórico para tal fin, mas sin embargo, con los avances en la inteligencia artificial, los agentes inteligentes están ahora en capacidad de demostrar mucha mayor autonomía y aprendizaje que hasta ahora. Se ha desarrollado un primer intento en esbozar lo que sería el diseño de un sistema multiagente para la monitorización de redes, escogiendo como plataforma de desarrollo a JADE y Jpcap como herramientas de captura.

  5. Sistema de iluminação baseado em lâmpada LED inteligente

    Directory of Open Access Journals (Sweden)

    Franklin Batista Andrade

    2015-06-01

    Full Text Available Este artigo aborda o estudo e desenvolvimento do protótipo de uma lâmpada inteligente, baseada na plataforma Arduino e capaz de combinar a iluminação artificial com a natural. O controle de brilho de uma lâmpada construída com LEDs (Light Emitting Diodes, ou Diodos Emissores de Luz foi realizado por uma saída com PWM (Pulse Width Modulation, ou Modulação por Largura de Pulso do microcontrolador ATMEGA328 da placa Arduino Uno R3, enquanto para a determinação da intensidade da iluminação natural, um sensor LDR (Light Dependent Resistor, ou Resistor Dependente de Luz foi linearizado e caracterizado para fornecer, por meio de uma equação de ajuste de curva, os valores de iluminância. A lâmpada, quando totalmente desenvolvida, poderá ser utilizada em ambientes como as salas de aula do IFPB, para redução do consumo de energia elétrica, mantendo uma intensidade luminosa ótima durante o dia.

  6. CONTRA-MANUAL PARA CÂMERAS INTELIGENTES: VIGILÂNCIA, TECNOLOGIA E PERCEPÇÃO

    Directory of Open Access Journals (Sweden)

    Fernanda Gloria Bruno

    2012-12-01

    Full Text Available O artigo realiza um breve mapeamento dos sistemas de videovigilância chamados “inteligentes”. Tais sistemas são programados para detecção automatizada e em tempo real de situações consideradas irregulares e/ou suspeitas em ambientes específicos, de modo a prever e prevenir eventos indesejáveis. Três aspectos serão focalizados: 1 O regime de visibilidade em curso, atento à captura de irregularidades; 2 O tipo de categorização dos corpos vigente nestes sistemas, voltado para a superfície da conduta humana; 3 A temporalidade destas câmeras, cujo caráter proativo pretende antever e intervir em eventos futuros. Compreendendo a videovigilância inteligente como um sistema sociotécnico, ressaltam-se procedimentos e discursos que identificam não apenas o funcionamento deste aparato, mas também os modos específicos de controle e vigilância nele implicados. Neste sentido, este texto é uma espécie de contramanual do dispositivo aqui em foco.

  7. A distributed framework for inter-domain virtual network embedding

    Science.gov (United States)

    Wang, Zihua; Han, Yanni; Lin, Tao; Tang, Hui

    2013-03-01

    Network virtualization has been a promising technology for overcoming the Internet impasse. A main challenge in network virtualization is the efficient assignment of virtual resources. Existing work focused on intra-domain solutions whereas inter-domain situation is more practical in realistic setting. In this paper, we present a distributed inter-domain framework for mapping virtual networks to physical networks which can ameliorate the performance of the virtual network embedding. The distributed framework is based on a Multi-agent approach. A set of messages for information exchange is defined. We design different operations and IPTV use scenarios to validate the advantages of our framework. Use cases shows that our framework can solve the inter-domain problem efficiently.

  8. Flocking Control of Multiple Mobile Agents with the Rules of Avoiding Collision

    Directory of Open Access Journals (Sweden)

    Hongtao Zhou

    2015-01-01

    Full Text Available This paper investigates the flocking and the coordinative control problems of multiple mobile agents with the rules of avoiding collision. We propose a set of control laws using hysteresis in adding new links and applying new potential function to guarantee that the fragmentation of the network can be avoided, under which all agents approach a common velocity vector, and asymptotically converge to a fixed value of interagent distances and collisions between agents can be avoided throughout the motion. Furthermore, we extend the flocking algorithm to solve the flocking situation of the group with a virtual leader agent. The laws can make all agents asymptotically approach the virtual leader and collisions can be avoided between agents in the motion evolution. Finally, some numerical simulations are showed to illustrate the theoretical results.

  9. Persuasive Conversational Agent with Persuasion Tactics

    Science.gov (United States)

    Narita, Tatsuya; Kitamura, Yasuhiko

    Persuasive conversational agents persuade people to change their attitudes or behaviors through conversation, and are expected to be applied as virtual sales clerks in e-shopping sites. As an approach to create such an agent, we have developed a learning agent with the Wizard of Oz method in which a person called Wizard talks to the user pretending to be the agent. The agent observes the conversations between the Wizard and the user, and learns how to persuade people. In this method, the Wizard has to reply to most of the user's inputs at the beginning, but the burden gradually falls because the agent learns how to reply as the conversation model grows.

  10. On Weighted Regions and Social Crowds : Autonomous-agent Navigation in Virtual Worlds

    OpenAIRE

    Jaklin, N.S.

    2016-01-01

    Virtual environments have gained in importance in many aspects of the world we live in today. Immersive virtual worlds are ubiquitous in modern movies, video games, and online communities. They are also important in non-entertainment applications such as training and education software, simulations of mass events, evacuation scenarios, human factor analysis, and urban city planning. Training and education software itself comprises various application areas, ranging from teaching children with...

  11. Towards a Transcription System of Sign Language for 3D Virtual Agents

    Science.gov (United States)

    Do Amaral, Wanessa Machado; de Martino, José Mario

    Accessibility is a growing concern in computer science. Since virtual information is mostly presented visually, it may seem that access for deaf people is not an issue. However, for prelingually deaf individuals, those who were deaf since before acquiring and formally learn a language, written information is often of limited accessibility than if presented in signing. Further, for this community, signing is their language of choice, and reading text in a spoken language is akin to using a foreign language. Sign language uses gestures and facial expressions and is widely used by deaf communities. To enabling efficient production of signed content on virtual environment, it is necessary to make written records of signs. Transcription systems have been developed to describe sign languages in written form, but these systems have limitations. Since they were not originally designed with computer animation in mind, in general, the recognition and reproduction of signs in these systems is an easy task only to those who deeply know the system. The aim of this work is to develop a transcription system to provide signed content in virtual environment. To animate a virtual avatar, a transcription system requires explicit enough information, such as movement speed, signs concatenation, sequence of each hold-and-movement and facial expressions, trying to articulate close to reality. Although many important studies in sign languages have been published, the transcription problem remains a challenge. Thus, a notation to describe, store and play signed content in virtual environments offers a multidisciplinary study and research tool, which may help linguistic studies to understand the sign languages structure and grammar.

  12. Elbows higher! Performing, observing and correcting exercises by a Virtual Trainer

    NARCIS (Netherlands)

    Ruttkay, Z.M.; van Welbergen, H.

    2008-01-01

    In the framework of our Reactive Virtual Trainer (RVT) project, we are developing an Intelligent Virtual Agent (IVA) capable to act similarly to a real trainer. Besides presenting the physical exercises to be performed, she keeps an eye on the user. She provides feedback whenever appropriate, to

  13. Virtual Generation of Agents against Mycobacterium tuberculosis. A QSAR Study

    Czech Academy of Sciences Publication Activity Database

    Besalú, E.; Ponec, Robert; de Julián-Ortiz, J. V.

    2003-01-01

    Roč. 6, - (2003), s. 107-120 ISSN 1381-1991 Institutional research plan: CEZ:AV0Z4072921 Keywords : cross-validation * linear models * virtual molecular libraries Subject RIV: CF - Physical ; Theoretical Chemistry Impact factor: 4.444, year: 2001

  14. 10th KES Conference on Agent and Multi-Agent Systems : Technologies and Applications

    CERN Document Server

    Chen-Burger, Yun-Heh; Howlett, Robert; Jain, Lakhmi

    2016-01-01

    The modern economy is driven by technologies and knowledge. Digital technologies can free, shift and multiply choices, often intruding on the space of other industries, by providing new ways of conducting business operations and creating values for customers and companies. The topics covered in this volume include software agents, multi-agent systems, agent modelling, mobile and cloud computing, big data analysis, business intelligence, artificial intelligence, social systems, computer embedded systems and nature inspired manufacturing, etc. that contribute to the modern Digital Economy. This volume highlights new trends and challenges in agent, new digital and knowledge economy research and includes 28 papers classified in the following specific topics: business process management, agent-based modeling and simulation, anthropic-oriented computing, learning paradigms, business informatics and gaming, digital economy, and advances in networked virtual enterprises. Published papers were selected for presentatio...

  15. Diseño y operación de sistemas de distribución bajo un ambiente de redes inteligentes de tensión

    OpenAIRE

    Grisales Noreña, Luis Fernando

    2015-01-01

    En este trabajo se presenta una metodología para el diseño y operación de sistemas de distribución bajo un ambiente de redes inteligentes, considerando como elementos de análisis la ubicación y dimensionamiento de generación distribuida, elementos almacenadores de energía y elementos de protección para aislamiento de fallas y transferencia de carga (reconectadores normalmente cerrados y abiertos, respectivamente). Como técnicas de solución se emplearon tres algoritmos de optimización: algorit...

  16. Intelligent use of the energy; Uso inteligente de la energia

    Energy Technology Data Exchange (ETDEWEB)

    Dominguez Ahedo, Carlos [Director General de la Comision Nacional para el Ahorro de Energia (CONAE), Mexico D. F. (Mexico)

    2005-07-01

    Comision Nacional para el Ahorro de Energia (CONAE) is an administrative agency independent of the Secretaria de Energia that serves as a technical agency for consultancy in matters of efficient use of energy and advantageous use of renewable energies. This document searches to inform the population how to satisfy the necessity of energy in an intelligent way. For this purpose some useful actions to be performed were detected: the making of a balance between the supply and the energy demand, the consultancy on how the saving of energy is performed in order to reduce its waste, to count on equipment and efficient systems, to use domestic renewable energies and to use the solar energy and the biomass. [Spanish] La Comision Nacional para el Ahorro de Energia (CONAE) es el organo administrativo desconcentrado de la Secretaria de Energia que funge como organismo tecnico de consulta en materia de ahorro y uso eficiente de energia y aprovechamiento de energias renovables. Este documento busca informar a la poblacion acerca de como satisfacer la necesidad de energia a cambio de su utilizacion de manera inteligente, para ello se detectaron areas de oportunidad como: un balance entre la oferta y la demanda energetica, informar a la gente sobre como se efectua el ahorro de energia para con ello reducir el desperdicio de esta, contar con equipos y sistemas eficientes, usar energias renovables domesticas y utilizar la energia solar y la biomasa.

  17. Using a cVEP-Based Brain-Computer Interface to Control a Virtual Agent.

    Science.gov (United States)

    Riechmann, Hannes; Finke, Andrea; Ritter, Helge

    2016-06-01

    Brain-computer interfaces provide a means for controlling a device by brain activity alone. One major drawback of noninvasive BCIs is their low information transfer rate, obstructing a wider deployment outside the lab. BCIs based on codebook visually evoked potentials (cVEP) outperform all other state-of-the-art systems in that regard. Previous work investigated cVEPs for spelling applications. We present the first cVEP-based BCI for use in real-world settings to accomplish everyday tasks such as navigation or action selection. To this end, we developed and evaluated a cVEP-based on-line BCI that controls a virtual agent in a simulated, but realistic, 3-D kitchen scenario. We show that cVEPs can be reliably triggered with stimuli in less restricted presentation schemes, such as on dynamic, changing backgrounds. We introduce a novel, dynamic repetition algorithm that allows for optimizing the balance between accuracy and speed individually for each user. Using these novel mechanisms in a 12-command cVEP-BCI in the 3-D simulation results in ITRs of 50 bits/min on average and 68 bits/min maximum. Thus, this work supports the notion of cVEP-BCIs as a particular fast and robust approach suitable for real-world use.

  18. Odor Classification using Agent Technology

    Directory of Open Access Journals (Sweden)

    Sigeru OMATU

    2014-03-01

    Full Text Available In order to measure and classify odors, Quartz Crystal Microbalance (QCM can be used. In the present study, seven QCM sensors and three different odors are used. The system has been developed as a virtual organization of agents using an agent platform called PANGEA (Platform for Automatic coNstruction of orGanizations of intElligent Agents. This is a platform for developing open multi-agent systems, specifically those including organizational aspects. The main reason for the use of agents is the scalability of the platform, i.e. the way in which it models the services. The system models functionalities as services inside the agents, or as Service Oriented Approach (SOA architecture compliant services using Web Services. This way the adaptation of the odor classification systems with new algorithms, tools and classification techniques is allowed.

  19. Implementación de un sistema de seguridad para las comunicaciones en medidores inteligentes de baja tensión en Smart Grids

    OpenAIRE

    Sáenz Leguizamón, Javier Alejandro

    2015-01-01

    La Integración de la red eléctrica y las tecnologías de la información y las comunicaciones (TIC) son el futuro de la energía, el mundo moderno no puede ser concebido sin electricidad y la infraestructura actual está mal adaptada a las necesidades modernas, cada día la demanda de energía es mayor y el medio ambiente sufre debido a la generación de CO2, necesitamos una red inteligente con mejor administración de la energía; implementando estas tecnologías se espera reducir signi...

  20. Diseño y desarrollo de aplicación para estudio en el uso de teléfonos inteligentes por usuarios invidentes

    OpenAIRE

    Sanz Cano, Álvaro

    2014-01-01

    El avance de la tecnología en las últimas décadas ha sido vertiginoso, propiciando que los dispositivos cada vez sean más potentes, en menos espacio y a menor coste. Por ello, no es de extrañar que las ventas de dispositivos crecieran de forma espectacular, primero con los ordenadores personales y luego con todo tipo de dispositivos, PDAs, tabletas, móviles, móviles inteligentes, etcétera. La aparición de internet y su expansión a nivel global junto con la facilidad de acceso a...

  1. Learning Icelandic Language and Culture in Virtual Reykjavik: Starting to Talk

    Science.gov (United States)

    Bédi, Branislav; Arnbjörnsdóttir, Birna; Vilhjálmsson, Hannes Högni; Helgadóttir, Hafdís Erla; Ólafsson, Stefán; Björgvinsson, Elías

    2016-01-01

    This paper describes how beginners of Icelandic as a foreign and second language responded to playing the first scene in Virtual Reykjavik, a video game-like environment where learners interact with virtual characters--Embodied Conversational Agents (ECAs). This game enables learners to practice speaking and listening skills, to learn about the…

  2. Trackside DEIRA: A Dynamic Engaging Intelligent Reporter Agent (Full paper)

    NARCIS (Netherlands)

    Knoppel, François L.A.; Tigelaar, A.S.; Plass - Oude Bos, D.; Alofs, Thijs; Ruttkay, Z.M.; Padgham, L.; Parkes, D.; Mueller, J.; Parsons, S.

    DEIRA is a virtual agent commenting on virtual horse races in real time. DEIRA analyses the state of the race, acts emotionally and comments about the situation in a believable and engaging way, using synthesized speech and facial expressions. In this paper we discuss the challenges, explain the

  3. Trackside DEIRA: A Dynamic Engaging Intelligent Reporter Agent (Demo paper)

    NARCIS (Netherlands)

    Knoppel, François L.A.; Tigelaar, A.S.; Plass - Oude Bos, D.; Alofs, Thijs; Ruttkay, Z.M.; Padgham, L.; Parkes, D.; Mueller, J.; Parsons, S.

    2008-01-01

    DEIRA is a virtual agent commenting on virtual horse races in real time. DEIRA analyses the state of the race, acts on emotion and comments about the situation in a believable and engaging way, using synthesized speech and facial expressions. This paper shortly describes the features of this

  4. Diseño de un modelo basado en técnicas de inteligencia artificial para el desarrollo de un sistema inteligente orientado al aprendizaje

    OpenAIRE

    Lemus Serrano, Carlos Enrique

    2011-01-01

    El desarrollo de Software Educativo relacionado con el Software Inteligente es una de las ramas de la Ingeniería de software que a nivel local ha sido poco explorada. La relación que tienen estas áreas es grande y además brinda muchas ventajas al software educativo que actualmente se ha convertido en una herramienta útil para el aprendizaje del estudiante. El software educativo busca tener una capacidad para razonar, aprender y autoajustarse a un entorno y por ende a sus usuarios; y todo esto...

  5. Affective Interaction with a Virtual Character through an fNIRS Brain-Computer Interface

    Directory of Open Access Journals (Sweden)

    Gabor Aranyi

    2016-07-01

    Full Text Available Affective Brain-Computer Interfaces (BCI harness Neuroscience knowledge to develop affective interaction from first principles. In this paper, we explore affective engagement with a virtual agent through Neurofeedback (NF. We report an experiment where subjects engage with a virtual agent by expressing positive attitudes towards her under a NF paradigm. We use for affective input the asymmetric activity in the dorsolateral prefrontal cortex (DL-PFC, which has been previously found to be related to the high-level affective-motivational dimension of approach/avoidance. The magnitude of left-asymmetric DL-PFC activity, measured using fNIRS and treated as a proxy for approach, is mapped onto a control mechanism for the virtual agent’s facial expressions, in which Action Units are activated through a neural network. We carried out an experiment with 18 subjects, which demonstrated that subjects are able to successfully engage with the virtual agent by controlling their mental disposition through NF, and that they perceived the agent’s responses as realistic and consistent with their projected mental disposition. This interaction paradigm is particularly relevant in the case of affective BCI as it facilitates the volitional activation of specific areas normally not under conscious control. Overall, our contribution reconciles a model of affect derived from brain metabolic data with an ecologically valid, yet computationally controllable, virtual affective communication environment.

  6. Agent-based Integration of Complex and Heterogeneous Distributed Energy Resources in Virtual Power Plants

    DEFF Research Database (Denmark)

    Clausen, Anders; Umair, Aisha; Demazeau, Yves

    2017-01-01

    A Virtual Power Plant aggregates several Distributed Energy Resources in order to expose them as a single, controllable entity. This enables smaller Distributed Energy Resources to take part in Demand Response programs which traditionally only targeted larger consumers. To date, models for Virtual...

  7. Issues in multimodal nonverbal communication and emotion in embodied (conversational) agents

    NARCIS (Netherlands)

    Nijholt, Antinus; Callaos, N.; Breda, A.; Fernandez, A.

    2002-01-01

    Virtual worlds are getting inhabited by virtual humans. Sometimes they act as (autonomous) embodied conversational agents; sometimes they represent human visitors and reflect (real-time) actions performed by the human visitors or users of the environment. It is not always necessary to represent a

  8. Las OTAs como elemento dinamizador de un destino turístico inteligente: procesos de integración y negociación con proveedores y clientes

    OpenAIRE

    Grau Palomares, Sabrina; Teruel Serrano, María Dolores; Palomares Chust, Alberto

    2017-01-01

    En este trabajo se estudia el funcionamiento de las denominadas Agencias de Viajes Online (OTAs) que actualmente se han convertido en actores fundamentales para la dinamización de los Destinos Turísticos Inteligentes (DTIs). El propósito de este trabajo es conocer de qué manera, las OTAs logran llegar a sus clientes en un entorno altamente competitivo, y cómo utilizan las diferentes herramientas de marketing disponibles. El análisis detallado de un conjunto de OTAs (casos de estudio) ha permi...

  9. Cidades inteligentes no nordeste brasileiro: análise das dimensões de trajetória e a contribuição da população

    OpenAIRE

    Câmara, Samuel Façanha; Universidade Estadual do Ceará; Carvalho, Hermano José Batista; Universidade Estadual do Ceará; Silva, Francisca Adaliny Alves; Universidade Estadual do Ceará; Souza, Lucas Lopes Ferreira; Universidade Estadual do Ceará; Souza, Elnivan Moreira; Universidade de Fortaleza

    2016-01-01

    Este trabalho teve o objetivo de identificar de que forma a população das cidades de Barbalha, Maranguape e Mauriti, pertencentes ao Nordeste brasileiro, percebem o caminho que podem seguir para se tornar mais inteligentes. Utilizou-se o modelo de Giffinger, Haindlmaier e Kramar (2010) para analisar as dimensões economia, pessoas, governança, mobilidade, meio ambiente e qualidade de vida. Realizou-se uma survey e aplicaram-se 575 questionários aos moradores das cidades. Os dados foram tratado...

  10. Utilização das tecnologias de informação no contexto das cidades inteligentes em grandes cidades : o caso de Lisboa

    OpenAIRE

    Aires, Joana Marta Ferreira

    2016-01-01

    As Cidades Inteligentes podem ser vistas como uma nova abordagem para lidar com os problemas urbanos, como por exemplo a gestão do trânsito. Através da disponibilidade, infraestrutura e qualidade das Tecnologias da Informação e do capital humano é possível melhorar a qualidade de vida dos cidadãos, promovendo a sua participação e proporcionando uma melhor monitorização de eventos que ocorrem nas cidades. Tomando-se como caso de estudo a grande cidade de Lisboa, neste trabalho procura-se compr...

  11. A virtual environment for simulation of radiological accidents

    International Nuclear Information System (INIS)

    Silva, Tadeu Augusto de Almeida; Farias, Oscar Luiz Monteiro de

    2013-01-01

    A virtual environment is a computer environment, representative of a subset of the real world, and where models of the real world entities, process and events are included in a virtual (three-dimensional) space. Virtual environments are ideal tools for simulation of certain critical processes, such as radiological accidents, where human beings or properties can suffer irreversible or long term damages. Radiological accidents are characterized by the significant exposure to radiation of specialized workers and general public. The early detection of a radiological accident and the determination of its possible extension are essential factors for the planning of prompt answers and emergency actions. This paper proposes the integration of georeferenced representation of the three-dimensional space and agent-based models, with the objective to construct virtual environments that have the capacity to simulate radiological accidents. The three-dimensional georeferenced representations of space candidates are: 1) the spatial representation of traditional geographical information systems (GIS); 2) the representation adopted by Google Maps®. Adding agents to these spatial representations allow us to simulate radiological accidents, quantify the doses received by members of the public, obtain a possible spatial distribution of people contaminated, estimate the number of contaminated individuals, estimate the impact on the health-network, estimate environmental impacts, generate exclusion zones, build alternative scenarios and train staff to deal with radiological accidents. (author)

  12. A virtual environment for simulation of radiological accidents

    Energy Technology Data Exchange (ETDEWEB)

    Silva, Tadeu Augusto de Almeida, E-mail: tedsilva@ird.gov.br [Instituto de Radioprotecao e Dosimetria (IRD/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Farias, Oscar Luiz Monteiro de, E-mail: fariasol@eng.uerj.br [Universidade do Estado do Rio de Janeiro (UERJ), Rio de Janeiro, RJ (Brazil)

    2013-07-01

    A virtual environment is a computer environment, representative of a subset of the real world, and where models of the real world entities, process and events are included in a virtual (three-dimensional) space. Virtual environments are ideal tools for simulation of certain critical processes, such as radiological accidents, where human beings or properties can suffer irreversible or long term damages. Radiological accidents are characterized by the significant exposure to radiation of specialized workers and general public. The early detection of a radiological accident and the determination of its possible extension are essential factors for the planning of prompt answers and emergency actions. This paper proposes the integration of georeferenced representation of the three-dimensional space and agent-based models, with the objective to construct virtual environments that have the capacity to simulate radiological accidents. The three-dimensional georeferenced representations of space candidates are: 1) the spatial representation of traditional geographical information systems (GIS); 2) the representation adopted by Google Maps®. Adding agents to these spatial representations allow us to simulate radiological accidents, quantify the doses received by members of the public, obtain a possible spatial distribution of people contaminated, estimate the number of contaminated individuals, estimate the impact on the health-network, estimate environmental impacts, generate exclusion zones, build alternative scenarios and train staff to deal with radiological accidents. (author)

  13. A comparative analysis of dynamic grids vs. virtual grids using the A3pviGrid framework.

    Science.gov (United States)

    Shankaranarayanan, Avinas; Amaldas, Christine

    2010-11-01

    With the proliferation of Quad/Multi-core micro-processors in mainstream platforms such as desktops and workstations; a large number of unused CPU cycles can be utilized for running virtual machines (VMs) as dynamic nodes in distributed environments. Grid services and its service oriented business broker now termed cloud computing could deploy image based virtualization platforms enabling agent based resource management and dynamic fault management. In this paper we present an efficient way of utilizing heterogeneous virtual machines on idle desktops as an environment for consumption of high performance grid services. Spurious and exponential increases in the size of the datasets are constant concerns in medical and pharmaceutical industries due to the constant discovery and publication of large sequence databases. Traditional algorithms are not modeled at handing large data sizes under sudden and dynamic changes in the execution environment as previously discussed. This research was undertaken to compare our previous results with running the same test dataset with that of a virtual Grid platform using virtual machines (Virtualization). The implemented architecture, A3pviGrid utilizes game theoretic optimization and agent based team formation (Coalition) algorithms to improve upon scalability with respect to team formation. Due to the dynamic nature of distributed systems (as discussed in our previous work) all interactions were made local within a team transparently. This paper is a proof of concept of an experimental mini-Grid test-bed compared to running the platform on local virtual machines on a local test cluster. This was done to give every agent its own execution platform enabling anonymity and better control of the dynamic environmental parameters. We also analyze performance and scalability of Blast in a multiple virtual node setup and present our findings. This paper is an extension of our previous research on improving the BLAST application framework

  14. An Integrated System for Disabled People Developed with the Agent Platform PANGEA

    Directory of Open Access Journals (Sweden)

    Carolina ZATO

    2013-11-01

    Full Text Available New trends in multi-agent systems call for self-adaptation and high dynamics, hence the new model of open MAS or virtual organization of agents. However, as existing agent platforms are not yet equipped to support this behavior, it is necessary to create new systems and mechanisms to facilitate the development of these new architectures. This article presents PANGEA, an agent platform to develop open multi-agent systems, specifically those including organizational aspects such as virtual agent organizations. The platform allows the integral management of organizations and offers tools to the end user. Additionally, it includes a communication protocol based on the IRC standard, which facilitates implementation and remains robust even with a large number of connections. The introduction of a CommunicationAgent and a Sniffer make it possible to offer Web Services for the distributed control of interaction. In order to test PANGEA, an integral system was developed to help the disabled, gathering a set of easily deployable and integrated services under a single architecture.

  15. Inovação, Governança e Desenvolvimento Sustentável em Destinos Turísticos Inteligentes: o caso de Belo Horizonte/MG, Brasil

    OpenAIRE

    Rocco, Daniela; Alvares, Daniela

    2017-01-01

    O objetivo deste artigo foi analisar iniciativas inovadoras realizadas em consonância com o desenvolvimento sustentável e com estímulo à governança, inseridas no contexto de um potencial destino turístico inteligente (DTI), a saber, Belo Horizonte, localizado no estado de Minas Gerais, Brasil. Esta pesquisa, que foi desenvolvida entre janeiro e maio de 2017, é de natureza exploratória e caráter qualitativo. Foram entrevistados representantes de cinco instituições com as seguintes atuações: ge...

  16. Controlador empotrado en FPGA para Sistema Inteligente de Transporte

    Directory of Open Access Journals (Sweden)

    Alejandro José Cabrera Sarmiento

    2011-11-01

    Full Text Available 1024x768 Normal 0 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} En el presente trabajo se expone la concepción, desarrollo e implementación de un controlador empotrado en un FPGA de Xilinx para ser utilizado en un Sistema Inteligente de Transporte (SIT. La estructura hardware del controlador está basada en la utilización de diversos módulos de propiedad intelectual del sistema de procesamiento MicroBlaze y el soporte de software está basado en la utilización del sistema operativo Petalinux. El controlador empotrado dispone de interfaces Ethernet, USB, UART, SPI e I2C para la comunicación con los diferentes niveles jerárquicos del SIT. Ha sido implementado sobre una placa de desarrollo basada en un FPGA Spartan3E de 1.200 k compuertas, ocupando un 59% de sus recursos configurables. El resto de los recursos disponibles en el FPGA permite, además de la posible actualización del controlador, la implementación hardware de algoritmos que requieren una alta velocidad de procesamiento.

  17. Quality of service agents in the internet

    OpenAIRE

    Schelén, Olov

    1998-01-01

    The Internet is a multi-purpose communication network supporting users and applications with different service demands. To meet these demands, mechanisms for service differentiation in the network are proposed. This thesis presents an admission control architecture where clients can make resource reservations through agents. For each domain in the network there is an agent responsible for admission control. The architecture provides scalable resource reservations for virtual leased lines. Res...

  18. Agent SocialMetric: una plataforma basada en tecnología web para ambientes de enseñanza y soporte de valoración de conflictos en el aula

    Directory of Open Access Journals (Sweden)

    Antonieta Kuz

    2017-07-01

    Full Text Available Actualmente numerosas herramientas de software son utilizadas para asistir a los alumnos y favorecer el aprendizaje en el ámbito educativo. Mediante diversas investigaciones y como resultado del desarrollo de las TICs, fue factible la creación de una herramienta web de desarrollo propio denominada Agent SocialMetric. La misma se fundamenta en el entrelazado del Análisis de Redes Sociales (ARS junto con los Agentes Inteligentes Conversacionales (en nuestro caso, el agente Albert. El objetivo primordial de la herramienta es brindar asistencia a los docentes, mostrando el clima social predominante en el aula a través de Albert. En el presente artículo evidenciamos los fundamentos y motivaciones de la propuesta junto con una descripción de la metodología embebida en Agent SocialMetric. Circunscribiendo la aplicación a un caso práctico en el ámbito de la Educación Secundaria, podrán verse las actitudes, los comportamientos específicos de compañeros y las posiciones de éstos en la red social del aula, que influyen en el bullying. Finalmente, brindaremos conclusiones y el trabajo futuro.

  19. Agentes computacionales y análisis económico

    Directory of Open Access Journals (Sweden)

    Juan Manuel Larrosa

    2016-06-01

    Full Text Available La simulación de sistemas de agentes múltiples y los modelos basados en agentes utilizan entidades virtuales que interactúan siguiendo reglas en ambientes controlados, y permiten entender el comportamiento de los agentes reales considerando aspectos como la heterogeneidad, la espacialidad y la racionalidad limitada. Así se pueden modelar muchos fenómenos económicos y obtener resultados significativos. Este ensayo revisa los aportes de la economía computacional basada en agentes, destaca sus aspectos promisorios y sus limitaciones.

  20. VIRTUAL COGNITIVE CENTERS AS INTELLIGENT SYSTEMS FOR MANAGEMENT INFORMATION SUPPORT OF REGIONAL SECURITY

    Directory of Open Access Journals (Sweden)

    A. V. Masloboev

    2014-03-01

    Full Text Available The paper deals with engineering problems and application perspectives of virtual cognitive centers as intelligent systems for information support of interagency activities in the field of complex security management of regional development. A research prototype of virtual cognitive center for regional security management in crisis situations, implemented as hybrid cloud service based on IaaS architectural framework with the usage of multi-agent and web-service technologies has been developed. Virtual cognitive center is a training simulator software system and is intended for solving on the basis of distributed simulation such problems as: strategic planning and forecasting of risk-sustainable development of regional socioeconomic systems, agents of management interaction specification synthesis for regional components security in different crisis situations within the planning stage of joint anti-crisis actions.

  1. A Model Supported Interactive Virtual Environment for Natural Resource Sharing in Environmental Education

    Science.gov (United States)

    Barbalios, N.; Ioannidou, I.; Tzionas, P.; Paraskeuopoulos, S.

    2013-01-01

    This paper introduces a realistic 3D model supported virtual environment for environmental education, that highlights the importance of water resource sharing by focusing on the tragedy of the commons dilemma. The proposed virtual environment entails simulations that are controlled by a multi-agent simulation model of a real ecosystem consisting…

  2. Foreign language learning in immersive virtual environments

    Science.gov (United States)

    Chang, Benjamin; Sheldon, Lee; Si, Mei; Hand, Anton

    2012-03-01

    Virtual reality has long been used for training simulations in fields from medicine to welding to vehicular operation, but simulations involving more complex cognitive skills present new design challenges. Foreign language learning, for example, is increasingly vital in the global economy, but computer-assisted education is still in its early stages. Immersive virtual reality is a promising avenue for language learning as a way of dynamically creating believable scenes for conversational training and role-play simulation. Visual immersion alone, however, only provides a starting point. We suggest that the addition of social interactions and motivated engagement through narrative gameplay can lead to truly effective language learning in virtual environments. In this paper, we describe the development of a novel application for teaching Mandarin using CAVE-like VR, physical props, human actors and intelligent virtual agents, all within a semester-long multiplayer mystery game. Students travel (virtually) to China on a class field trip, which soon becomes complicated with intrigue and mystery surrounding the lost manuscript of an early Chinese literary classic. Virtual reality environments such as the Forbidden City and a Beijing teahouse provide the setting for learning language, cultural traditions, and social customs, as well as the discovery of clues through conversation in Mandarin with characters in the game.

  3. Estudio del Uso de la Tarjeta Inteligente Adaptado a un Teléfono Móvil como Sistema para Adquirir Bienes y Servicios en la Ciudad de Guayaquil

    OpenAIRE

    Espín Martínez, Jorge Alfredo; Pilco Totoy, Mario Patricio

    2012-01-01

    Con el fin de seguir desarrollando el segmento de la tecnología y comunicaciones con nuevas aplicaciones, el presente estudio se enfoca en proponer al mercado una tarjeta inteligente adaptado en un celular; el mismo que servirá para transacciones de compra de bienes y servicios en establecimientos afiliados con la tecnología NFC; esta alternativa permitirá a los usuarios poder realizar con mayor seguridad sus compras ya que tendrán que utilizar el sistema de huella digital, y el mismo equipo ...

  4. An Agent-Based Intervention to Assist Drivers Under Stereotype Threat: Effects of In-Vehicle Agents' Attributional Error Feedback.

    Science.gov (United States)

    Joo, Yeon Kyoung; Lee-Won, Roselyn J

    2016-10-01

    For members of a group negatively stereotyped in a domain, making mistakes can aggravate the influence of stereotype threat because negative stereotypes often blame target individuals and attribute the outcome to their lack of ability. Virtual agents offering real-time error feedback may influence performance under stereotype threat by shaping the performers' attributional perception of errors they commit. We explored this possibility with female drivers, considering the prevalence of the "women-are-bad-drivers" stereotype. Specifically, we investigated how in-vehicle voice agents offering error feedback based on responsibility attribution (internal vs. external) and outcome attribution (ability vs. effort) influence female drivers' performance under stereotype threat. In addressing this question, we conducted an experiment in a virtual driving simulation environment that provided moment-to-moment error feedback messages. Participants performed a challenging driving task and made mistakes preprogrammed to occur. Results showed that the agent's error feedback with outcome attribution moderated the stereotype threat effect on driving performance. Participants under stereotype threat had a smaller number of collisions when the errors were attributed to effort than to ability. In addition, outcome attribution feedback moderated the effect of responsibility attribution on driving performance. Implications of these findings are discussed.

  5. VBOT: Motivating computational and complex systems fluencies with constructionist virtual/physical robotics

    Science.gov (United States)

    Berland, Matthew W.

    As scientists use the tools of computational and complex systems theory to broaden science perspectives (e.g., Bar-Yam, 1997; Holland, 1995; Wolfram, 2002), so can middle-school students broaden their perspectives using appropriate tools. The goals of this dissertation project are to build, study, evaluate, and compare activities designed to foster both computational and complex systems fluencies through collaborative constructionist virtual and physical robotics. In these activities, each student builds an agent (e.g., a robot-bird) that must interact with fellow students' agents to generate a complex aggregate (e.g., a flock of robot-birds) in a participatory simulation environment (Wilensky & Stroup, 1999a). In a participatory simulation, students collaborate by acting in a common space, teaching each other, and discussing content with one another. As a result, the students improve both their computational fluency and their complex systems fluency, where fluency is defined as the ability to both consume and produce relevant content (DiSessa, 2000). To date, several systems have been designed to foster computational and complex systems fluencies through computer programming and collaborative play (e.g., Hancock, 2003; Wilensky & Stroup, 1999b); this study suggests that, by supporting the relevant fluencies through collaborative play, they become mutually reinforcing. In this work, I will present both the design of the VBOT virtual/physical constructionist robotics learning environment and a comparative study of student interaction with the virtual and physical environments across four middle-school classrooms, focusing on the contrast in systems perspectives differently afforded by the two environments. In particular, I found that while performance gains were similar overall, the physical environment supported agent perspectives on aggregate behavior, and the virtual environment supported aggregate perspectives on agent behavior. The primary research questions

  6. DESEMPEÑO GERENCIAL DE LAS ALCALDÍAS DE LA COSTA ORIENTAL DEL LAGO DE MARACAIBO ENFOCADO EN LAS ORGANIZACIONES INTELIGENTES

    Directory of Open Access Journals (Sweden)

    Niria Meli Quintero de Faría

    2012-07-01

    Full Text Available La presente investigación tuvo como objetivo analizar el desempeño gerencial de las alcaldías de la Costa Oriental del Lago, enfocándose en las organizaciones inteligentes.Metodológicamente el estudio fue de tipo descriptivo según (Hernández, Fernández y Baptista, 2006, porque se orientó a recolectar y medir información relacionada con el estudio de las personas u objetos, es de campo porque los datos se recogieron directamente de la realidad. El modelo desarrollado está referido a las Alcaldías de Cabimas, Santa Rita, Simón Bolívar, Miranda, Lagunillas, Valmore Rodríguez y Baralt. A su vez, estuvo enmarcado en la acción gerencial apoyado en las disciplinas de (Senge, 2005.

  7. Investigating the influence of social exclusion on persuasion by a virtual agent

    NARCIS (Netherlands)

    Ruijten, P.A.M.; Ham, J.R.C.; Midden, C.J.H.; Spagnolli, A.; Chittaro, L.; Gamberini, L.

    2014-01-01

    Persuasive agents may function as a tool to induce changes in human behavior. Research has shown that human-likeness of such agents influences their effectiveness. Besides characteristics of the agent, other characteristics may also have strong influences on persuasive agents’ effectiveness. One

  8. An Approach for Autonomy: A Collaborative Communication Framework for Multi-Agent Systems

    Science.gov (United States)

    Dufrene, Warren Russell, Jr.

    2005-01-01

    Research done during the last three years has studied the emersion properties of Complex Adaptive Systems (CAS). The deployment of Artificial Intelligence (AI) techniques applied to remote Unmanned Aerial Vehicles has led the author to investigate applications of CAS within the field of Autonomous Multi-Agent Systems. The core objective of current research efforts is focused on the simplicity of Intelligent Agents (IA) and the modeling of these agents within complex systems. This research effort looks at the communication, interaction, and adaptability of multi-agents as applied to complex systems control. The embodiment concept applied to robotics has application possibilities within multi-agent frameworks. A new framework for agent awareness within a virtual 3D world concept is possible where the vehicle is composed of collaborative agents. This approach has many possibilities for applications to complex systems. This paper describes the development of an approach to apply this virtual framework to the NASA Goddard Space Flight Center (GSFC) tetrahedron structure developed under the Autonomous Nano Technology Swarm (ANTS) program and the Super Miniaturized Addressable Reconfigurable Technology (SMART) architecture program. These projects represent an innovative set of novel concepts deploying adaptable, self-organizing structures composed of many tetrahedrons. This technology is pushing current applied Agents Concepts to new levels of requirements and adaptability.

  9. The distributed agent-based approach in the e-manufacturing environment

    Science.gov (United States)

    Sękala, A.; Kost, G.; Dobrzańska-Danikiewicz, A.; Banaś, W.; Foit, K.

    2015-11-01

    The deficiency of a coherent flow of information from a production department causes unplanned downtime and failures of machines and their equipment, which in turn results in production planning process based on incorrect and out-of-date information. All of these factors entail, as the consequence, the additional difficulties associated with the process of decision-making. They concern, among other, the coordination of components of a distributed system and providing the access to the required information, thereby generating unnecessary costs. The use of agent technology significantly speeds up the flow of information within the virtual enterprise. This paper includes the proposal of a multi-agent approach for the integration of processes within the virtual enterprise concept. The presented concept was elaborated to investigate the possible solutions of the ways of transmission of information in the production system taking into account the self-organization of constituent components. Thus it implicated the linking of the concept of multi-agent system with the system of managing the production information, based on the idea of e-manufacturing. The paper presents resulting scheme that should be the base for elaborating an informatics model of the target virtual system. The computer system itself is intended to be developed next.

  10. SG-SM - Smart Grid San Martin : Red de Distribución y Generación de Energía Inteligente en Ciudad Gral San Martin – Mendoza

    OpenAIRE

    Mercado, Gustavo; Peña, José Manuel Da; Stasi, Raúl; López, Gabriel; Burlot, Alejandro; Vivone, Gian Carlo; Amstutz, Carolina; Barnabo, Laura; De Paolo, Julieta; Ledda, Marcelo; Cáceres, Roberto; Taffernaberry, Juan Carlos; Pérez, Santiago; Álvarez, Luis; Fernández, Jorge

    2015-01-01

    Diseño, implementación y análisis de resultados de un proyecto piloto de redes inteligentes y mejoramiento de la eficiencia de la redes de distribución en un área urbano - rural de la zona de concesión de EDESTE SA, en el departamento de Gral. San Martín - Mendoza, que abastece aproximadamente 5000 usuarios de tipo residencial, comercial e industrial, donde se desarrollarán los siguientes aspectos: telemedición y control (Smart Grid) de usuarios finales, telegestión de subestaciones transform...

  11. Designing Interactive Storytelling: A Virtual Environment for Personal Experience Narratives

    OpenAIRE

    Ladeira , Ilda; Marsden , Gary; Green , Lesley

    2011-01-01

    Part 1: Long and Short Papers; International audience; We describe an ongoing collaboration with the District Six Museum, in Cape Town, aimed at designing a storytelling prototype for preserving personal experience narratives. We detail the design of an interactive virtual environment (VE) which was inspired by a three month ethnography of real-life oral storytelling. The VE places the user as an audience member in a virtual group listening to two storytelling agents capable of two forms of i...

  12. Maintaining the Identify of Dynamically Embodied Agents

    OpenAIRE

    Martin, Alan; O'Hare, Gregory; Duffy, Brian; Schoen-Phelan, Bianca; Bradley, John

    2005-01-01

    Virtual agents are traditionally constrained in their embod- iment, as they are restricted to one form of body. We propose allowing them to change their embodiment in order to expand their capabili- ties. This presents users with a number of di±culties in maintaining the identity of the agents, but these can be overcome by using identity cues, certain features that remain constant across embodiment forms. This pa- per outlines an experiment that examines these identity cues, and shows that th...

  13. Human Activity Behavior and Gesture Generation in Virtual Worlds for Long- Duration Space Missions. Chapter 8

    Science.gov (United States)

    Sierhuis, Maarten; Clancey, William J.; Damer, Bruce; Brodsky, Boris; vanHoff, Ron

    2007-01-01

    A virtual worlds presentation technique with embodied, intelligent agents is being developed as an instructional medium suitable to present in situ training on long term space flight. The system combines a behavioral element based on finite state automata, a behavior based reactive architecture also described as subsumption architecture, and a belief-desire-intention agent structure. These three features are being integrated to describe a Brahms virtual environment model of extravehicular crew activity which could become a basis for procedure training during extended space flight.

  14. SYNTHETIC DESIGN AND THE ART OF VIRTUAL REALITY IN ...

    African Journals Online (AJOL)

    defined to be a form of human-computer interaction in which real or imaginary .... tagged Game Bots: A 3D Virtual World Testbed, for Multi-agent Research. ... is only a soft touch as the VR technology itself is light-based thereby creating.

  15. ESTRATEGIAS PARA FORTALECER EL DOMINIO PERSONAL BASADO EN EL ENFOQUE DE LAS ORGANIZACIONES INTELIGENTES, EN LAS CORPORACIONES LOCALES, DE LA COSTA ORIENTAL DEL LAGO DE MARACAIBO

    Directory of Open Access Journals (Sweden)

    Niria Quintero

    2009-11-01

    Full Text Available El propósito del estudio es diseñar estrategias gerenciales basadas en el enfoque de las organizaciones inteligentes para la eficiencia y eficacia de la gerencia pública en la administración del talento humano, a través del fortalecimiento de la disciplina, dominio personal en las corporaciones locales de la Costa Oriental del Lago. La investigación es descriptiva, campo no experimental, n=110, con un cuestionario de 28 ítemes tipo Likert. Se  concluye que este estudio contribuye con el diseño de innovadoras formas de administrar el personal.

  16. Estudio comparativo de los Códecs de voz para comunicaciones de Voip utilizando teléfonos inteligentes - caso de estudio Universidad Católica de Cuenca sede Azogues

    OpenAIRE

    Ortega Ortega, Martín Educardo

    2015-01-01

    Este trabajo de investigación presenta un estudio comparativo de los códecs de voz para comunicaciones de VoIP en la Universidad Católica de Cuenca Sede Azogues, mediante la aplicación de diferentes escenarios reales de pruebas utilizando teléfonos móviles celulares inteligentes con cuentas SIP registradas en aplicaciones softphones y configuradas con la dirección IP interna del servidor de VoIP cuando la conexión sea a través de la red WLAN interna del campus universitario,...

  17. Control basado en PID inteligentes: aplicación al control de crucero de un vehículo a bajas velocidades

    Directory of Open Access Journals (Sweden)

    Jorge Villagrá

    2010-10-01

    Full Text Available Resumen: A pesar de sus limitaciones, la técnica de control mas utilizada en el mundo industrial sigue siendo todavía hoy el control PID. En este artículo se presenta un nuevo enfoque, el control basado en PID inteligentes (i-PID, que aprovecha las virtudes que han hecho tan popular al PID, mejorando uno de sus puntos débiles: la perdida de prestaciones en presencia de términos no-lineales o de dinámicas no modeladas. Para ilustrar las características del i-PID, se ha probado su comportamiento en una aplicación real, el control de crucero de un vehículo experimental a bajas velocidades. Palabras Clave: Controladores PID, Sistemas de control no lineales, Vehículos autónomos, Control de velocidad

  18. Cidades inteligentes como nova prática para o gerenciamento dos serviços e infraestruturas urbanos: a experiência da cidade de Porto Alegre

    OpenAIRE

    Weiss, Marcos Cesar; Bernardes, Roberto Carlos; Consoni, Flavia Luciane

    2015-01-01

    ResumoEste artigo tem por objetivo discutir a experiência da cidade de Porto Alegre relativamente à materialização do conceito de cidade inteligente. Para tanto, utilizou-se uma abordagem metodológica de caráter qualitativo e exploratório, baseada em estudo de caso, com coleta de dados em fontes primárias e secundárias realizada em 2013. Os resultados mostram que a implementação de inovações em tecnologias da informação e comunicação (TICs) na prestação dos serviços públicos proporcionou maio...

  19. Radiation protective agents possessing anti-oxidative properties

    Energy Technology Data Exchange (ETDEWEB)

    Anzai, Kazunori; Ueno, Emi; Yoshida, Akira; Furuse, Masako; Ikota, Nobuo [National Inst. of Radiological Sciences, Research Center for Radiation Safety, Chiba, Chiba (Japan)

    2005-11-15

    The purpose of studies is to see mechanisms of radiation protection of agents possessing anti-oxidative properties because the initial step resulting in radiation hazard is the formation of radicals by water radiolysis. Agents were commercially available or synthesized proxyl derivatives (spin prove agents), commercially available spin-trapping agents, edaravone and TMG (a tocopherol glycoside). Mice and cultured cells were X-irradiated by Shimadzu Pantak HF-320 or 320S. Survivals of cells were determined by colony assay and of mice, to which the agents were given intraperitoneally before or after X-irradiation, within 30 days post irradiation. Plasma and marrow concentrations of proxyls were estimated by electron spin resonance (ESR) spectrometry. Mechanisms of their radiation protective effects were shown different from agent to agent. TMG was found effective even post irradiation, which suggests a possibility for a new drug development. Some (spin trapping agents and TMG), virtually ineffective at the cell level, were found effective in the whole body, suggesting the necessity of studies on their disposition and metabolism. (S.I.)

  20. Radiation protective agents possessing anti-oxidative properties

    International Nuclear Information System (INIS)

    Anzai, Kazunori; Ueno, Emi; Yoshida, Akira; Furuse, Masako; Ikota, Nobuo

    2005-01-01

    The purpose of studies is to see mechanisms of radiation protection of agents possessing anti-oxidative properties because the initial step resulting in radiation hazard is the formation of radicals by water radiolysis. Agents were commercially available or synthesized proxyl derivatives (spin prove agents), commercially available spin-trapping agents, edaravone and TMG (a tocopherol glycoside). Mice and cultured cells were X-irradiated by Shimadzu Pantak HF-320 or 320S. Survivals of cells were determined by colony assay and of mice, to which the agents were given intraperitoneally before or after X-irradiation, within 30 days post irradiation. Plasma and marrow concentrations of proxyls were estimated by electron spin resonance (ESR) spectrometry. Mechanisms of their radiation protective effects were shown different from agent to agent. TMG was found effective even post irradiation, which suggests a possibility for a new drug development. Some (spin trapping agents and TMG), virtually ineffective at the cell level, were found effective in the whole body, suggesting the necessity of studies on their disposition and metabolism. (S.I.)

  1. Virtually teaching virtual leadership

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus; Nielsen, Rikke Kristine; Børgesen, Kenneth

    2017-01-01

    This paper seeks to investigate the challenges to virtual collaboration and leadership on basis of findings from a virtual course on collaboration and leadership. The course used for this experiment was designed as a practical approach, which allowed participants to experience curriculum phenomena....... This experimental course provided insights into the challenges involved in virtual processes, and those experiences where used for addressing the challenges that virtual leadership is confronted with. Emphasis was placed on the reduction of undesired virtual distance and its consequences through affinity building....... We found that student scepticism appeared when a breakdown resulted in increasing virtual distance, and raises questions on how leaders might translate or upgrade their understandings of leadership to handling such increased distance through affinity building....

  2. Multi-agent based modeling for electric vehicle integration in a distribution network operation

    DEFF Research Database (Denmark)

    Hu, Junjie; Morais, Hugo; Lind, Morten

    2016-01-01

    The purpose of this paper is to present a multi-agent based modeling technology for simulating and operating a hierarchical energy management of a power distribution system with focus on EVs integration. The proposed multi-agent system consists of four types of agents: i) Distribution system...... operator (DSO) technical agent and ii) DSO market agents that both belong to the top layer of the hierarchy and their roles are to manage the distribution network by avoiding grid congestions and using congestion prices to coordinate the energy scheduled; iii) Electric vehicle virtual power plant agents...

  3. Método de Evaluación Dinámica de Planes en Sistemas Inteligentes Autónomos

    Directory of Open Access Journals (Sweden)

    Ezequiel González

    2015-05-01

    Full Text Available La característica principal de los sistemas inteligentes autónomos es que son capaces de auto proponerse planes, de ejecutarlos y de retroalimentar su base de conocimiento a partir de la información que extraen del entorno. En este trabajo se presenta una revisión de los métodos de aprendizaje y planificación de dichos sistemas, para luego centrar la investigación sobre la arquitectura LOPE. Aunque publicaciones posteriores implementaron modificaciones y extensiones que lograron mejorar su rendimiento, se han identificado ciertos aspectos del modelo que aún no han sido abordados. Por tal motivo, se proponen mejoras para ser aplicadas dentro de los módulos de planificación y aprendizaje, como también refinamientos al proceso de control y ejecución. Además, se elabora un indicador que permite una evaluación integral de la arquitectura y una comparación objetiva de los resultados alcanzados con las distintas mejoras aplicadas, en relación al diseño original.

  4. Intelligent tutorial system for selftraining in tuning of control systems; Sistema tutorial inteligente para el autoentrenamiento en sintonizacion de sistemas de control

    Energy Technology Data Exchange (ETDEWEB)

    Romero Jimenez, Guillermo; Perez Ocampo, Maria Concepcion [Instituto de Investigaciones Electricas, Temixco, Morelos (Mexico)

    1999-07-01

    In this paper the design, development and validation of an intelligent tutorial system oriented to the instruction of techniques of tuning of control systems is described. This system is based on systems previously developed in the Simulation Unit of the Instituto de Investigaciones Electricas (IIE). The designed system accounts with four modules: of knowledge, the student model, of tutor and of interface, basic characteristics that allows to locate this system in the context of the intelligent tutorial systems. In this system in particular, the knowledge module was only modified, because advantage is taken of the existing structure to incorporate a new dominion of application: the one of the techniques of tuning of control systems. The system maintains the characteristic that it can also be used as a consultation system. In addition to the design and validation of the tutorial system, when following the methodology of processing the degree of generality of the developed system, was evaluated, taking into account the evaluation and quantification of metrics that the engineering software proposes. [Spanish] En este trabajo se describen el diseno, el desarrollo y la validacion de un sistema tutorial inteligente orientado a la instruccion de tecnicas de sintonizacion de sistemas de control. Este sistema esta basado en sistemas desarrollados anteriormente en la Unidad de Simulacion del Instituto de Investigaciones Electricas (IIE). El sistema disenado cuenta con cuatro modulos: de conocimiento, del modelo del estudiante, de tutor y de interfaz, caracteristica principal que permite ubicar a este sistema en el contexto de los sistemas tutoriales inteligentes. En este sistema en particular solo se modifica el modulo de conocimiento, pues se aprovecha la estructura existente para incorporar un nuevo dominio de aplicacion: el de las tecnicas de sintonizacion de sistemas de control. El sistema mantiene la caracteristica de que tambien puede utilizarse como un sistema de

  5. Aplicación de Tecnologías Inteligentes para el Estudio de Conductas de Robots Móviles en Ambientes de Trabajo con Obstáculos Fijos

    Directory of Open Access Journals (Sweden)

    Alejandro Hossian

    2015-11-01

    Full Text Available La Inteligencia Artificial (IA encuentra sus raíces en distintos mitos y leyendas a lo largo de la historia de la humanidad. De manera tal que con el transcurso del tiempo, la IA se ha ido nutriendo de un variopinto espectro de tecnologías; las cuales han sido y siguen siendo de suma utilidad en distintas áreas disciplinares. A tal efecto, y este es el caso del presente artículo, corresponde citar el área de estudio de la navegación de robots móviles, cuyos tópicos de investigación constituyen un aporte sustancial en distintos sectores del desarrollo (industriales, medicinales, seguridad, aeroespacial, entre otros. El presente trabajo centra su análisis en el comportamiento que registran los robots móviles en ambientes de navegación estructurados, en los cuales los obstáculos permanecen fijos mientras el robot realiza las acciones requeridas por el usuario. Los primeros experimentos tuvieron como soporte la aplicación de las Tecnologías Inteligentes de las Redes Neuronales Artificiales (RNA, los cuales se focalizaron en la implementación del algoritmo de aprendizaje supervisado de retropropagación del error (backpropagation. Actualmente, y con el propósito de mejorar la performance del vehículo robótico con la tecnología aplicada, se realizan experimentos mediante la aplicación de algoritmos inteligentes de carácter deliberativo, los cuales se orientan hacia la planificación de las tareas que el robot debe realizar dentro de su entorno de operación.

  6. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms

    OpenAIRE

    Rutkowski, Tomasz M.

    2016-01-01

    The paper reviews nine robotic and virtual reality (VR) brain–computer interface (BCI) projects developed by the author, in collaboration with his graduate students, within the BCI–lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realti...

  7. Commerce and Entertainment in the Twente Virtual Theatre Environment

    NARCIS (Netherlands)

    Nijholt, Antinus; Kirner, C.; Kirner, T.G.

    1999-01-01

    In this paper we discuss research on a virtual theatre environment. The theatre has been built using VRML and therefore it can be accessed through World Wide Web. In the environment we employ several agents. The theatre allows navigation input through keyboard function keys and mouse, but there is

  8. El concepto ciencia en la hipótesis del diseño inteligente, según la sentencia Tammy Kitzmiller et al. vs. Dover Area School District

    OpenAIRE

    Claramonte Sanz, Vicente

    2010-01-01

    PLANTEAMIENTO. La presente tesis doctoral propone una discusión crítica sobre si la hipótesis del diseño inteligente puede ser calificada, desde un punto de vista técnico-filosófico, como un discurso científico, o por el contrario pseudocientífico. Los parámetros de la discusión caen dentro del área de Filosofía de la Ciencia y subárea de Filosofía de la Biología, tratando de señalar las inconsistencias teóricas y empíricas del antievolucionismo, en el marco del debate entre evolucionismo y c...

  9. Enfoque de las organizaciones inteligentes en la implementación de nuevas técnicas de dirección en las pequeñas y medianas empresas (PYMEs

    Directory of Open Access Journals (Sweden)

    César A. Valecillos

    2007-01-01

    Full Text Available Este artículo tiene como propósito destacar los aportes que ofrece el Enfoque de las Organizaciones Inteligentes en relación al cambio y al manejo de las resistencias involucrados en la implementación de técnicas de dirección en las PYMES. El método empleado se basó en el análisis de planteamientos de autores de literatura vinculada con el tema. Entre los factores encontrados que operan negativamente para invertir en nuevas herramientas de dirección, cabe destacar: el enfoque de gestión tradicional que prevalece en el sistema de creencias de los propietarios, la cultura organizacional y el desconocimiento de una metodología adecuada para el diagnóstico y administración de los cambios implícitos en la implementación de nuevas tecnologías. Se concluye que entre las respuestas que ofrece el enfoque de las organizaciones inteligentes, resaltan: facilitar procesos de aprendizaje organizacional en el dueño y líderes para involucrar y crear los compromisos necesarios para modelar e impulsar las nuevas tecnologías, intervenir en el sistema humano cultural de manera que el cambio no se perciba como una amenaza sino como una oportunidad para el crecimiento personal y el desarrollo organizacional y considerar la metodología de análisis de flujos para el diagnóstico, planificación y seguimiento de los cambios asociados en la implementación.

  10. Virtual Learning Environments as Sociomaterial Agents in the Network of Teaching Practice

    Science.gov (United States)

    Johannesen, Monica; Erstad, Ola; Habib, Laurence

    2012-01-01

    This article presents findings related to the sociomaterial agency of educators and their practice in Norwegian education. Using actor-network theory, we ask how Virtual Learning Environments (VLEs) negotiate the agency of educators and how they shape their teaching practice. Since the same kinds of VLE tools have been widely implemented…

  11. Smart transmission grids - benefits and risks; Redes de transmision inteligente. Beneficios y riesgos

    Energy Technology Data Exchange (ETDEWEB)

    Velasco-Ramirez, E.; Angeles-Camacho, C. [Universidad Nacional Autonoma de Mexico, Mexico, D.F. (Mexico)]. E-mails: TVelascoR@iingen.unam.mx; CAngelesC@ii.unam.mx; Garcia-Martinez, M. [Instituto Tecnologico de Toluca, Estado de Mexico (Mexico)]. E-mail: mgarciam@ittoluca.edu.mx

    2013-01-15

    Nowadays the Power Systems are working near their stability limits, for this reason it is necessary and essential a transition to new transmission systems that ensure efficient delivery of electrical energy, with the objective to prevent blackouts that cause significant losses in the economy of any country in the world. This paper analyzes important elements to consider having a healthy and efficient transition from a power grid vertically integrated into a smart transmission grid. A comparative analysis in the model, development, benefits and risks of the implementation of these systems, between two of the main marc of references of smart grids, the EU and the USA is presented. [Spanish] Actualmente los sistemas electricos operan cada vez mas cercanos a sus limites de estabilidad, es por ello que se hace necesaria y primordial la transicion hacia nuevos sistemas de transmision que garanticen la eficiente entrega de la energia electrica, evitando con ello cortes de energia que generan importantes perdidas en la economia de cualquier pais del mundo. En este documento se realiza un analisis de los elementos necesarios para una sana y eficiente transicion de una red de transmision electrica verticalmente, integrada hacia una red de transmision inteligente. Se presenta un analisis comparativo entre dos de los marcos de referencia mas importantes, el de la UE y el de EUA, en el modelo, desarrollo, beneficios y riesgos en la implementacion de estos sistemas.

  12. Sistema Inteligente de Supervisión de Alarmas Basado en Microcontroladores PIC, SISAP

    Directory of Open Access Journals (Sweden)

    Ioslán Sánchez Martínez

    2010-09-01

    Full Text Available Normal 0 21 false false false MicrosoftInternetExplorer4 st1:*{behavior:url(#ieooui } /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} En este artículo se describe hasta la etapa presente de desarrollo del prototipo SISAP (Sistema Inteligente de Supervisión de Alarmas basado en Microcontroladores PICs desarrollado a partir de una propuesta de la Dirección Territorial de ETECSA de Sancti Spíritus con el fin de incrementar las prestaciones de los sistemas instalados para la supervisión de alarmas tecnológicas en centros no atendidos del territorio.  El dispositivo SISAP se encuentra en la versión de desarrollo 0.5 en estado “no concluido”. Hasta este punto es capaz de manejar hasta 40 eventos, que pueden ser on/off o nivele de voltaje y transmitirlos a través de una interfaz telefónica utilizando un protocolo de tonos DTMF. Palabras Clave: Alarmas, Microcontrolador PIC, Voltajes, Eventos on/off, Tonos DTMF.

  13. Investigación en Progreso: Sistemas Inteligentes en Arquitecturas de Motores para Videojuegos

    Directory of Open Access Journals (Sweden)

    Hernan Merlino

    2013-02-01

    Full Text Available La industria de productos lúdicos informatizados (más conocidos como videojuegos es una de las actividades económicas de mayor crecimiento en los últimos años. Durante el 2006, en los Estados Unidos los ingresos por videojuegos excedieron por primera vez en la historia a los del cine. Sin embargo, a pesar del auge en este mercado, todavía existen más ofertas de empleo que personas preparadas para ocuparlos. Para lograr el desarrollo de un videojuego se requiere de diversos conocimientos, como ser, diseño multimedial, manejo de lenguajes de programación especifica, uso de plataformas de actividades lúdicas, entre otros; sumado a estas actividades es necesario dotar al videojuego con un grado de inteligencia que lo haga no determinista; logrando que los jugadores mantengan durante una mayor cantidad de tiempo el interés por el mismo, pues de no ser así, los jugadores solo lo utilizarían hasta llegar hasta comprender la lógica de funcionamiento y perderian el interés por el videojuego. Es por esto que es de interés para la industria del video juego el desarrollo de motores basados en sistemas inteligentes tomando la experiencia adquirida en otros dominios, como ser, robótica, minería de datos y control de procesos, haciendo las adaptaciones necesarias al dominio en cuestión..

  14. Intelligent Organization in a Learning Environment: an Exploration of its General Aspects La organización inteligente en un ambiente de aprendizaje: una exploración de sus aspectos generales

    Directory of Open Access Journals (Sweden)

    Noé Chávez Hernández

    2012-12-01

    Full Text Available This article provides an overview of the important aspects to be considered within learning organizations focused on continuous learning at the individual, group and organizational level, in order to develop the necessary competences and face their environment in a competitive way. This article aims to present several topics covered, from its introduction and identification of knowledge attributes and learning, until what is an intelligent organization, the structural design to be adopted as well as the skills of management to be implemented. The intention of this paper is to contribute to the stock of current theoretical information that serves as a reference for the practical research of the academics.Este artículo es un estudio de los aspectos que deben ser considerados dentro de las organizaciones inteligentes cuyo enfoque se centra en el aprendizaje constante (tanto individual como organizacional como una estrategia para desarrollar las competencias que les permitan enfrentar el entorno de una manera competitiva. Al exponer dichas temáticas, desde la presentación e identificación de las características del conocimiento y el aprendizaje dentro de una organización inteligente, hasta el diseño estructural a adoptar y las habilidades de gestión gerencial a ejecutar, nuestra intención es contribuir a la aplicación del conocimiento dentro del ámbito de la gestión empresarial.

  15. Measuring Co-Presence and Social Presence in Virtual Environments - Psychometric Construction of a German Scale for a Fear of Public Speaking Scenario.

    Science.gov (United States)

    Poeschl, Sandra; Doering, Nicola

    2015-01-01

    Virtual reality exposure therapy (VRET) applications use high levels of fidelity in order to produce high levels of presence and thereby elicit an emotional response for the user (like fear for phobia treatment). State of research shows mixed results for the correlation between anxiety and presence in virtual reality exposure, with differing results depending on specific anxiety disorders. A positive correlation for anxiety and presence for social anxiety disorder is not proven up to now. One reason might be that plausibility of the simulation, namely including key triggers for social anxiety (for example verbal and non-verbal behavior of virtual agents that reflects potentially negative human evaluation) might not be acknowledged in current presence questionnaires. A German scale for measuring co-presence and social presence for virtual reality (VR) fear of public speaking scenarios was developed based on a translation and adaption of existing co-presence and social presence questionnaires. A sample of N = 151 students rated co-presence and social presence after using a fear of public speaking application. Four correlated factors were derived by item- and principle axis factor analysis (Promax rotation), representing the presenter's reaction to virtual agents, the reactions of the virtual agents as perceived by the presenter, impression of interaction possibilities, and (co-)presence of other people in the virtual environment. The scale developed can be used as a starting point for future research and test construction for VR applications with a social context.

  16. Virtual goods recommendations in virtual worlds.

    Science.gov (United States)

    Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren

    2015-01-01

    Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.

  17. Break the habit! Designing an e-therapy intervention using a virtual coach in aid of smoking cessation

    NARCIS (Netherlands)

    Grolleman, J.; van Dijk, Elisabeth M.A.G.; Nijholt, Antinus; van Emst, A.; IJsselsteijn, W.; de Kort, Y.; Midden, C.; Eggen, B.; van den Hoven, E.

    2006-01-01

    E-therapy offers new means to support smokers during their attempt to quit. An embodied conversational agent can support people as a virtual coach on the internet. In this paper requirements are formulated for such a virtual coach and a global design is proposed. The requirements and the design are

  18. A Text-Based Chat System Embodied with an Expressive Agent

    Directory of Open Access Journals (Sweden)

    Lamia Alam

    2017-01-01

    Full Text Available Life-like characters are playing vital role in social computing by making human-computer interaction more easy and spontaneous. Nowadays, use of these characters to interact in online virtual environment has gained immense popularity. In this paper, we proposed a framework for a text-based chat system embodied with a life-like virtual agent that aims at natural communication between the users. To achieve this kind of system, we developed an agent that performs some nonverbal communications such as generating facial expression and motions by analyzing the text messages of the users. More specifically, this agent is capable of generating facial expressions for six basic emotions such as happy, sad, fear, angry, surprise, and disgust along with two additional emotions, irony and determined. Then to make the interaction between the users more realistic and lively, we added motions such as eye blink and head movements. We measured our proposed system from different aspects and found the results satisfactory, which make us believe that this kind of system can play a significant role in making an interaction episode more natural, effective, and interesting. Experimental evaluation reveals that the proposed agent can display emotive expressions correctly 93% of the time by analyzing the users’ text input.

  19. Late commitment: virtual story characters that can frame their world

    NARCIS (Netherlands)

    Swartjes, I.M.T.; Theune, Mariet

    2009-01-01

    Our long-term aim is to build virtual agents that can partake together with human interactors as characters in a story, which emerges from their interactions wich each other and with the story world (the emergent narrative approach). Improvisational theatre -- as a real-life example -- suggests an

  20. Multi-agent grid system Agent-GRID with dynamic load balancing of cluster nodes

    Science.gov (United States)

    Satymbekov, M. N.; Pak, I. T.; Naizabayeva, L.; Nurzhanov, Ch. A.

    2017-12-01

    In this study the work presents the system designed for automated load balancing of the contributor by analysing the load of compute nodes and the subsequent migration of virtual machines from loaded nodes to less loaded ones. This system increases the performance of cluster nodes and helps in the timely processing of data. A grid system balances the work of cluster nodes the relevance of the system is the award of multi-agent balancing for the solution of such problems.

  1. Virtual marketing in virtual enterprises

    OpenAIRE

    Ale Ebrahim, Nader; Fattahi, Hamaid Ali; Golnam, Arash

    2008-01-01

    Virtualization caused tremendous evolution in the economics of marketing channels, patterns of physical distribution and the structure of distributors and developed a new concept that is known as virtual marketing (VM). VM combines the powerful technologies of interactive marketing and virtual reality. Virtual enterprise (VE) refers to an organization not having a clear physical locus. In other words, VE is an organization distributed geographically and whose work is coordinated through e...

  2. Virtual Presenters: Towards Interactive Virtual Presentations

    NARCIS (Netherlands)

    Nijholt, Antinus; Cappellini, V.; Hemsley, J.

    2005-01-01

    We discuss having virtual presenters in virtual environments that present information to visitors of these environments. Some current research is surveyed and we will look in particular to our research in the context of a virtual meeting room where a virtual presenter uses speech, gestures, pointing

  3. Virtual Worlds for Virtual Organizing

    Science.gov (United States)

    Rhoten, Diana; Lutters, Wayne

    The members and resources of a virtual organization are dispersed across time and space, yet they function as a coherent entity through the use of technologies, networks, and alliances. As virtual organizations proliferate and become increasingly important in society, many may exploit the technical architecture s of virtual worlds, which are the confluence of computer-mediated communication, telepresence, and virtual reality originally created for gaming. A brief socio-technical history describes their early origins and the waves of progress followed by stasis that brought us to the current period of renewed enthusiasm. Examination of contemporary examples demonstrates how three genres of virtual worlds have enabled new arenas for virtual organizing: developer-defined closed worlds, user-modifiable quasi-open worlds, and user-generated open worlds. Among expected future trends are an increase in collaboration born virtually rather than imported from existing organizations, a tension between high-fidelity recreations of the physical world and hyper-stylized imaginations of fantasy worlds, and the growth of specialized worlds optimized for particular sectors, companies, or cultures.

  4. Virtual Power Players Internal Negotiation and Management in MASCEM

    DEFF Research Database (Denmark)

    Santos, Gabriel; Pinto, Tiago; Vale, Zita

    2013-01-01

    for the management of coalitions in electricity markets. This approach is tested using the multi-agent market simulator MASCEM (Multi-Agent Simulator of Competitive Electricity Markets), taking advantage of its ability to provide the means to model and simulate Virtual Power Players (VPP). VPPs are represented......Electricity Markets are not only a new reality but an evolving one as the involved players and rules change at a relatively high rate. Multi-agent simulation combined with Artificial Intelligence techniques may result in very helpful sophisticated tools. This paper presents a new methodology...... as coalitions of agents, with the capability of negotiating both in the market and internally, with their members in order to combine and manage their individual specific characteristics and goals, with the strategy and objectives of the VPP itself. A case study using real data from the Iberian Electricity...

  5. The easy ADL home: A physical-virtual approach to domestic living

    DEFF Research Database (Denmark)

    Surie, Dipak; Pederson, Thomas; Janlert, Lars-Erik

    2010-01-01

    Smart environments worthy of the name need to capture, interpret, and support human activities that take place within their realms. Most existing efforts tend to focus on either real world activities or activities taking place in the virtual world accessed through digital devices. However......, as digital computation continues to permeate our everyday real world environments, and as the border between physical and digital continues to blur for the human agents acting in these environments, we need system design approaches that can cope with human activities that span the physical-virtual gap...

  6. A wolf pack hunting strategy based virtual tribes control for automatic generation control of smart grid

    International Nuclear Information System (INIS)

    Xi, Lei; Yu, Tao; Yang, Bo; Zhang, Xiaoshun; Qiu, Xuanyu

    2016-01-01

    Highlights: • A novel distributed autonomous virtual tribes control system is proposed. • WPH-VTC strategy is designed to solve the distributed virtual tribes control. • Stochastic consensus game on mixed homogeneous and heterogeneous multi-agent are resolved. • The optimal total power reference and its dispatch are resolved simultaneously in a dynamic way. • The utilization rate of renewable energy is increased with a reduced carbon emissions. - Abstract: This paper proposes a novel electric power autonomy to satisfy the requirement of power generation optimization of smart grid and decentralized energy management system. A decentralized virtual tribes control (VTC) is developed which can effectively coordinate the regional dispatch centre and the distributed energy. Then a wolf pack hunting (WPH) strategy based VTC (WPH-VTC) is designed through combining the multi-agent system stochastic game and multi-agent system collaborative consensus, which is called the multi-agent system stochastic consensus game, to achieve the coordination and optimization of the decentralized VTC, such that different types of renewable energy can be effectively integrated into the electric power autonomy. The proposed scheme is implemented on a flexible and dynamic multi-agent stochastic game-based VTC simulation platform, which control performance is evaluated on a typical two-area load–frequency control power system and a practical Guangdong power grid model in southern China. Simulation results verify that it can improve the closed-loop system performances, increase the utilization rate of the renewable energy, reduce the carbon emissions, and achieve a fast convergence rate with significant robustness compared with those of existing schemes.

  7. How gestures affect students: A comparative experiment using class presentations conducted by an anthropomorphic agent

    Science.gov (United States)

    Shirakawa, Tomohiro; Sato, Hiroshi; Imao, Tomoya

    2017-07-01

    Recently, a variety of user interfaces have been developed based on human-robot and human-agent interaction, and anthropomorphic agents are used as one type of interface. However, the use of anthropomorphic agents is applied mainly to the medical and cognitive sciences, and there are few studies of their application to other fields. Therefore, we used an anthropomorphic agent of MMD in a virtual lecture to analyze the effect of gestures on students and search for ways to apply anthropomorphic agents to the field of educational technology.

  8. Coaching: Learning and Using Environment and Agent Models for Advice

    Science.gov (United States)

    2005-03-31

    indicate what section(s) of the thesis use that citation. Mazda Ahmadi, Abolfazl Keighobadi Lamjiri, Mayssam M. Nevisi, Jafar Habibi, and Kambiz...and W.L. Johnson. Animated agents for procedural training in virtual reality: Perception, cognition, and motor control. Applied Artificial Intelligence

  9. Identification of novel PfDHODH inhibitors as antimalarial agents via pharmacophore-based virtual screening followed by molecular docking and in vivo antimalarial activity.

    Science.gov (United States)

    Vyas, V K; Qureshi, G; Ghate, M; Patel, H; Dalai, S

    2016-06-01

    Plasmodium falciparum dihydroorotate dehydrogenase (PfDHODH) catalyses the fourth reaction of de novo pyrimidine biosynthesis in parasites, and represents an important target for the treatment of malaria. In this study, we describe pharmacophore-based virtual screening combined with docking study and biological evaluation as a rational strategy for identification of novel hits as antimalarial agents. Pharmacophore models were established from known PfDHODH inhibitors using the GALAHAD module with IC50 values ranging from 0.033 μM to 142 μM. The best pharmacophore model consisted of three hydrogen bond acceptor, one hydrogen bond donor and one hydrophobic features. The pharmacophore models were validated through receiver operating characteristic and Günere-Henry scoring methods. The best pharmacophore model as a 3D search query was searched against the IBS database. Several compounds with different structures (scaffolds) were retrieved as hit molecules. Among these compounds, those with a QFIT value of more than 81 were docked in the PfDHODH enzyme to further explore the binding modes of these compounds. In silico pharmacokinetic and toxicities were predicted for the best docked molecules. Finally, the identified hits were evaluated in vivo for their antimalarial activity in a parasite inhibition assay. The hits reported here showed good potential to become novel antimalarial agents.

  10. 6th Workshop on Service Orientation in Holonic and Multi-Agent Manufacturing

    CERN Document Server

    Trentesaux, Damien; Thomas, André; Leitão, Paulo; Oliveira, José

    2017-01-01

    The book offers an integrated vision on Cloud and HPC, Big Data, Analytics and virtualization in computing-oriented manufacturing, combining information and communication technologies, service-oriented control of holonic architectures as well as enterprise integration solutions based on SOA principles. It is structured in eight parts, each one grouping research and trends in digital manufacturing and service oriented manufacturing control: Cloud and Cyber-Physical Systems for Smart Manufacturing, Reconfigurable and Self-organized Multi-Agent Systems for Industry and Service, Sustainability Issues in Intelligent Manufacturing Systems, Holonic and Multi-agent System Design for Industry and Service, Should Intelligent Manufacturing Systems be Dependable and Safe?, Service-oriented Management and Control of Manufacturing Systems, Engineering and Human Integration in Flexible and Reconfigurable Industrial Systems,Virtualization and Simulation in Computing-oriented Industry and Service.

  11. Investigación en Progreso: Desarrollo de Modelos y Algoritmos del Campo de la Robótica Basado en un Enfoque de Tecnologías Inteligentes

    Directory of Open Access Journals (Sweden)

    Alejandro Hossian

    2014-12-01

    Full Text Available La propuesta del presente proyecto es el desarrollo de distintas arquitecturas de software ejecutándose en diversas plataformas de hardware que permitan definir los comportamientos de robots autónomos y manipuladores en base a un enfoque cognitivo. Se pretende que el robot posea un comportamiento deseado en función a las prestaciones requeridas al mismo. Este comportamiento deseado podrá evaluarse a través de distintos indicadores que reflejarán la aptitud del agente robótico para llevar a cabo las tareas y conductas que le son requeridas, en particular cuando interactúa en entornos dinámicos y cambiantes. Con el objeto de lograr este propósito de relacionar adecuadamente arquitecturas software y plataformas de hardware con distintos ambientes y comportamientos deseados en función de las prestaciones requeridas, se explorará el uso de diferentes recursos tecnológicos para el diseño de la estructura cognitiva del robot. Entre los soluciones tecnológicas a emplear en el diseño del cerebro del robot se encuentran Redes Neuronales Artificiales, Lógica Difusa, Sistemas Expertos, Aprendizaje Automático, algoritmos genéticos. Asimismo, el proyecto explorará el diseño de arquitecturas cognitivas híbridas que combinen e integren adecuadamante las tecnologías previamente enunciadas, procurando brindar recomendaciones para la construcción de un módulo inteligente de robot que optimice su comportamiento global en términos de las prestaciones requeridas, para determinadas plataformas de hardware y para distintas configuraciones de entornos de navegación robótica tanto estáticos como dinámicos.

  12. Sensorial Virtualization: Coupling Gaming and Virtual Environment

    NARCIS (Netherlands)

    Garbaya, S.; Miraoui, C.; Wendrich, Robert E.; Lim, T.; Stanescu, I.A.; Hauge, J.B.

    2014-01-01

    Virtual reality and virtualization are currently used to design complex systems and demonstrate that they represent the functionalities of real systems. However, the design refinement of the virtual environment (VE) and distributed virtual environment (DVE) are still time consuming and costly, as it

  13. Bridging humans via agent networks

    International Nuclear Information System (INIS)

    Ishida, Toru

    1994-01-01

    Recent drastic advance in telecommunication networks enabled the human organization of new class, teleorganization, which differ from any existing organization in that the organization which is easy to create by using telecommunication networks is virtual and remote, that people can join multiple organizations simultaneously, and that the organization can involve people who may not know each other. In order to enjoy the recent advance in telecommunication, the agent networks to help people organize themselves are needed. In this paper, an architecture of agent networks, in which each agent learns the preference or the utility functioin of the owner, and acts on behalf of the owner in maintaining the organization, is proposed. When an agent networks supports a human organization, the conventional human interface is divided into personal and social interfaces. The functionalities of the social interface in teleconferencing and telelearning were investigated. In both cases, the existence of B-ISDN is assumed, and the extension to the business meeting scheduling using personal handy phone (PHS) networks with personal digital assistant (PDA) terminals is expected. These circumstances are described. Mutual selection protocols (MSP) and their dynamic properties are explained. (K.I.)

  14. Virtual Class Support at the Virtual Machine Level

    DEFF Research Database (Denmark)

    Nielsen, Anders Bach; Ernst, Erik

    2009-01-01

    This paper describes how virtual classes can be supported in a virtual machine.  Main-stream virtual machines such as the Java Virtual Machine and the .NET platform dominate the world today, and many languages are being executed on these virtual machines even though their embodied design choices...... conflict with the design choices of the virtual machine.  For instance, there is a non-trivial mismatch between the main-stream virtual machines mentioned above and dynamically typed languages.  One language concept that creates an even greater mismatch is virtual classes, in particular because fully...... general support for virtual classes requires generation of new classes at run-time by mixin composition.  Languages like CaesarJ and ObjectTeams can express virtual classes restricted to the subset that does not require run-time generation of classes, because of the restrictions imposed by the Java...

  15. A Courseware to Script Animated Pedagogical Agents in Instructional Material for Elementary Students in English Education

    Science.gov (United States)

    Hong, Zeng-Wei; Chen, Yen-Lin; Lan, Chien-Ho

    2014-01-01

    Animated agents are virtual characters who demonstrate facial expressions, gestures, movements, and speech to facilitate students' engagement in the learning environment. Our research developed a courseware that supports a XML-based markup language and an authoring tool for teachers to script animated pedagogical agents in teaching materials. The…

  16. Virtual faces expressing emotions: an initial concomitant and construct validity study.

    Science.gov (United States)

    Joyal, Christian C; Jacob, Laurence; Cigna, Marie-Hélène; Guay, Jean-Pierre; Renaud, Patrice

    2014-01-01

    Facial expressions of emotions represent classic stimuli for the study of social cognition. Developing virtual dynamic facial expressions of emotions, however, would open-up possibilities, both for fundamental and clinical research. For instance, virtual faces allow real-time Human-Computer retroactions between physiological measures and the virtual agent. The goal of this study was to initially assess concomitants and construct validity of a newly developed set of virtual faces expressing six fundamental emotions (happiness, surprise, anger, sadness, fear, and disgust). Recognition rates, facial electromyography (zygomatic major and corrugator supercilii muscles), and regional gaze fixation latencies (eyes and mouth regions) were compared in 41 adult volunteers (20 ♂, 21 ♀) during the presentation of video clips depicting real vs. virtual adults expressing emotions. Emotions expressed by each set of stimuli were similarly recognized, both by men and women. Accordingly, both sets of stimuli elicited similar activation of facial muscles and similar ocular fixation times in eye regions from man and woman participants. Further validation studies can be performed with these virtual faces among clinical populations known to present social cognition difficulties. Brain-Computer Interface studies with feedback-feedforward interactions based on facial emotion expressions can also be conducted with these stimuli.

  17. Behavioral biometrics for verification and recognition of malicious software agents

    Science.gov (United States)

    Yampolskiy, Roman V.; Govindaraju, Venu

    2008-04-01

    Homeland security requires technologies capable of positive and reliable identification of humans for law enforcement, government, and commercial applications. As artificially intelligent agents improve in their abilities and become a part of our everyday life, the possibility of using such programs for undermining homeland security increases. Virtual assistants, shopping bots, and game playing programs are used daily by millions of people. We propose applying statistical behavior modeling techniques developed by us for recognition of humans to the identification and verification of intelligent and potentially malicious software agents. Our experimental results demonstrate feasibility of such methods for both artificial agent verification and even for recognition purposes.

  18. Microsoft Virtualization Master Microsoft Server, Desktop, Application, and Presentation Virtualization

    CERN Document Server

    Olzak, Thomas; Boomer, Jason; Keefer, Robert M

    2010-01-01

    Microsoft Virtualization helps you understand and implement the latest virtualization strategies available with Microsoft products. This book focuses on: Server Virtualization, Desktop Virtualization, Application Virtualization, and Presentation Virtualization. Whether you are managing Hyper-V, implementing desktop virtualization, or even migrating virtual machines, this book is packed with coverage on all aspects of these processes. Written by a talented team of Microsoft MVPs, Microsoft Virtualization is the leading resource for a full installation, migration, or integration of virtual syste

  19. Get your virtual hands off me! - Developing threatening IVAs using haptic feedback

    NARCIS (Netherlands)

    Goedschalk, L.F.; Bosse, T.; Otte, M.; Verheij, B.; Wiering, M.

    2018-01-01

    Intelligent Virtual Agents (IVAs) become widely used for numerous applications, varying from healthcare decision support to communication training. In several of such applications, it is useful if IVAs have the ability to take a negative stance towards the user, for instance for anti-bullying or

  20. Virtual Crowds Methods, Simulation, and Control

    CERN Document Server

    Pelechano, Nuria; Allbeck, Jan

    2008-01-01

    There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline o

  1. Archiving plant inspection data in a virtual environment

    International Nuclear Information System (INIS)

    Kita, Nobuyuki; Kita, Yasuyo; Yang, Hai-quan

    2004-01-01

    ''Digital Maintenance Field Technology'' was proposed for reliable and robust maintenance of a nuclear power plant. It digitizes and maintains whole information of maintenance fields in computer system for a long time. Digital Field Archival Technology'' is one of three core technologies of the ''Digital Maintenance Field Technology''. The essential functions of the Digital Field Archival Technology'' is to store, maintain and visualize the inspection data during a long period. In order to enable the operators or other agents to review the plant information at any time, at any location and in any form, the information must be stored with collect indexes of time and space. The virtual space resembling the real space is suitable to store the observed information. In this paper, the concept to store the observed information into the virtual space is realized under the assumption that the geometrical structure of real plant is static and reconstructed in the virtual space. The system for storing observed information especially image data gotten by mobile inspection robots and visualizing the stored data as desired is introduced. (author)

  2. Cross-cultural assessment of automatically generated multimodal referring expressions in a virtual world

    NARCIS (Netherlands)

    van der Sluis, Ielka; Luz, Saturnino; Breitfuss, Werner; Ishizuka, Mitsuru; Prendinger, Helmut

    This paper presents an assessment of automatically generated multimodal referring expressions as produced by embodied conversational agents in a virtual world. The algorithm used for this purpose employs general principles of human motor control and cooperativity in dialogues that can be

  3. Human agency beliefs influence behaviour during virtual social interactions.

    Science.gov (United States)

    Caruana, Nathan; Spirou, Dean; Brock, Jon

    2017-01-01

    In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an "intentional stance" by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants' behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative "joint attention" game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other's eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm ("Computer" condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room ("Human" condition). Those in the "Human" condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the "Computer" condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement of the application's goals.

  4. Human agency beliefs influence behaviour during virtual social interactions

    Directory of Open Access Journals (Sweden)

    Nathan Caruana

    2017-09-01

    Full Text Available In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an “intentional stance” by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants’ behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative “joint attention” game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other’s eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm (“Computer” condition. The other half were misled into believing that the virtual character was controlled by a second participant in another room (“Human” condition. Those in the “Human” condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the “Computer” condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect

  5. Virtual Library: An essential component of virtual education

    Directory of Open Access Journals (Sweden)

    M zarghani

    2015-06-01

    Full Text Available Abstract Introduction: Library is one of the essential elements of universities which provide some important educational needs of students. Virtual education can not be exempted and virtual libraries are important support for virtual training programs. The purpose of this study is to evaluate the viewpoint of administrators and students in virtual education centers about the virtual library, its role and resources. Methods: This study was a descriptive survey. The research instrument was a researcher made questionnaire that its validity and reliability was confirmed. The study population consisted of 19 virtual training centers in Tehran city. Out of 19 centers, simple randomized sampling was done in five Centers. The sample size was 360 students. Data collection was conducted online and descriptive statistics using SPSS 18 and Excel software were used. Results: The results showed that viewpoints of administrators and students about the mission and services of virtual libraries in some cases were similar and in some cases were different. One of the administrators’ reasons for setting up a virtual learning system was lifelong learning, and lack of knowledge about virtual libraries was the reason for inadequate use of virtual libraries. The best format of virtual library from the administrators’ and students’ viewpoint, was portal document format (PDF. Conclusion: One of the most important function of a virtual library, is lifelong learning and empowering users to provide information and educational needs. The main reason for not setting up a virtual library is t lack of knowledge about it.

  6. Managing the Virtual Machine Lifecycle of the CernVM Project

    International Nuclear Information System (INIS)

    Charalampidis, I; Blomer, J; Buncic, P; Harutyunyan, A; Larsen, D

    2012-01-01

    CernVM is a virtual software appliance designed to support the development cycle and provide a runtime environment for LHC applications. It consists of a minimal Linux distribution, a specially tuned file system designed to deliver application software on demand, and contextualization tools. The maintenance of these components involves a variety of different procedures and tools that cannot always connect with each other. Additionally, most of these procedures need to be performed frequently. Currently, in the CernVM project, every time we build a new virtual machine image, we have to perform the whole process manually, because of the heterogeneity of the tools involved. The overall process is error-prone and time-consuming. Therefore, to simplify and aid this continuous maintenance process, we are developing a framework that combines these virtually unrelated tools with a single, coherent interface. To do so, we identified all the involved procedures and their tools, tracked their dependencies and organized them into logical groups (e.g. build, test, instantiate). These groups define the procedures that are performed throughout the lifetime of a virtual machine. In this paper we describe the Virtual Machine Lifecycle and the framework we developed (iAgent) in order to simplify the maintenance process.

  7. Highly Realistic 3D Presentation Agents with Visual Attention Capability

    NARCIS (Netherlands)

    Hoekstra, A; Prendinger, H.; Bee, N.; Heylen, Dirk K.J.; Ishizuka, M.

    2007-01-01

    This research proposes 3D graphical agents in the role of virtual presenters with a new type of functionality – the capability to process and respond to visual attention of users communicated by their eye movements. Eye gaze is an excellent clue to users’ attention, visual interest, and visual

  8. Virtual Reality and the Virtual Library.

    Science.gov (United States)

    Oppenheim, Charles

    1993-01-01

    Explains virtual reality, including proper and improper uses of the term, and suggests ways that libraries might be affected by it. Highlights include elements of virtual reality systems; possible virtual reality applications, including architecture, the chemical industry, transport planning, armed forces, and entertainment; and the virtual…

  9. FY1995 community support by mobile agents; 1995 nendo mobile agent ni yoru community keisei shien

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1997-03-01

    The purpose is to develop fundamental technologies for navigation systems and mobile computing systems in museums, theme parks and cities. Concretely, we implement software agents into the mobile computing environment which consists of PHS, mobile computers and mobile robots, and realize various functions to access regional information. We have studied on Communityware which supports human activities and communities by using mobile agents implemented into mobile computers and town robots. The mobile agents, which intelligently process information obtained in physical and virtual worlds, access regional information which is omnipresent in the environment. With respect to the approach using mobile computers, we have provided one hundred mobile computers in the international conference on multiagent systems 1996 and carried out the first experimentation of mobile computing in the world. The mobile computer has two functions: Community Viewer which displays interactions between members of communities and Social Matchmaker which supports to hold meetings by searching for people who have common interests. With respect to the approach using town robots, we have developed a robot system which can robustly behave in a complex outdoor environment by using vision agents embedded in the environment. The system aims at support of people in streets. (NEDO)

  10. Towards Believable Crowds : A Generic Multi-Level Framework for Agent Navigation

    NARCIS (Netherlands)

    van Toll, Wouter; Jaklin, Norman; Geraerts, Roland

    2015-01-01

    Path planning and crowd simulation are important computational tasks in computer games and applications of high social relevance, such as crowd management and safety training. Virtual characters (agents) need to autonomously find a path from their current position to a designated goal position. This

  11. Agent-based services for B2B electronic commerce

    Science.gov (United States)

    Fong, Elizabeth; Ivezic, Nenad; Rhodes, Tom; Peng, Yun

    2000-12-01

    The potential of agent-based systems has not been realized yet, in part, because of the lack of understanding of how the agent technology supports industrial needs and emerging standards. The area of business-to-business electronic commerce (b2b e-commerce) is one of the most rapidly developing sectors of industry with huge impact on manufacturing practices. In this paper, we investigate the current state of agent technology and the feasibility of applying agent-based computing to b2b e-commerce in the circuit board manufacturing sector. We identify critical tasks and opportunities in the b2b e-commerce area where agent-based services can best be deployed. We describe an implemented agent-based prototype system to facilitate the bidding process for printed circuit board manufacturing and assembly. These activities are taking place within the Internet Commerce for Manufacturing (ICM) project, the NIST- sponsored project working with industry to create an environment where small manufacturers of mechanical and electronic components may participate competitively in virtual enterprises that manufacture printed circuit assemblies.

  12. Sistema embebido orientado a bebés en etapa de gateo para prevención de accidentes aplicado en un textil inteligente

    Directory of Open Access Journals (Sweden)

    Inti Javier Chico Morales

    2018-03-01

    Full Text Available El gateo de los bebés es la forma de descubrir y aprender sus funciones motoras, cognitivas, sociales, emocionales, entre otros. Debido a esto, los infantes se exponen a diferentes peligros como: caídas, quemaduras, lesiones corporales entre las más comunes, donde el hogar es el lugar de mayores incidentes. Debido a lo antes expuesto, la presente investigación se enfoca en el desarrollo de un sistema embebido dentro de un textil inteligente que permita advertir y prevenir accidentes. El sistema se encuentra en una prenda de vestir en forma de arnés que cuentan con una conexión con rodilleras de gateo con sensores magnéticos. Estos elementos son los encargados de detectar cintas de seguridad magnéticas colocadas previamente en lugares de mayor peligro en el hogar. Como resultado, el sistema emite una alerta con un tiempo de reacción de 7,6 segundos, después de ser activado el sistema.

  13. Interactions with Virtual People: Do Avatars Dream of Digital Sheep?. Chapter 6

    Science.gov (United States)

    Slater, Mel; Sanchez-Vives, Maria V.

    2007-01-01

    This paper explores another form of artificial entity, ones without physical embodiment. We refer to virtual characters as the name for a type of interactive object that have become familiar in computer games and within virtual reality applications. We refer to these as avatars: three-dimensional graphical objects that are in more-or-less human form which can interact with humans. Sometimes such avatars will be representations of real-humans who are interacting together within a shared networked virtual environment, other times the representations will be of entirely computer generated characters. Unlike other authors, who reserve the term agent for entirely computer generated characters and avatars for virtual embodiments of real people; the same term here is used for both. This is because avatars and agents are on a continuum. The question is where does their behaviour originate? At the extremes the behaviour is either completely computer generated or comes only from tracking of a real person. However, not every aspect of a real person can be tracked every eyebrow move, every blink, every breath rather real tracking data would be supplemented by inferred behaviours which are programmed based on the available information as to what the real human is doing and her/his underlying emotional and psychological state. Hence there is always some programmed behaviour it is only a matter of how much. In any case the same underlying problem remains how can the human character be portrayed in such a manner that its actions are believable and have an impact on the real people with whom it interacts? This paper has three main parts. In the first part we will review some evidence that suggests that humans react with appropriate affect in their interactions with virtual human characters, or with other humans who are represented as avatars. This is so in spite of the fact that the representational fidelity is relatively low. Our evidence will be from the realm of psychotherapy

  14. Embodied Agents, E-SQ and Stickiness: Improving Existing Cognitive and Affective Models

    Science.gov (United States)

    de Diesbach, Pablo Brice

    This paper synthesizes results from two previous studies of embodied virtual agents on commercial websites. We analyze and criticize the proposed models and discuss the limits of the experimental findings. Results from other important research in the literature are integrated. We also integrate concepts from profound, more business-related, analysis that deepens on the mechanisms of rhetoric in marketing and communication, and the possible role of E-SQ in man-agent interaction. We finally suggest a refined model for the impacts of these agents on web site users, and limits of the improved model are commented.

  15. Virtual facial expressions of emotions: An initial concomitant and construct validity study.

    Directory of Open Access Journals (Sweden)

    Christian eJoyal

    2014-09-01

    Full Text Available Abstract. Background. Facial expressions of emotions represent classic stimuli for the study of social cognition. Developing virtual dynamic facial expressions of emotions, however, would open-up possibilities, both for fundamental and clinical research. For instance, virtual faces allow real-time Human-Computer retroactions between physiological measures and the virtual agent. Objectives. The goal of this study was to initially assess concomitant and construct validity of a newly developed set of virtual faces expressing 6 fundamental emotions (happiness, surprise, anger, sadness, fear, or disgust. Recognition rates, facial electromyography (zygomatic major and corrugator supercilii muscles, and regional gaze fixation latencies (eyes and mouth regions were compared in 41 adult volunteers (20 ♂, 21 ♀ during the presentation of video clips depicting real vs. virtual adults expressing emotions. Results. Emotions expressed by each sets of stimuli were similarly recognized, both by men and women. Accordingly, both sets of stimuli elicited similar activation of facial muscles and similar ocular fixation times in eye regions from man and woman participants. Conclusion. Further validation studies can be performed with these virtual faces among clinical populations known to present social cognition difficulties. Brain-Computer Interface studies with feedback-feed forward interactions based on facial emotion expressions can also be conducted with these stimuli.

  16. Non-verbal Persuasion and Communication in an Affective Agent

    DEFF Research Database (Denmark)

    André, Elisabeth; Bevacqua, Elisabetta; Heylen, Dirk

    2011-01-01

    the critical role of non-verbal behaviour during face-to-face communication. In this chapter we restrict the discussion to body language. We also consider embodied virtual agents. As is the case with humans, there are a number of fundamental factors to be considered when constructing persuasive agents......This chapter deals with the communication of persuasion. Only a small percentage of communication involves words: as the old saying goes, “it’s not what you say, it’s how you say it”. While this likely underestimates the importance of good verbal persuasion techniques, it is accurate in underlining...

  17. Evaluation of Binocular Eye Trackers and Algorithms for 3D Gaze Interaction in Virtual Reality Environments

    OpenAIRE

    Thies Pfeiffer; Ipke Wachsmuth; Marc E. Latoschik

    2009-01-01

    Tracking user's visual attention is a fundamental aspect in novel human-computer interaction paradigms found in Virtual Reality. For example, multimodal interfaces or dialogue-based communications with virtual and real agents greatly benefit from the analysis of the user's visual attention as a vital source for deictic references or turn-taking signals. Current approaches to determine visual attention rely primarily on monocular eye trackers. Hence they are restricted to the interpretation of...

  18. Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners

    Science.gov (United States)

    Bailenson, Jeremy N.; Segovia, Kathryn Y.

    For a decade, the Virtual Human Interaction Lab has been creating doppelgangers, virtual versions of the self, for research purposes. This chapter considers how humans may be affected by confrontation with virtual versions of themselves, on the basis of well-established psychological theories, including social cognitive theory (social learning theory), media richness theory (information richness theory), and self-perception theory. Experiments carried out in the Lab, and informed by these theories, have explored such notable topics as health communication, marketing, and false memories. The findings of one series of studies suggest that doppelgangerscan show the rewards of exercise and proper eating habits, changing people's health-related behavior as a result. Other studies showed that doppelgangers are powerful marketing agents and can be used in advertisements to create favorable brand impressions among consumers. Other research documented that children have difficulty in distinguishing between an actual memory elicited by a physical world event and a false memory elicited by mental image or doppelganger.

  19. A Distributed Multi-Agent System for Collaborative Information Management and Learning

    Science.gov (United States)

    Chen, James R.; Wolfe, Shawn R.; Wragg, Stephen D.; Koga, Dennis (Technical Monitor)

    2000-01-01

    In this paper, we present DIAMS, a system of distributed, collaborative agents to help users access, manage, share and exchange information. A DIAMS personal agent helps its owner find information most relevant to current needs. It provides tools and utilities for users to manage their information repositories with dynamic organization and virtual views. Flexible hierarchical display is integrated with indexed query search-to support effective information access. Automatic indexing methods are employed to support user queries and communication between agents. Contents of a repository are kept in object-oriented storage to facilitate information sharing. Collaboration between users is aided by easy sharing utilities as well as automated information exchange. Matchmaker agents are designed to establish connections between users with similar interests and expertise. DIAMS agents provide needed services for users to share and learn information from one another on the World Wide Web.

  20. Estudio para la implementación de armarios inteligentes en la red telefónica de la Corporación Nacional de Telecomunicaciones E.P. del cantón Azogues para brindar servicio triple play

    OpenAIRE

    Sigüencia Lozano, Jorge Luis; Villacreses Novillo, Marco Antonio

    2011-01-01

    La demanda de servicios de banda ancha en la actualidad ha tenido un enorme crecimiento debido a la evolución en las telecomunicaciones por lo que los usuarios requieren nuevos servicios de mayor ancho de banda, por lo que la empresa CNT EP pretende implementar el servicio triple play, para lo cual se planteó como solución en la Red Telefónica de la CNT EP Azogues la implementación de armarios inteligentes con la tecnología de acceso VDSL. Por las ventajas que brinda VDSL al permitir gran...

  1. Virtual Team Governance: Addressing the Governance Mechanisms and Virtual Team Performance

    Science.gov (United States)

    Zhan, Yihong; Bai, Yu; Liu, Ziheng

    As technology has improved and collaborative software has been developed, virtual teams with geographically dispersed members spread across diverse physical locations have become increasingly prominent. Virtual team is supported by advancing communication technologies, which makes virtual teams able to largely transcend time and space. Virtual teams have changed the corporate landscape, which are more complex and dynamic than traditional teams since the members of virtual teams are spread on diverse geographical locations and their roles in the virtual team are different. Therefore, how to realize good governance of virtual team and arrive at good virtual team performance is becoming critical and challenging. Good virtual team governance is essential for a high-performance virtual team. This paper explores the performance and the governance mechanism of virtual team. It establishes a model to explain the relationship between the performance and the governance mechanisms in virtual teams. This paper is focusing on managing virtual teams. It aims to find the strategies to help business organizations to improve the performance of their virtual teams and arrive at the objectives of good virtual team management.

  2. Sistema autenticador e transmissor (SAT): modelo tecnológico de automação e controle de processos em cidades inteligentes com exemplo de aplicação ao setor tributário.

    OpenAIRE

    Vidal Augusto Zapparoli Castro Melo

    2015-01-01

    Na tese, é proposta a construção do Sistema Autenticador e Transmissor (SAT), um modelo tecnológico de automação e controle de processos em cidades inteligentes, alicerçado em propriedades voltadas a uma aplicação transversal em setores que demandam, de um lado, geração de dados em campo com estabelecimento de regras e garantia de autenticidade e confidencialidade; de outro, transmissão segura a um ou mais controles centrais. Como exemplo de aplicação, o modelo é avaliado pela execução de pro...

  3. Representing affective facial expressions for robots and embodied conversational agents by facial landmarks

    NARCIS (Netherlands)

    Liu, C.; Ham, J.R.C.; Postma, E.O.; Midden, C.J.H.; Joosten, B.; Goudbeek, M.

    2013-01-01

    Affective robots and embodied conversational agents require convincing facial expressions to make them socially acceptable. To be able to virtually generate facial expressions, we need to investigate the relationship between technology and human perception of affective and social signals. Facial

  4. Social conditioning and extinction paradigm: A translational study in virtual reality

    Directory of Open Access Journals (Sweden)

    Youssef eShiban

    2015-04-01

    Full Text Available In human beings, experiments investigating fear conditioning with social stimuli are rare. The current study aims at translating an animal model for social fear conditioning (SFC to a human sample using an operant SFC paradigm in virtual reality (VR. Forty participants actively (using a joystick approached virtual male agents that served as conditioned stimuli (CS. During the acquisition phase, unconditioned stimuli (US, a combination of an air blast (5 bar, 10 ms and a female scream (95 dB, 40 ms, were presented when participants reached a defined proximity to the agent with a contingency of 75% for CS+ agents and never for CS- agents. During the extinction and the test phases, no US was delivered. Outcome variables were pleasantness ratings and physiological reactions in heart rate and fear-potentiated startle. Additionally, the influence of social anxiety, which was measured with the Social Phobia Inventory scale, was evaluated. As expected after the acquisition phase the CS+ was rated clearly less pleasant than the CS-. This difference vanished during extinction. Furthermore, the HR remained high for the CS+, while the HR for the CS- was clearly lower after than before the acquisition. Furthermore, a clear difference between CS+ and CS- after the acquisition indicated successful conditioning on this translational measure. Contrariwise extinction was not observed on the physiological variables. Importantly, at the generalization test, higher socially fearful participants rated pleasantness of all agents as low whereas the lower socially fearful participants rated pleasantness as low only for the CS+. SFC was successfully induced and extinguished confirming operant conditioning in this SFC paradigm. These findings suggest that the paradigm is suitable to expand the knowledge about the learning and unlearning of social fears. Further studies should investigate the operant mechanisms of development and treatment of social anxiety disorder.

  5. Social conditioning and extinction paradigm: a translational study in virtual reality.

    Science.gov (United States)

    Shiban, Youssef; Reichenberger, Jonas; Neumann, Inga D; Mühlberger, Andreas

    2015-01-01

    In human beings, experiments investigating fear conditioning with social stimuli are rare. The current study aims at translating an animal model for social fear conditioning (SFC) to a human sample using an operant SFC paradigm in virtual reality. Forty participants actively (using a joystick) approached virtual male agents that served as conditioned stimuli (CS). During the acquisition phase, unconditioned stimuli (US), a combination of an air blast (5 bar, 10 ms) and a female scream (95 dB, 40 ms), were presented when participants reached a defined proximity to the agent with a contingency of 75% for CS+ agents and never for CS- agents. During the extinction and the test phases, no US was delivered. Outcome variables were pleasantness ratings and physiological reactions in heart rate (HR) and fear-potentiated startle. Additionally, the influence of social anxiety, which was measured with the Social Phobia Inventory scale, was evaluated. As expected after the acquisition phase the CS+ was rated clearly less pleasant than the CS-. This difference vanished during extinction. Furthermore, the HR remained high for the CS+, while the HR for the CS- was clearly lower after than before the acquisition. Furthermore, a clear difference between CS+ and CS- after the acquisition indicated successful conditioning on this translational measure. Contrariwise no CS+/CS- differences were observed in the physiological variables during extinction. Importantly, at the generalization test, higher socially fearful participants rated pleasantness of all agents as low whereas the lower socially fearful participants rated pleasantness as low only for the CS+. SFC was successfully induced and extinguished confirming operant conditioning in this SFC paradigm. These findings suggest that the paradigm is suitable to expand the knowledge about the learning and unlearning of social fears. Further studies should investigate the operant mechanisms of development and treatment of social anxiety

  6. A Fully Immersive Set-Up for Remote Interaction and Neurorehabilitation Based on Virtual Body Ownership

    Science.gov (United States)

    Perez-Marcos, Daniel; Solazzi, Massimiliano; Steptoe, William; Oyekoya, Oyewole; Frisoli, Antonio; Weyrich, Tim; Steed, Anthony; Tecchia, Franco; Slater, Mel; Sanchez-Vives, Maria V.

    2012-01-01

    Although telerehabilitation systems represent one of the most technologically appealing clinical solutions for the immediate future, they still present limitations that prevent their standardization. Here we propose an integrated approach that includes three key and novel factors: (a) fully immersive virtual environments, including virtual body representation and ownership; (b) multimodal interaction with remote people and virtual objects including haptic interaction; and (c) a physical representation of the patient at the hospital through embodiment agents (e.g., as a physical robot). The importance of secure and rapid communication between the nodes is also stressed and an example implemented solution is described. Finally, we discuss the proposed approach with reference to the existing literature and systems. PMID:22787454

  7. A Multi-Agent Approach to the Simulation of Robotized Manufacturing Systems

    Science.gov (United States)

    Foit, K.; Gwiazda, A.; Banaś, W.

    2016-08-01

    The recent years of eventful industry development, brought many competing products, addressed to the same market segment. The shortening of a development cycle became a necessity if the company would like to be competitive. Because of switching to the Intelligent Manufacturing model the industry search for new scheduling algorithms, while the traditional ones do not meet the current requirements. The agent-based approach has been considered by many researchers as an important way of evolution of modern manufacturing systems. Due to the properties of the multi-agent systems, this methodology is very helpful during creation of the model of production system, allowing depicting both processing and informational part. The complexity of such approach makes the analysis impossible without the computer assistance. Computer simulation still uses a mathematical model to recreate a real situation, but nowadays the 2D or 3D virtual environments or even virtual reality have been used for realistic illustration of the considered systems. This paper will focus on robotized manufacturing system and will present the one of possible approaches to the simulation of such systems. The selection of multi-agent approach is motivated by the flexibility of this solution that offers the modularity, robustness and autonomy.

  8. Fostering relatedness between children and virtual agents through reciprocal self-disclosure

    NARCIS (Netherlands)

    Burger, F.; Broekens, J.; Neerincx, M.A.

    2017-01-01

    A key challenge in developing companion agents for children is keeping them interested after novelty effects wear off. Self Determination Theory posits that motivation is sustained if the human feels related to another human. According to Social Penetration Theory, relatedness can be established

  9. Innovative application of virtual display technique in virtual museum

    Science.gov (United States)

    Zhang, Jiankang

    2017-09-01

    Virtual museum refers to display and simulate the functions of real museum on the Internet in the form of 3 Dimensions virtual reality by applying interactive programs. Based on Virtual Reality Modeling Language, virtual museum building and its effective interaction with the offline museum lie in making full use of 3 Dimensions panorama technique, virtual reality technique and augmented reality technique, and innovatively taking advantages of dynamic environment modeling technique, real-time 3 Dimensions graphics generating technique, system integration technique and other key virtual reality techniques to make sure the overall design of virtual museum.3 Dimensions panorama technique, also known as panoramic photography or virtual reality, is a technique based on static images of the reality. Virtual reality technique is a kind of computer simulation system which can create and experience the interactive 3 Dimensions dynamic visual world. Augmented reality, also known as mixed reality, is a technique which simulates and mixes the information (visual, sound, taste, touch, etc.) that is difficult for human to experience in reality. These technologies make virtual museum come true. It will not only bring better experience and convenience to the public, but also be conducive to improve the influence and cultural functions of the real museum.

  10. Realistic Visualization of Virtual Views and Virtual Cinema

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2005-01-01

    Realistic Virtual View Visualization is a new field of research which has received increasing attention in recent years. It is strictly related to the increased popularity of virtual reality and the spread of its applications, among which virtual photography and cinematography. The use of computer...... generated characters, "virtual actors", in the motion picture production increases every day. While the most known computer graphics techniques have largely been adopted successfully in nowadays fictions, it still remains very challenging to implement virtual actors which would resemble, visually, human...... beings. Interestingly, film directors have been looking at the recent progress achieved by the research community in the field of realistic visualization of virtual views, and they have successfully implemented state of the art research approaches in their productions. An innovative concept...

  11. Virtual fetal pig dissection as an agent of knowledge acquisition and attitudinal change in female high school biology students

    Science.gov (United States)

    Maloney, Rebecca Scudari

    One way to determine if all students can learn through the use of computers is to introduce a lesson taught completely via computers and compare the results with those gained when the same lesson is taught in a traditional manner. This study attempted to determine if a virtual fetal pig dissection can be used as a viable alternative for an actual dissection for females enrolled in high school biology classes by comparing the knowledge acquisition and attitudinal change between the experimental (virtual dissection) and control (actual dissection) groups. Two hundred and twenty-four students enrolled in biology classes in a suburban all-girl parochial high school participated in this study. Female students in an all-girl high school were chosen because research shows differences in science competency and computer usage between the genders that may mask the performance of females on computer-based tasks in a science laboratory exercise. Students who completed the virtual dissection scored significantly higher on practical test and objective tests that were used to measure knowledge acquisition. Attitudinal change was measured by examining the students' attitudes toward dissections, computer usage in the classroom, and toward biology both before and after the dissections using pre and post surveys. Significant results in positive gain scores were found in the virtual dissection group's attitude toward dissections, and their negative gain score toward virtual dissections. Attitudinal changes toward computers and biology were not significant. A purposefully selected sample of the students were interviewed, in addition to gathering a sample of the students' daily dissection journals, as data highlighting their thoughts and feelings about their dissection experience. Further research is suggested to determine if a virtual laboratory experience can be a substitute for actual dissections, or may serve as an enhancement to an actual dissection.

  12. Virtual Trondheim: A Virtual Environment for Tourism and Education

    OpenAIRE

    Jose, Dawn Alphonse

    2015-01-01

    The purpose of this study is to investigate whether educational activities in tourism can be supported by virtual reality technologies, using virtual world frameworks. Settings of virtual world of SecondLife and a recent Virtual Reality technology known as Oculus Rift were used in the thesis work with the city of Trondheim as the main context. Theoretical studies on Virtual Reality systems were conducted and data for the research were obtained through empirical studies condu...

  13. Virtual Trackballs Revisited

    DEFF Research Database (Denmark)

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

    reviews and provides a mathematical foundation for virtual trackballs. The first, but still popular, virtual trackball was described by Chen et al. [CHECK END OF SENTENCE]. We show that the virtual trackball by Chen et al. does not rotate the object along the intended great circular arc on the virtual...... trackball and we give a correction. Another popular virtual trackball is Shoemake's quaternion implementation [CHECK END OF SENTENCE], which we show to be a special case of the virtual trackball by Chen et al.. Shoemake extends the scope of the virtual trackball to the full screen. Unfortunately, Shoemake......'s virtual trackball is inhomogeneous and discontinuous with consequences for usability. Finally, we review Bell's virtual trackball [CHECK END OF SENTENCE] and discuss studies of the usability of virtual trackballs....

  14. Personal Virtual Libraries

    Science.gov (United States)

    Pappas, Marjorie L.

    2004-01-01

    Virtual libraries are becoming more and more common. Most states have a virtual library. A growing number of public libraries have a virtual presence on the Web. Virtual libraries are a growing addition to school library media collections. The next logical step would be personal virtual libraries. A personal virtual library (PVL) is a collection…

  15. Virtual CIM and Digital Manufacturing

    Institute of Scientific and Technical Information of China (English)

    Sev V.Nagalingam; Grier C.I.Lin

    2006-01-01

    Manufacturing enterprises play an important role in improving the economic environment of a country.Today, the capability to produce high quality products with shorter delivery time and the ability to produce according to the diverse customer requirements has become the characteristics of successful manufacturing industries. Application of intelligent manufacturing systems and Computer integrated manufacturing (CIM) are the most effective methods for overcoming the issues faced by present day manufactures while retaining the employment level and revenue of a country in today's highly competitive global market. With the developments taking place in CIM and its related technologies, the application of CIM in manufacturing enterprises has become a reality from the dream. This paper highlights the historical developments towards automation and the need for CIM systems. Furthermore, it analyses some new terms such as agile manufacturing, digital manufacturing, agent-based manufacturing and others, which have been emerging recently, and argues all these new technologies are the subsystems of CIM. In addition, this paper provides a new direction in CIM to fulfil the emerging challenges in today's global market and to satisfy the emerging need of virtual enterprises in the form of Virtual CIM.

  16. Wireless virtualization

    CERN Document Server

    Wen, Heming; Le-Ngoc, Tho

    2013-01-01

    This SpringerBriefs is an overview of the emerging field of wireless access and mobile network virtualization. It provides a clear and relevant picture of the current virtualization trends in wireless technologies by summarizing and comparing different architectures, techniques and technologies applicable to a future virtualized wireless network infrastructure. The readers are exposed to a short walkthrough of the future Internet initiative and network virtualization technologies in order to understand the potential role of wireless virtualization in the broader context of next-generation ubiq

  17. Redes de organizaciones inteligentes: capacidades dinámicas para la generación de conocimiento.

    Directory of Open Access Journals (Sweden)

    Diego Fernando Cardona Madariaga

    2013-04-01

    Full Text Available Las redes conformadas por organizaciones, desarrollan intuitivamente nuevos modelos de interacción que generan pequeños mundos, autorganizados con un conjunto de reglas, costumbres, acuerdos, formas de negociación, intercambios de información y de recursos, precios, costos y trueques, entre otros, potenciando la capacidad de la Red hacia la satisfacción de necesidades de los grupos de interés, y procreando entornos mucho más sanos; esto facilita la reacción, el funcionamiento, la flexibilidad y la cooperación en la Red, frente a la inestabilidad que hoy en día prevalece en el contexto mundial. El objetivo de este trabajo, es describir la razón de lo que posiblemente ocurre, concentrándose en la capacidad de transferencia que tienen las Organizaciones para desplegar su conocimiento a la formulación y ejecución de la estrategia organizacional en la Red, evolucionando a esta última a un organismo dinámico e inteligente, que ayuda a potenciar dicho proceso de despliegue de información, energía y recursos en el ecosistema (entorno & contexto, así como a potenciar los ciclos de retroalimentación requeridos por las Organizaciones, para que realicen un repliegue hacia su interior, con la suficiente carga de conocimiento del ecosistema, y de esta forma, permitirle que inicie los ajustes y el fortalecimiento de procesos y bucles, que fomentan la innovación y el desarrollo de cada Organizaciones, de la red y su estrategia.

  18. Affect and Metaphor Sensing in Virtual Drama

    Directory of Open Access Journals (Sweden)

    Li Zhang

    2010-01-01

    Full Text Available 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.

  19. Virtual colonoscopy

    Science.gov (United States)

    Colonoscopy - virtual; CT colonography; Computed tomographic colonography; Colography - virtual ... Differences between virtual and conventional colonoscopy include: VC can view the colon from many different angles. This is not as easy ...

  20. Virtual Exploratories

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    2006-01-01

    -systems, the paper introduces the designing strategy referred to as virtual exploratories. Some of the advanced virtual worlds may inspire the design of such provoking and challenging virtual exploratories, and especially the Massively Multi-User Online Role-Playing Games (MMORPGS). However, if we have to learn from...... the design and activity of the advanced virtual worlds and role-playing games, then the empirical research on the actors’ activity, while they are acting, is an important precondition to it. A step towards the conception of such a designing strategy for virtual exploratories is currently pursued....... [1] The research project: Actors and Avatars Communicating in Virtual Worlds – an Empirical Analysis of Actors’ Sense-making Strategies When Based on a Communication Theoretical Approach’ (2006-2007) is supported...

  1. A General Agent Model of Emotion and Trust using the BDI Structure

    NARCIS (Netherlands)

    Höhle, Daniel

    2010-01-01

    To endow virtual agents with more human-like behaviour, the current project proposes a new model for decision making based on emotions and trust. The project focuses first on the conceptual design of the model, then on the implementation of this model. To try to reproduce human decision making,

  2. Dynamic electronic institutions in agent oriented cloud robotic systems.

    Science.gov (United States)

    Nagrath, Vineet; Morel, Olivier; Malik, Aamir; Saad, Naufal; Meriaudeau, Fabrice

    2015-01-01

    The dot-com bubble bursted in the year 2000 followed by a swift movement towards resource virtualization and cloud computing business model. Cloud computing emerged not as new form of computing or network technology but a mere remoulding of existing technologies to suit a new business model. Cloud robotics is understood as adaptation of cloud computing ideas for robotic applications. Current efforts in cloud robotics stress upon developing robots that utilize computing and service infrastructure of the cloud, without debating on the underlying business model. HTM5 is an OMG's MDA based Meta-model for agent oriented development of cloud robotic systems. The trade-view of HTM5 promotes peer-to-peer trade amongst software agents. HTM5 agents represent various cloud entities and implement their business logic on cloud interactions. Trade in a peer-to-peer cloud robotic system is based on relationships and contracts amongst several agent subsets. Electronic Institutions are associations of heterogeneous intelligent agents which interact with each other following predefined norms. In Dynamic Electronic Institutions, the process of formation, reformation and dissolution of institutions is automated leading to run time adaptations in groups of agents. DEIs in agent oriented cloud robotic ecosystems bring order and group intellect. This article presents DEI implementations through HTM5 methodology.

  3. Using an agent-based model to analyze the dynamic communication network of the immune response

    Directory of Open Access Journals (Sweden)

    Doolittle John

    2011-01-01

    Full Text Available Abstract Background The immune system behaves like a complex, dynamic network with interacting elements including leukocytes, cytokines, and chemokines. While the immune system is broadly distributed, leukocytes must communicate effectively to respond to a pathological challenge. The Basic Immune Simulator 2010 contains agents representing leukocytes and tissue cells, signals representing cytokines, chemokines, and pathogens, and virtual spaces representing organ tissue, lymphoid tissue, and blood. Agents interact dynamically in the compartments in response to infection of the virtual tissue. Agent behavior is imposed by logical rules derived from the scientific literature. The model captured the agent-to-agent contact history, and from this the network topology and the interactions resulting in successful versus failed viral clearance were identified. This model served to integrate existing knowledge and allowed us to examine the immune response from a novel perspective directed at exploiting complex dynamics, ultimately for the design of therapeutic interventions. Results Analyzing the evolution of agent-agent interactions at incremental time points from identical initial conditions revealed novel features of immune communication associated with successful and failed outcomes. There were fewer contacts between agents for simulations ending in viral elimination (win versus persistent infection (loss, due to the removal of infected agents. However, early cellular interactions preceded successful clearance of infection. Specifically, more Dendritic Agent interactions with TCell and BCell Agents, and more BCell Agent interactions with TCell Agents early in the simulation were associated with the immune win outcome. The Dendritic Agents greatly influenced the outcome, confirming them as hub agents of the immune network. In addition, unexpectedly high frequencies of Dendritic Agent-self interactions occurred in the lymphoid compartment late in the

  4. Distributed continuous energy scheduling for dynamic virtual power plants

    International Nuclear Information System (INIS)

    Niesse, Astrid

    2015-01-01

    This thesis presents DynaSCOPE as distributed control method for continuous energy scheduling for dynamic virtual power plants (DVPP). DVPPs aggregate the flexibility of distributed energy units to address current energy markets. As an extension of the Virtual Power Plant concept they show high dynamics in aggregation and operation of energy units. Whereas operation schedules are set up for all energy units in a day-ahead planning procedure, incidents may render these schedules infeasible during execution, like deviation from prognoses or outages. Thus, a continuous scheduling process is needed to ensure product fulfillment. With DynaSCOPE, software agents representing single energy units solve this problem in a completely distributed heuristic approach. Using a stepped concept, several damping mechanisms are applied to allow minimum disturbance while continuously trying to fulfill the product as contracted at the market.

  5. Exploring Arizona K-12 Virtual Educator Experiences and Perspectives Developing Collaborative Learning Communities

    Science.gov (United States)

    Cross, Deborah Iyron

    2015-01-01

    Arizona Online Instruction (AOI) provided an instructional alternative to nearly fifty thousand K-12 students in Arizona during the 2012-2013 school year. Growth in online education underscores the importance of evolving the role of the K-12 virtual teacher as the human agent (Turvey, 2008) demonstrating social learning theory (Bandura, 1977) by…

  6. Sensitivity-based virtual fields for the non-linear virtual fields method

    Science.gov (United States)

    Marek, Aleksander; Davis, Frances M.; Pierron, Fabrice

    2017-09-01

    The virtual fields method is an approach to inversely identify material parameters using full-field deformation data. In this manuscript, a new set of automatically-defined virtual fields for non-linear constitutive models has been proposed. These new sensitivity-based virtual fields reduce the influence of noise on the parameter identification. The sensitivity-based virtual fields were applied to a numerical example involving small strain plasticity; however, the general formulation derived for these virtual fields is applicable to any non-linear constitutive model. To quantify the improvement offered by these new virtual fields, they were compared with stiffness-based and manually defined virtual fields. The proposed sensitivity-based virtual fields were consistently able to identify plastic model parameters and outperform the stiffness-based and manually defined virtual fields when the data was corrupted by noise.

  7. Teoria do Design Inteligente: teoria científica ou discurso religioso? Apontamentos sobre uma controvérsia atual (Intelligent Design: scientific theory or religious discourse? Remarks about an actual controversy - DOI: 10.5752/P.2175-5841.2013v11n30p709

    Directory of Open Access Journals (Sweden)

    Roney Seixas Andrade

    2013-06-01

    Full Text Available Este artigo tem com pano de fundo a controvérsia entre criacionismo e evolucionismo que ainda captura a imaginação de amplos segmentos religiosamente orientados, sobretudo nos Estados Unidos. Aqui destacamos as proposições elaboradas pela chamada Teoria do Design Inteligente (TDI. Essa teoria, que se apresenta como científica e desprovida de qualquer compromisso religioso, propõe demonstrar empiricamente que a complexidade observada na natureza, no universo e na vida, é resultante de um design genuíno, ou seja, produto de uma inteligência organizadora, e não produto de processos puramente materiais e aleatórios, isto é, decorrentes do acaso, ou da seleção natural, tal como sugere o darwinismo. Neste artigo trataremos da emergência da Teoria do Design Inteligente e de seus principais argumentos, tal como elaborados por seus proponentes, estudados pelos seus analistas e confrontados pelos seus críticos, a fim de verificar se ela é considerada teoria científica ou uma variante mais sofisticada e atual do criacionismo cristão. Palavras-chave: Religião; Ciência; Criacionismo; Design Inteligente.   Abstract This article has as a backdrop the controversy between creationism and evolutionism that still captures the imagination of large religious segments, especially in the USA. This text highlights the propositions drawn up by the so called Intelligent Design Theory. Such theory, which is presented as scientific and devoid of any religious commitment aims to demonstrate empirically that the complexity observed in nature, in the universe and in the life, is a the result of a genuine design. In this sense, it would be a product of an organizing intelligence and not a product of purely material and random processes resulting from chance, or from natural selection, as suggested by Darwinism. In this article, we will deal with the emergence of Intelligent Design and its main arguments, such as elaborated by its proponents, studied by

  8. On virtual displacement and virtual work in Lagrangian dynamics

    International Nuclear Information System (INIS)

    Ray, Subhankar; Shamanna, J

    2006-01-01

    The confusion and ambiguity encountered by students in understanding virtual displacement and virtual work is discussed in this paper. A definition of virtual displacement is presented that allows one to express them explicitly for holonomic (velocity independent), non-holonomic (velocity dependent), scleronomous (time independent) and rheonomous (time dependent) constraints. It is observed that for holonomic, scleronomous constraints, the virtual displacements are the displacements allowed by the constraints. However, this is not so for a general class of constraints. For simple physical systems, it is shown that the work done by the constraint forces on virtual displacements is zero. This motivates Lagrange's extension of d'Alembert's principle to a system of particles in constrained motion. However, a similar zero work principle does not hold for the allowed displacements. It is also demonstrated that d'Alembert's principle of zero virtual work is necessary for the solvability of a constrained mechanical problem. We identify this special class of constraints, physically realized and solvable, as the ideal constraints. The concept of virtual displacement and the principle of zero virtual work by constraint forces are central to both Lagrange's method of undetermined multipliers and Lagrange's equations in generalized coordinates

  9. Virtual Reality

    Science.gov (United States)

    1993-04-01

    until exhausted. SECURITY CLASSIFICATION OF THIS PAGE All other editions are obsolete. UNCLASSIFIED " VIRTUAL REALITY JAMES F. DAILEY, LIEUTENANT COLONEL...US" This paper reviews the exciting field of virtual reality . The author describes the basic concepts of virtual reality and finds that its numerous...potential benefits to society could revolutionize everyday life. The various components that make up a virtual reality system are described in detail

  10. Framework for Virtual Cognitive Experiment in Virtual Geographic Environments

    Directory of Open Access Journals (Sweden)

    Fan Zhang

    2018-01-01

    Full Text Available Virtual Geographic Environment Cognition is the attempt to understand the human cognition of surface features, geographic processes, and human behaviour, as well as their relationships in the real world. From the perspective of human cognition behaviour analysis and simulation, previous work in Virtual Geographic Environments (VGEs has focused mostly on representing and simulating the real world to create an ‘interpretive’ virtual world and improve an individual’s active cognition. In terms of reactive cognition, building a user ‘evaluative’ environment in a complex virtual experiment is a necessary yet challenging task. This paper discusses the outlook of VGEs and proposes a framework for virtual cognitive experiments. The framework not only employs immersive virtual environment technology to create a realistic virtual world but also involves a responsive mechanism to record the user’s cognitive activities during the experiment. Based on the framework, this paper presents two potential implementation methods: first, training a deep learning model with several hundred thousand street view images scored by online volunteers, with further analysis of which visual factors produce a sense of safety for the individual, and second, creating an immersive virtual environment and Electroencephalogram (EEG-based experimental paradigm to both record and analyse the brain activity of a user and explore what type of virtual environment is more suitable and comfortable. Finally, we present some preliminary findings based on the first method.

  11. Service orientation in holonic and multi-agent manufacturing

    CERN Document Server

    Thomas, André; Trentesaux, Damien

    2015-01-01

    This volume gathers the peer reviewed papers presented at the 4th edition of the International Workshop “Service Orientation in Holonic and Multi-agent Manufacturing – SOHOMA’14” organized and hosted on November 5-6, 2014 by the University of Lorraine, France in collaboration with the CIMR Research Centre of the University Politehnica of Bucharest and the TEMPO Laboratory of the University of Valenciennes and Hainaut-Cambrésis.   The book is structured in six parts, each one covering a specific research line which represents a trend in future manufacturing: (1) Holonic and Agent-based Industrial Automation Systems; (2) Service-oriented Management and Control of Manufacturing Systems; (3) Distributed Modelling for Safety and Security in Industrial Systems; (4) Complexity, Big Data and Virtualization in Computing-oriented Manufacturing; (5) Adaptive, Bio-inspired and Self-organizing Multi-Agent Systems for Manufacturing, and (6) Physical Internet Simulation, Modelling and Control.   There is a clear ...

  12. Virtualization Security Combining Mandatory Access Control and Virtual Machine Introspection

    OpenAIRE

    Win, Thu Yein; Tianfield, Huaglory; Mair, Quentin

    2014-01-01

    Virtualization has become a target for attacks in cloud computing environments. Existing approaches to protecting the virtualization environment against the attacks are limited in protection scope and are with high overheads. This paper proposes a novel virtualization security solution which aims to provide comprehensive protection of the virtualization environment.

  13. Planejamento de ações para automação inteligente da manufatura Action planning for intelligent manufacturing automation

    Directory of Open Access Journals (Sweden)

    Flavio Tonidandel

    2002-12-01

    Full Text Available Este artigo investiga o uso do sistema FAR-OFF na área da Automação da Manufatura. O sistema FAR-OFF possui característica similar aos sistemas de planejamento baseado em busca heurística, os quais têm apresentado excelentes resultados nos últimos anos na área de planejamento. Entretanto, em vez de ser um sistema generativo, o FAR-OFF é um sistema de planejamento baseado em casos que garante estabilidade para solucionar problemas em tempo aceitável. Os resultados apresentados pelo sistema no domínio de logística mostram que este é um sistema promissor para automação inteligente.This paper investigates the use of the FAR-OFF system in the Manufacturing Automation field. The FAR-OFF system has the feature of heuristic search based systems, which have been presenting excellent results over the last years in the planning area. However, instead of being a generative planning system, the FAR-OFF system is a case-based planner that can guarantee stability to solve problems in a reasonable amount of time. The results presented by its application in the logistic domain show that it is a promising system for intelligent automation.

  14. Virtual Box

    DEFF Research Database (Denmark)

    Davis, Hilary; Skov, Mikael B.; Stougaard, Malthe

    2007-01-01

    . This paper reports on the design, implementation and initial evaluation of Virtual Box. Virtual Box attempts to create a physical and engaging context in order to support reciprocal interactions with expressive content. An implemented version of Virtual Box is evaluated in a location-aware environment...

  15. Arquitectura multi-agente basada en servicios para un sistema de vigilancia congnitivo.

    OpenAIRE

    Vallejo Fernández, David

    2010-01-01

    La Vigilancia Inteligente hace uso de técnicas de Inteligencia Artificial para monitorizar entornos cuyo análisis resulta cada vez más complejo. Dos de los principales factores que determinan esa complejidad son el gran número de sensores desplegados en el entorno a vigilar, normalmente cámaras de seguridad, y la necesidad de tratar con distintos aspectos o amenazas (análisis de comportamientos, detección de tumultos, identificación de objetos sospechosos...) de manera simultánea. La mayoría ...

  16. A comparison of positron-emitting blood pool imaging agents

    International Nuclear Information System (INIS)

    Hnatowich, D.J.; Kulprathipanja, S.; Evans, G.; Elmaleh, D.

    1979-01-01

    The three agents, 11 C-carboxyhaemoglobin, 68 Ga-transferrin and 68 Ga-labelled red cells have been compared in dogs to assess their relative merits for blood-pool imaging. For 1 h following administration of each agent, periodic blood samples were withdrawn for counting in a NaI (Tl) well counter while conventional two-dimensional images were obtained simultaneously on the Massachusetts General Hospital positron camera. Count rates in regions about the heart, liver and spleen were obtained for each image. The disappearance of blood activity as shown from the results of counting the blood samples and from the counting rates in regions about the heart was found to be identical within experimental error for the three agents. In the liver and spleen regions, the highest count rates were obtained with 68 Ga-transferrin and the lowest with 68 Ga-labelled red cells; count rates in these regions with labelled red cells were virtually constant throughout the 1 h study. It may be concluded that with the exceptions noted above, the three agents are approximately equivalent for blood-pool imaging. (author)

  17. A Lightweight Intelligent Virtual Cinematography System for Machinima Production

    Science.gov (United States)

    2007-01-01

    portmanteau of machine and cinema , machinima refers to the innovation of leveraging video game technology to greatly ease the creation of computer...selecting camera angles to capture the action of an a priori unknown script as aesthetically appropriate cinema . There are a number of challenges therein...Proc. of the 4th International Conf. on Autonomous Agents. Young, R.M. and Riedl, M.O. 2003. Towards an Architecture for Intelligent Control of Narrative in Interactive Virtual Worlds. In Proc. of IUI 2003.

  18. “Toward socially responsible agents: integrating attachment and learning in emotional decision-making,”

    OpenAIRE

    M. Ben Moussa and N. Magnenat-Thalmann

    2013-01-01

    Our goal is to create socially responsible agents either robots or virtual humans. In this paper we present an integration of emotions attachment and learning in emotional decision making to achieve this goal. Based on emerging psychological theories we aim at building human like emotional decision making where emotions play a central role in selecting the next action to be performed by the agent. Here we present our own approach for emotion appraisal where we use emotional attachment as an i...

  19. Fundamentals of Agent Perception and Attention Modelling

    DEFF Research Database (Denmark)

    Peters, Christopher; Castellano, Ginevra; Rehm, Matthias

    2011-01-01

    Perception and attention mechanisms are of great importance for entities situated within complex dynamic environments. With roles extending greatly beyond passive information services about the external environment, such mechanisms actively prioritise, augment and expedite information to ensure t...... agents can achieve a more substantial connection with their environment for the purposes of reacting, planning, decision making and, ultimately, behaving.......Perception and attention mechanisms are of great importance for entities situated within complex dynamic environments. With roles extending greatly beyond passive information services about the external environment, such mechanisms actively prioritise, augment and expedite information to ensure...... that the potentially relevant is made available so appropriate action can take place. Here, we describe the rationale behind endowing artificial entities, or virtual agents, with real-time perception and attention systems. We cover the fundamentals of designing and building such systems. Once equipped, the resulting...

  20. Realidad virtual y materialidad

    OpenAIRE

    Pérez Herranz, Fernando Miguel

    2009-01-01

    1. Fenomenología de partida: Real / Simbólico / Imaginario 2. Realidad 3. Virtual 3.1. Virtual / real / posible / probable 3.2. Los contextos de la realidad virtual A) REALIDAD VIRTUAL INMERSIVA B) REALIDAD VIRTUAL NO INMERSIVA C) REALIDAD VIRTUAL Y DIGITALIZACIÓN 3.3. Cruce virtual / real 3.4. Cuestiones filosóficas 4. Materialidad 5. Materialidad y descentramiento 5.1. Ejemplos de descentramiento en los contextos de Realidad Virtual A’) DUALISMO CARTESIANO, CUERPO Y «CIBORG » B’) EL ESPÍRIT...

  1. A virtual network computer's optical storage virtualization scheme

    Science.gov (United States)

    Wang, Jianzong; Hu, Huaixiang; Wan, Jiguang; Wang, Peng

    2008-12-01

    In this paper, we present the architecture and implementation of a virtual network computers' (VNC) optical storage virtualization scheme called VOSV. Its task is to manage the mapping of virtual optical storage to physical optical storage, a technique known as optical storage virtualization. The design of VOSV aims at the optical storage resources of different clients and servers that have high read-sharing patterns. VOSV uses several schemes such as a two-level Cache mechanism, a VNC server embedded module and the iSCSI protocols to improve the performance. The results measured on the prototype are encouraging, and indicating that VOSV provides the high I/O performance.

  2. Exploration of Metaphorical and Contextual Affect Sensing in a Virtual Improvisational Drama

    Science.gov (United States)

    Zhang, Li

    Real-time affect detection from open-ended text-based dialogue is challenging but essential for the building of effective intelligent user interfaces. In this paper, we report updated developments of an affect detection model from text, including affect detection from one particular type of metaphorical affective expression (cooking metaphor) and affect detection based on context. The overall affect detection model has been embedded in an intelligent conversational AI agent interacting with human users under loose scenarios. Evaluation for the updated affect detection component is also provided. Our work contributes to the conference themes on engagement and emotion, interactions in games, storytelling and narrative in education, and virtual characters/agents development.

  3. Virtual bronchoscopy

    International Nuclear Information System (INIS)

    Rogalla, P.; Meiri, N.; Hamm, B.; Rueckert, J.C.; Schmidt, B.; Witt, C.

    2001-01-01

    Flexible bronchoscopy represents a clinically well-established invasive diagnostic tool. Virtual bronchoscopies, calculated from thin-slice CT sections, allow astonishing immitations of reality although principal differences exist between both technologies: the Fact that colour representation is artificial and concommitant interventions are impossible limits the clinical use of virtual bronchoscopy. However, its value increases when calculations can be attained within minutes due to technological advancements, and when virtually any chest CT is suitable for further postprocessing. Indications, findings and the clinical role of virtual bronchoscopy are discussed. (orig.) [de

  4. Twenty years of principal-agent research in EU politics: how to cope with complexity?

    NARCIS (Netherlands)

    Delreux, Tom; Adriaensen, J.

    2017-01-01

    In the 20 years after its introduction, the principal-agent model has seen increasing use to study political processes in virtually all policy domains in which the EU is active. Relaxing the strict assumptions that guided the original economic applications has greatly widened the scope for potential

  5. Virtual button interface

    Science.gov (United States)

    Jones, J.S.

    1999-01-12

    An apparatus and method of issuing commands to a computer by a user interfacing with a virtual reality environment are disclosed. To issue a command, the user directs gaze at a virtual button within the virtual reality environment, causing a perceptible change in the virtual button, which then sends a command corresponding to the virtual button to the computer, optionally after a confirming action is performed by the user, such as depressing a thumb switch. 4 figs.

  6. Obtención del valor de la aceleración de la gravedad en el laboratorio de física. Experiencia comparativa del sensor de un teléfono celular inteligente y el péndulo simple

    OpenAIRE

    José Enrique Martínez Pérez

    2015-01-01

    El presente trabajo valida y prueba la precisión del sensor de un teléfono celular inteligente (TCI) para la determinar la aceleración de la gravedad (g) en el laboratorio de física, comparándolo con el valor calculado a partir de las oscilaciones de un péndulo simple. Se aplicaron pruebas para validar el dispositivo, sugiriendo que el acelerómetro del TCI es un sensor válido y con precisión para ser usado en experiencias de laboratorio de Física y/o Mecánica.

  7. A Participatory Agent-Based Simulation for Indoor Evacuation Supported by Google Glass

    Directory of Open Access Journals (Sweden)

    Jesús M. Sánchez

    2016-08-01

    Full Text Available Indoor evacuation systems are needed for rescue and safety management. One of the challenges is to provide users with personalized evacuation routes in real time. To this end, this project aims at exploring the possibilities of Google Glass technology for participatory multiagent indoor evacuation simulations. Participatory multiagent simulation combines scenario-guided agents and humans equipped with Google Glass that coexist in a shared virtual space and jointly perform simulations. The paper proposes an architecture for participatory multiagent simulation in order to combine devices (Google Glass and/or smartphones with an agent-based social simulator and indoor tracking services.

  8. Structure functions of longitudinal virtual photons at low virtualities

    International Nuclear Information System (INIS)

    Ioffe, B.L.; Shushpanov, I.A.

    1996-01-01

    The structure functions F L 1 and F L 2 of longitudinal virtual photons at low virtualities are calculated in the framework of chiral perturbation theory (ChPT) in the zero and first order of ChPT. It is assumed that the virtuality of a target longitudinal photon p 2 is much less than the virtuality of the hard projectile photon Q 2 and both are less than the characteristic ChPT scale. In this approximation the structure functions are determined by the production of two pions in γγ collisions. The numerical results for F L 2 and F L 1 are presented (the upper index refers to the longitudinal polarization of the virtual target photon). The possibilities of measurements of these structure functions are briefly discussed. copyright 1996 The American Physical Society

  9. Virtual hand: a 3D tactile interface to virtual environments

    Science.gov (United States)

    Rogowitz, Bernice E.; Borrel, Paul

    2008-02-01

    We introduce a novel system that allows users to experience the sensation of touch in a computer graphics environment. In this system, the user places his/her hand on an array of pins, which is moved about space on a 6 degree-of-freedom robot arm. The surface of the pins defines a surface in the virtual world. This "virtual hand" can move about the virtual world. When the virtual hand encounters an object in the virtual world, the heights of the pins are adjusted so that they represent the object's shape, surface, and texture. A control system integrates pin and robot arm motions to transmit information about objects in the computer graphics world to the user. It also allows the user to edit, change and move the virtual objects, shapes and textures. This system provides a general framework for touching, manipulating, and modifying objects in a 3-D computer graphics environment, which may be useful in a wide range of applications, including computer games, computer aided design systems, and immersive virtual worlds.

  10. Identifying and Exploring Factors Affecting Embodied Conversational Agent Social Presence for Interpersonal Skills Training

    Science.gov (United States)

    Chuah, Joon Hao

    2013-01-01

    Embodied conversational agents (ECAs) have been used as virtual conversational partners in interpersonal skills training applications such as medical interviews, military decision making, and cultural training. Ideally, in interpersonal skills training users will perceive and treat the ECAs the same as they would real people. The perception and…

  11. Advanced server virtualization VMware and Microsoft platforms in the virtual data center

    CERN Document Server

    Marshall, David; McCrory, Dave

    2006-01-01

    Executives of IT organizations are compelled to quickly implement server virtualization solutions because of significant cost savings. However, most IT professionals tasked with deploying virtualization solutions have little or no experience with the technology. This creates a high demand for information on virtualization and how to properly implement it in a datacenter. Advanced Server Virtualization: VMware® and Microsoft® Platforms in the Virtual Data Center focuses on the core knowledge needed to evaluate, implement, and maintain an environment that is using server virtualization. This boo

  12. A Virtual Class Calculus

    DEFF Research Database (Denmark)

    Ernst, Erik; Ostermann, Klaus; Cook, William Randall

    2006-01-01

    Virtual classes are class-valued attributes of objects. Like virtual methods, virtual classes are defined in an object's class and may be redefined within subclasses. They resemble inner classes, which are also defined within a class, but virtual classes are accessed through object instances...... model for virtual classes has been a long-standing open question. This paper presents a virtual class calculus, vc, that captures the essence of virtual classes in these full-fledged programming languages. The key contributions of the paper are a formalization of the dynamic and static semantics of vc...

  13. The Virtual Tablet: Virtual Reality as a Control System

    Science.gov (United States)

    Chronister, Andrew

    2016-01-01

    In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of

  14. Virtual projects

    DEFF Research Database (Denmark)

    Svejvig, Per; Commisso, Trine Hald

    2012-01-01

    that the best practice knowledge has not permeated sufficiently to the practice. Furthermore, the appropriate application of information and communication technology (ICT) remains a big challenge, and finally project managers are not sufficiently trained in organizing and conducting virtual projects....... The overall implications for research and practice are to acknowledge virtual project management as very different to traditional project management and to address this difference.......Virtual projects are common with global competition, market development, and not least the financial crisis forcing organizations to reduce their costs drastically. Organizations therefore have to place high importance on ways to carry out virtual projects and consider appropriate practices...

  15. Modelling multimodal expression of emotion in a virtual agent.

    Science.gov (United States)

    Pelachaud, Catherine

    2009-12-12

    Over the past few years we have been developing an expressive embodied conversational agent system. In particular, we have developed a model of multimodal behaviours that includes dynamism and complex facial expressions. The first feature refers to the qualitative execution of behaviours. Our model is based on perceptual studies and encompasses several parameters that modulate multimodal behaviours. The second feature, the model of complex expressions, follows a componential approach where a new expression is obtained by combining facial areas of other expressions. Lately we have been working on adding temporal dynamism to expressions. So far they have been designed statically, typically at their apex. Only full-blown expressions could be modelled. To overcome this limitation, we have defined a representation scheme that describes the temporal evolution of the expression of an emotion. It is no longer represented by a static definition but by a temporally ordered sequence of multimodal signals.

  16. Investigación en Progreso: Método de Evaluación Dinámica de Planes en Sistemas Inteligentes Autónomos

    Directory of Open Access Journals (Sweden)

    Ezequiel González

    2013-12-01

    Full Text Available El modelo LOPE es un sistema inteligente autónomo con aprendizaje basado en formación y ponderación de teorías. En los últimos años, se han elaborado varias modificaciones al modelo que han mejorado el rendimiento de su aprendizaje y de su planificación. Sin embargo, hay ciertos aspectos que aún no han sido abordados y cuyo diseño e implementación se cree incrementaría la convergencia de aprendizaje del modelo. Ellos son: (a el proceso de aprendizaje sólo se produce en la fase de observación, perdiendo la oportunidad de aprender a partir de la evaluación del resultado de los planes ejecutados, (b el índice utilizado para medir la calidad de los planes antes de ser ejecutados es un parámetro fijo, dejando abierta la posibilidad de que se ejecute una alta cantidad de planes condenados al fracaso. Este proyecto se propone desarrollar modificaciones o extensiones al modelo con el fin de mejorar estos aspectos e incrementar la curva de aprendizaje del sistema.

  17. Multi-Agent Based Microscopic Simulation Modeling for Urban Traffic Flow

    Directory of Open Access Journals (Sweden)

    Xianyan Kuang

    2014-10-01

    Full Text Available Traffic simulation plays an important role in the evaluation of traffic decisions. The movement of vehicles essentially is the operating process of drivers, in order to reproduce the urban traffic flow from the micro-aspect on computer, this paper establishes an urban traffic flow microscopic simulation system (UTFSim based on multi-agent. The system is seen as an intelligent virtual environment system (IVES, and the four-layer structure of it is built. The road agent, vehicle agent and signal agent are modeled. The concept of driving trajectory which is divided into LDT (Lane Driving Trajectory and VDDT (Vehicle Dynamic Driving Trajectory is introduced. The “Link-Node” road network model is improved. The driving behaviors including free driving, following driving, lane changing, slowing down, vehicle stop, etc. are analyzed. The results of the signal control experiments utilizing the UTFSim developed in the platform of Visual Studio. NET indicates that it plays a good performance and can be used in the evaluation of traffic management and control.

  18. Transforming Virtual Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    2005-01-01

    Investigating virtual team collaboration in industry using grounded theory this paper presents the in-dept analysis of empirical work conducted in a global organization of 100.000 employees where a global virtual team with participants from Sweden, United Kingdom, Canada, and North America were...... studied. The research question investigated is how collaboration is negotiated within virtual teams? This paper presents findings concerning how collaboration is negotiated within a virtual team and elaborate the difficulties due to invisible articulation work and managing multiple communities...... in transforming the virtual team into a community. It is argued that translucence in communication structures within the virtual team and between team and management is essential for engaging in a positive transformation process of trustworthiness supporting the team becoming a community, managing the immanent...

  19. Waste Management Using Request-Based Virtual Organizations

    Science.gov (United States)

    Katriou, Stamatia Ann; Fragidis, Garyfallos; Ignatiadis, Ioannis; Tolias, Evangelos; Koumpis, Adamantios

    Waste management is on top of the political agenda globally as a high priority environmental issue, with billions spent on it each year. This paper proposes an approach for the disposal, transportation, recycling and reuse of waste. This approach incorporates the notion of Request Based Virtual Organizations (RBVOs) using a Service Oriented Architecture (SOA) and an ontology that serves the definition of waste management requirements. The populated ontology is utilized by a Multi-Agent System which performs negotiations and forms RBVOs. The proposed approach could be used by governments and companies searching for a means to perform such activities in an effective and efficient manner.

  20. Trust and virtual worlds

    DEFF Research Database (Denmark)

    Ess, Charles; Thorseth, May

    2011-01-01

    We collect diverse philosophical analyses of the issues and problems clustering around trust online with specific attention to establishing trust in virtual environments. The book moves forward important discussions of how virtual worlds and virtuality are to be defined and understood; the role o...... by virtuality, such as virtual child pornography. The introduction further develops a philosophical anthropology, rooted in Kantian ethics, phenomenology, virtue ethics, and feminist perspectives, that grounds a specific approach to ethical issues in virtual environments....

  1. Virtual water: Virtuous impact? : the unsteady state of virtual water

    NARCIS (Netherlands)

    Roth, D.; Warner, J.F.

    2008-01-01

    Virtual water,” water needed for crop production, is now being mainstreamed in the water policy world. Relying on virtual water in the form of food imports is increasingly recommended as good policy for water-scarce areas. Virtual water globalizes discussions on water scarcity, ecological

  2. Emprego racional da Biomecânica em Ortodontia: "arcos inteligentes" Biomechanics in Orthodontics: "smart archwires"

    Directory of Open Access Journals (Sweden)

    Marcio Rodrigues de Almeida

    2006-02-01

    Full Text Available A versatilidade biomecânica propiciada pelos "arcos inteligentes" ("smart archwires" permite estratégias para cada tipo de má oclusão, diferenciada por nuances terapêuticas, que por sua vez geram um melhor controle do caso clínico. Os arcos multifuncionais (Arco de intrusão de nitinol CIA® e arco de retração Mushroom Loop® foram idealizados no intuito de simplificar o atendimento clínico do ortodontista que, municiado de recursos diagnósticos apropriados e sólidos, os utiliza como uma ótima alternativa entre as disponíveis para a resolução dos problemas e expectativas dos pacientes. Com o presente artigo procurou-se demonstrar que os arcos de intrusão de nitinol (CIA® e o arco de retração Mushroom Loop® são ferramentas poderosas no tratamento de pacientes com extrações dentárias que requerem um controle de ancoragem mais apropriado, bem como uma retração mais eficaz.The versatility of Biomechanics with the use of "smart wires" allows different strategies in order to achieve a better control in orthodontic cases. Multifunctional orthodontic wires (nickel-titanium intrusion arch-CIA® and M-loop® archwires were developed in order to provide advantages in clinical management for the orthodontists. Since the force system, along with the side effects, of theses wires is well understood it becomes easier to use noncompliance mechanics. The present paper showed the clinical applications of the "smart wires" (nickel-titanium intrusion arch and M-loop archwires capable of simultaneously performing different orthodontic movements in extraction cases which minimize the need for high anchorage control.

  3. Evolution-based Virtual Content Insertion with Visually Virtual Interactions in Videos

    Science.gov (United States)

    Chang, Chia-Hu; Wu, Ja-Ling

    With the development of content-based multimedia analysis, virtual content insertion has been widely used and studied for video enrichment and multimedia advertising. However, how to automatically insert a user-selected virtual content into personal videos in a less-intrusive manner, with an attractive representation, is a challenging problem. In this chapter, we present an evolution-based virtual content insertion system which can insert virtual contents into videos with evolved animations according to predefined behaviors emulating the characteristics of evolutionary biology. The videos are considered not only as carriers of message conveyed by the virtual content but also as the environment in which the lifelike virtual contents live. Thus, the inserted virtual content will be affected by the videos to trigger a series of artificial evolutions and evolve its appearances and behaviors while interacting with video contents. By inserting virtual contents into videos through the system, users can easily create entertaining storylines and turn their personal videos into visually appealing ones. In addition, it would bring a new opportunity to increase the advertising revenue for video assets of the media industry and online video-sharing websites.

  4. Theft of Virtual Property — Towards Security Requirements for Virtual Worlds

    Science.gov (United States)

    Beyer, Anja

    The article is focused to introduce the topic of information technology security for Virtual Worlds to a security experts’ audience. Virtual Worlds are Web 2.0 applications where the users cruise through the world with their individually shaped avatars to find either amusement, challenges or the next best business deal. People do invest a lot of time but beyond they invest in buying virtual assets like fantasy witcheries, wepaons, armour, houses, clothes,...etc with the power of real world money. Although it is called “virtual” (which is often put on the same level as “not existent”) there is a real value behind it. In November 2007 dutch police arrested a seventeen years old teenager who was suspicted to have stolen virtual items in a Virtual World called Habbo Hotel [Reuters07]. In order to successfully provide security mechanisms into Virtual Worlds it is necessarry to fully understand the domain for which the security mechansims are defined. As Virtual Worlds must be clasified into the domain of Social Software the article starts with an overview of how to understand Web 2.0 and gives a short introduction to Virtual Worlds. The article then provides a consideration of assets of Virtual Worlds participants, describes how these assets can be threatened and gives an overview of appopriate security requirements and completes with an outlook of possible countermeasures.

  5. Interaction with virtual crowd in Immersive and semi‐Immersive Virtual Reality systems

    OpenAIRE

    Kyriakou, Marios; Pan, Xueni; Chrysanthou, Yiorgos

    2016-01-01

    This study examines attributes of virtual human behavior that may increase the plausibility of a simulated crowd and affect the user's experience in Virtual Reality. Purpose-developed experiments in both Immersive and semi-Immersive Virtual Reality systems queried the impact of collision and basic interaction between real-users and the virtual crowd and their effect on the apparent realism and ease of navigation within Virtual Reality (VR). Participants' behavior and subjective measurements i...

  6. Designing Virtual Worlds

    DEFF Research Database (Denmark)

    Gürsimsek, Remzi Ates

    2014-01-01

    The online social platforms known as virtual worlds present their users various affordances for avatar based co-presence, social interaction and provide tools for collaborative content creation, including objects, textures and animations. The users of these worlds navigate their avatars as personal...... the audio-visual characteristics of designing in multi-user virtual environments generate experiential, interpersonal and textual meaning potentials....... mediators in 3D virtual space to collaborate and co-design the digital content. These co-designers are also the residents of these worlds, as they socialize by building inworld friendships. This article presents a social semiotic analysis of the three-dimensional virtual places and artifacts in the virtual...

  7. Server virtualization solutions

    OpenAIRE

    Jonasts, Gusts

    2012-01-01

    Currently in the information technology sector that is responsible for a server infrastructure is a huge development in the field of server virtualization on x86 computer architecture. As a prerequisite for such a virtualization development is growth in server productivity and underutilization of available computing power. Several companies in the market are working on two virtualization architectures – hypervizor and hosting. In this paper several of virtualization products that use host...

  8. Virtual Trackballs Revisited

    OpenAIRE

    Henriksen, Knud; Sporring, Jon; Hornbæk, Kasper

    2004-01-01

    Udgivelsesdato: March/April Rotation of three-dimensional objects by a two-dimensional mouse is a typical task in computer-aided design, operation simulations, and desktop virtual reality. The most commonly used rotation technique is a virtual trackball surrounding the object and operated by the mouse pointer. This article reviews and provides a mathematical foundation for virtual trackballs. The first, but still popular, virtual trackball was described by Chen et al. [CHECK END OF SENTENC...

  9. Interactive Virtual Cinematography

    OpenAIRE

    Burelli, Paolo

    2012-01-01

    A virtual camera represents the point-of-view of the player through which sheperceives the game world and gets feedback on her actions. Thus, the virtualcamera plays a vital role in 3D computer games and aects player experienceand enjoyability in games. Interactive virtual cinematography is the process ofvisualising the content of a virtual environment by positioning and animatingthe virtual camera in the context of interactive applications such as a computergame.Camera placement and animatio...

  10. Virtual Reflexes

    OpenAIRE

    Jonker, Catholijn; Broekens, Joost; Plaat, Aske

    2014-01-01

    Virtual Reality is used successfully to treat people for regular phobias. A new challenge is to develop Virtual Reality Exposure Training for social skills. Virtual actors in such systems have to show appropriate social behavior including emotions, gaze, and keeping distance. The behavior must be realistic and real-time. Current approaches consist of four steps: 1) trainee social signal detection, 2) cognitive-affective interpretation, 3) determination of the appropriate bodily responses, and...

  11. Robust adaptive fault-tolerant control for leader-follower flocking of uncertain multi-agent systems with actuator failure.

    Science.gov (United States)

    Yazdani, Sahar; Haeri, Mohammad

    2017-11-01

    In this work, we study the flocking problem of multi-agent systems with uncertain dynamics subject to actuator failure and external disturbances. By considering some standard assumptions, we propose a robust adaptive fault tolerant protocol for compensating of the actuator bias fault, the partial loss of actuator effectiveness fault, the model uncertainties, and external disturbances. Under the designed protocol, velocity convergence of agents to that of virtual leader is guaranteed while the connectivity preservation of network and collision avoidance among agents are ensured as well. Copyright © 2017 ISA. Published by Elsevier Ltd. All rights reserved.

  12. Increasing the Intelligence of Virtual Sales Assistants through Knowledge Modeling Techniques

    OpenAIRE

    Molina, Martin

    2001-01-01

    Shopping agents are web-based applications that help consumers to find appropriate products in the context of e-commerce. In this paper we argue about the utility of advanced model-based techniques that recently have been proposed in the fields of Artificial Intelligence and Knowledge Engineering, in order to increase the level of support provided by this type of applications. We illustrate this approach with a virtual sales assistant that dynamically configures a product according to the nee...

  13. [Virtual + 1] * Reality

    Science.gov (United States)

    Beckhaus, Steffi

    Virtual Reality aims at creating an artificial environment that can be perceived as a substitute to a real setting. Much effort in research and development goes into the creation of virtual environments that in their majority are perceivable only by eyes and hands. The multisensory nature of our perception, however, allows and, arguably, also expects more than that. As long as we are not able to simulate and deliver a fully sensory believable virtual environment to a user, we could make use of the fully sensory, multi-modal nature of real objects to fill in for this deficiency. The idea is to purposefully integrate real artifacts into the application and interaction, instead of dismissing anything real as hindering the virtual experience. The term virtual reality - denoting the goal, not the technology - shifts from a core virtual reality to an “enriched” reality, technologically encompassing both the computer generated and the real, physical artifacts. Together, either simultaneously or in a hybrid way, real and virtual jointly provide stimuli that are perceived by users through their senses and are later formed into an experience by the user's mind.

  14. Virtual Vision

    Science.gov (United States)

    Terzopoulos, Demetri; Qureshi, Faisal Z.

    Computer vision and sensor networks researchers are increasingly motivated to investigate complex multi-camera sensing and control issues that arise in the automatic visual surveillance of extensive, highly populated public spaces such as airports and train stations. However, they often encounter serious impediments to deploying and experimenting with large-scale physical camera networks in such real-world environments. We propose an alternative approach called "Virtual Vision", which facilitates this type of research through the virtual reality simulation of populated urban spaces, camera sensor networks, and computer vision on commodity computers. We demonstrate the usefulness of our approach by developing two highly automated surveillance systems comprising passive and active pan/tilt/zoom cameras that are deployed in a virtual train station environment populated by autonomous, lifelike virtual pedestrians. The easily reconfigurable virtual cameras distributed in this environment generate synthetic video feeds that emulate those acquired by real surveillance cameras monitoring public spaces. The novel multi-camera control strategies that we describe enable the cameras to collaborate in persistently observing pedestrians of interest and in acquiring close-up videos of pedestrians in designated areas.

  15. Tangible interfaces in virtual environments, case study: Instituto de Engenharia Nuclear Virtual

    Energy Technology Data Exchange (ETDEWEB)

    Santo, Andre Cotelli do E.; Mol, Antonio Carlos A.; Pinto, Emanuele Oliveira; Melo, Joao Victor da C.; Paula, Vanessa Marcia de; Freitas, Victor Goncalves Gloria [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Machado, Daniel Mol [Coordenacao dos Programas de Pos-Graduacao em Engenharia (COPPE/UFRJ), Rio de Janeiro, RJ (Brazil). Instituto Alberto Luiz Coimbra

    2015-07-01

    Virtual Reality (VR) techniques allow the creation of realistic representations of an individual. These technologies are being applied in several fields such as training, simulations, virtual experiments and new applications are constantly being found. This work aims to present an interactive system in virtual environments without the use of peripherals typically found in computers such as mouse and keyboard. Through the movement of head and hands it is possible to control and navigate the virtual character (avatar) in a virtual environment, an improvement in the man-machine integration. The head movements are recognized using a virtual helmet with a tracking system. An infrared camera detects the position of infrared LEDs located in the operator's head and places the vision of the virtual character in accordance with the operator's vision. The avatar control is performed by a system that detects the movement of the hands, using infrared sensors, allowing the user to move it in the virtual environment. This interaction system was implemented in the virtual model of the Instituto de Engenharia Nuclear (IEN), which is located on the Ilha do Fundao - Rio de Janeiro - Brazil. This three-dimensional environment, in which avatars can move and interact according to the user movements, gives a feeling of realism to the operator. The results show an interface that allows a higher degree of immersion of the operator in the virtual environment, promoting a more engaging and dynamic way of working. (author)

  16. Tangible interfaces in virtual environments, case study: Instituto de Engenharia Nuclear Virtual

    International Nuclear Information System (INIS)

    Santo, Andre Cotelli do E.; Mol, Antonio Carlos A.; Pinto, Emanuele Oliveira; Melo, Joao Victor da C.; Paula, Vanessa Marcia de; Freitas, Victor Goncalves Gloria; Machado, Daniel Mol

    2015-01-01

    Virtual Reality (VR) techniques allow the creation of realistic representations of an individual. These technologies are being applied in several fields such as training, simulations, virtual experiments and new applications are constantly being found. This work aims to present an interactive system in virtual environments without the use of peripherals typically found in computers such as mouse and keyboard. Through the movement of head and hands it is possible to control and navigate the virtual character (avatar) in a virtual environment, an improvement in the man-machine integration. The head movements are recognized using a virtual helmet with a tracking system. An infrared camera detects the position of infrared LEDs located in the operator's head and places the vision of the virtual character in accordance with the operator's vision. The avatar control is performed by a system that detects the movement of the hands, using infrared sensors, allowing the user to move it in the virtual environment. This interaction system was implemented in the virtual model of the Instituto de Engenharia Nuclear (IEN), which is located on the Ilha do Fundao - Rio de Janeiro - Brazil. This three-dimensional environment, in which avatars can move and interact according to the user movements, gives a feeling of realism to the operator. The results show an interface that allows a higher degree of immersion of the operator in the virtual environment, promoting a more engaging and dynamic way of working. (author)

  17. Virtual volatility

    Science.gov (United States)

    Silva, A. Christian; Prange, Richard E.

    2007-03-01

    We introduce the concept of virtual volatility. This simple but new measure shows how to quantify the uncertainty in the forecast of the drift component of a random walk. The virtual volatility also is a useful tool in understanding the stochastic process for a given portfolio. In particular, and as an example, we were able to identify mean reversion effect in our portfolio. Finally, we briefly discuss the potential practical effect of the virtual volatility on an investor asset allocation strategy.

  18. Virtual laboratories : comparability of real and virtual environments for environmental psychology

    NARCIS (Netherlands)

    Kort, de Y.A.W.; IJsselsteijn, W.A.; Kooijman, J.M.A.; Schuurmans, Y.

    2003-01-01

    Virtual environments have the potential to become important new research tools in environment behavior research. They could even become the future (virtual) laboratories, if reactions of people to virtual environments are similar to those in real environments. The present study is an exploration of

  19. High availability using virtualization

    International Nuclear Information System (INIS)

    Calzolari, Federico; Arezzini, Silvia; Ciampa, Alberto; Mazzoni, Enrico; Domenici, Andrea; Vaglini, Gigliola

    2010-01-01

    High availability has always been one of the main problems for a data center. Till now high availability was achieved by host per host redundancy, a highly expensive method in terms of hardware and human costs. A new approach to the problem can be offered by virtualization. Using virtualization, it is possible to achieve a redundancy system for all the services running on a data center. This new approach to high availability allows the running virtual machines to be distributed over a small number of servers, by exploiting the features of the virtualization layer: start, stop and move virtual machines between physical hosts. The 3RC system is based on a finite state machine, providing the possibility to restart each virtual machine over any physical host, or reinstall it from scratch. A complete infrastructure has been developed to install operating system and middleware in a few minutes. To virtualize the main servers of a data center, a new procedure has been developed to migrate physical to virtual hosts. The whole Grid data center SNS-PISA is running at the moment in virtual environment under the high availability system.

  20. Virtual reality in education

    OpenAIRE

    Minocha, Shailey; Tudor, Ana-Despina

    2017-01-01

    In this workshop-presentation, we described the evolution of virtual reality technologies and our research from 3D virtual worlds, 3D virtual environments built in gaming environments such as Unity 3D, 360-degree videos, and mobile virtual reality via Google Expeditions. For each of these four technologies, we discussed the affordances of the technologies and how they contribute towards learning and teaching. We outlined the significance of students being aware of the different virtual realit...

  1. Virtual Reality: Principles and Applications

    OpenAIRE

    MÉRIENNE , Frédéric

    2017-01-01

    Virtual reality aims at immersing a user in a virtual environment. Dedicated virtual reality technologies of human–computer interaction enable to make the link between the user and a virtual environment in capturing the user’s motion, acting on his senses as well as computing the virtual experience in real-time. The immersion in virtual environment is evaluated through the user’s perception and reaction. Virtual reality is used in a large variety of application domains which need multisensory...

  2. Virtual Organizations: Beyond Network Organization

    Directory of Open Access Journals (Sweden)

    Liviu Gabriel CRETU

    2006-01-01

    Full Text Available One of the most used buzz-words in (e-business literature of the last decade is virtual organization. The term "virtual" can be identified in all sorts of combinations regarding the business world. From virtual products to virtual processes or virtual teams, everything that is “touched” by the computer’s processing power instantly becomes virtual. Moreover, most of the literature treats virtual and network organizations as being synonyms. This paper aims to draw a much more distinctive line between the two concepts. Providing a more coherent description of what virtual organization might be is also one of our intentions.

  3. Virtual Reference Services.

    Science.gov (United States)

    Brewer, Sally

    2003-01-01

    As the need to access information increases, school librarians must create virtual libraries. Linked to reliable reference resources, the virtual library extends the physical collection and library hours and lets students learn to use Web-based resources in a protected learning environment. The growing number of virtual schools increases the need…

  4. Simultaneous virtual prediction of anti-Escherichia coli activities and ADMET profiles: A chemoinformatic complementary approach for high-throughput screening.

    Science.gov (United States)

    Speck-Planche, Alejandro; Cordeiro, M N D S

    2014-02-10

    Escherichia coli remains one of the principal pathogens that cause nosocomial infections, medical conditions that are increasingly common in healthcare facilities. E. coli is intrinsically resistant to many antibiotics, and multidrug-resistant strains have emerged recently. Chemoinformatics has been a great ally of experimental methodologies such as high-throughput screening, playing an important role in the discovery of effective antibacterial agents. However, there is no approach that can design safer anti-E. coli agents, because of the multifactorial nature and complexity of bacterial diseases and the lack of desirable ADMET (absorption, distribution, metabolism, elimination, and toxicity) profiles as a major cause of disapproval of drugs. In this work, we introduce the first multitasking model based on quantitative-structure biological effect relationships (mtk-QSBER) for simultaneous virtual prediction of anti-E. coli activities and ADMET properties of drugs and/or chemicals under many experimental conditions. The mtk-QSBER model was developed from a large and heterogeneous data set of more than 37800 cases, exhibiting overall accuracies of >95% in both training and prediction (validation) sets. The utility of our mtk-QSBER model was demonstrated by performing virtual prediction of properties for the investigational drug avarofloxacin (AVX) under 260 different experimental conditions. Results converged with the experimental evidence, confirming the remarkable anti-E. coli activities and safety of AVX. Predictions also showed that our mtk-QSBER model can be a promising computational tool for virtual screening of desirable anti-E. coli agents, and this chemoinformatic approach could be extended to the search for safer drugs with defined pharmacological activities.

  5. Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

    Science.gov (United States)

    Scacchi, Walt

    There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).

  6. VirtualECare : group support in collaborative networks organizations for digital homecare

    OpenAIRE

    Costa, Ricardo André Fernandes; Novais, Paulo; Lima, Luís; Cruz, José Bulas; Neves, José

    2009-01-01

    Collaborative Work plays an important role in today’s organizations, especially in areas where decisions must be made. However, any decision that involves a collective or group of decision makers is, by itself complex, but is becoming recurrent in recent years. In this work we present the VirtualECare project, an intelligent multi-agent system able to monitor, interact and serve its customers, which are, normally, in need of care services. In last year’s there has been a substantially increas...

  7. Virtualization A Manager's Guide

    CERN Document Server

    Kusnetzky, Dan

    2011-01-01

    What exactly is virtualization? As this concise book explains, virtualization is a smorgasbord of technologies that offer organizations many advantages, whether you're managing extremely large stores of rapidly changing data, scaling out an application, or harnessing huge amounts of computational power. With this guide, you get an overview of the five main types of virtualization technology, along with information on security, management, and modern use cases. Topics include: Access virtualization-Allows access to any application from any deviceApplication virtualization-Enables applications

  8. Virtual reality - aesthetic consequences

    OpenAIRE

    Benda, Lubor

    2014-01-01

    In the present work we study aesthetic consequences of virtual reality. Exploring the fringe between fictional and virtual is one of the key goals, that will be achieved through etymologic and technologic definition of both fiction and virtual reality, fictional and virtual worlds. Both fiction and virtual reality will be then studied from aesthetic distance and aesthetic pleasure point of view. At the end, we will see the main difference as well as an common grounds between fiction and virtu...

  9. Quantitative simulation of intracellular signaling cascades in a Virtual Liver: estimating dose dependent changes in hepatocellular proliferation and apoptosis

    Science.gov (United States)

    The US EPA Virtual Liver (v-Liver™) is developing an approach to predict dose-dependent hepatotoxicity as an in vivo tissue level response using in vitro data. The v-Liver accomplishes this using an in silico agent-based systems model that dynamically integrates environmental exp...

  10. User-centered virtual environment design for virtual rehabilitation

    Directory of Open Access Journals (Sweden)

    Rizzo Albert A

    2010-02-01

    Full Text Available Abstract Background As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. Methods An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. Results The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better

  11. User-centered virtual environment design for virtual rehabilitation.

    Science.gov (United States)

    Fidopiastis, Cali M; Rizzo, Albert A; Rolland, Jannick P

    2010-02-19

    As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves) using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better understanding user outcomes, especially for patient

  12. Virtual Reality Training for Public Speaking—A QUEST-VR Framework Validation

    Directory of Open Access Journals (Sweden)

    Sandra Poeschl

    2017-06-01

    Full Text Available Good public speaking skills are essential in many professions as well as everyday life, but speech anxiety is a common problem. While it is established that public speaking training in virtual reality (VR is effective, comprehensive studies on the underlying factors that contribute to this success are rare. The “quality evaluation of user-system interaction in virtual reality” framework for evaluation of VR applications is presented that includes system features, user factors, and moderating variables. Based on this framework, variables that are postulated to influence the quality of a public speaking training application were selected for a first validation study. In a cross-sectional, repeated measures laboratory study [N = 36 undergraduate students; 36% men, 64% women, mean age = 26.42 years (SD = 3.42], the effects of task difficulty (independent variable, ability to concentrate, fear of public speaking, and social presence (covariates on public speaking performance (dependent variable in a virtual training scenario were analyzed, using stereoscopic visualization on a screen. The results indicate that the covariates moderate the effect of task difficulty on speech performance, turning it into a non-significant effect. Further interrelations are explored. The presenter’s reaction to the virtual agents in the audience shows a tendency of overlap of explained variance with task difficulty. This underlines the need for more studies dedicated to the interaction of contributing factors for determining the quality of VR public speaking applications.

  13. Internet de las cosas y Realidad Aumentada: Una fusión del mundo con la tecnología

    OpenAIRE

    José David Camacho Castillo; Emmanuel Oropeza Oropeza; Oscar Ivan Lozoya Rodríguez

    2017-01-01

    La realidad aumentada (AR) y el internet de las cosas (IoT) son tecnologías que en la actualidad están en auge debido a la innovación que están generando en múltiples áreas. A diferencia de otras tecnologías como la realidad virtual, con la realidad aumentada se pueden aprovechar tecnologías de bajo coste como un teléfono inteligente para su uso y experimentación, mismo es el caso del internet de las cosas que solo necesita de software/hardware en versiones libres. En este artículo se present...

  14. Trends in Virtualized User Environments

    Directory of Open Access Journals (Sweden)

    Diane Barrett

    2008-06-01

    Full Text Available Virtualized environments can make forensics investigation more difficult. Technological advances in virtualization tools essentially make removable media a PC that can be carried around in a pocket or around a neck. Running operating systems and applications this way leaves very little trace on the host system. This paper will explore all the newest methods for virtualized environments and the implications they have on the world of forensics. It will begin by describing and differentiating between software and hardware virtualization. It will then move on to explain the various methods used for server and desktop virtualization. Next, it will explain how virtualization affects the basic forensic process. Finally, it will describe the common methods to find virtualization artifacts and identify virtual activities that affect the examination process of certain virtualized user environments.

  15. A multi-agent conversational system with heterogeneous data sources access

    KAUST Repository

    Eisman, Eduardo M.; Navarro, Marí a; Castro, Juan Luis

    2016-01-01

    In many of the problems that can be found nowadays, information is scattered across different heterogeneous data sources. Most of the natural language interfaces just focus on a very specific part of the problem (e.g. an interface to a relational database, or an interface to an ontology). However, from the point of view of users, it does not matter where the information is stored, they just want to get the knowledge in an integrated, transparent, efficient, effective, and pleasant way. To solve this problem, this article proposes a generic multi-agent conversational architecture that follows the divide and conquer philosophy and considers two different types of agents. Expert agents are specialized in accessing different knowledge sources, and decision agents coordinate them to provide a coherent final answer to the user. This architecture has been used to design and implement SmartSeller, a specific system which includes a Virtual Assistant to answer general questions and a Bookseller to query a book database. A deep analysis regarding other relevant systems has demonstrated that our proposal provides several improvements at some key features presented along the paper.

  16. A multi-agent conversational system with heterogeneous data sources access

    KAUST Repository

    Eisman, Eduardo M.

    2016-01-28

    In many of the problems that can be found nowadays, information is scattered across different heterogeneous data sources. Most of the natural language interfaces just focus on a very specific part of the problem (e.g. an interface to a relational database, or an interface to an ontology). However, from the point of view of users, it does not matter where the information is stored, they just want to get the knowledge in an integrated, transparent, efficient, effective, and pleasant way. To solve this problem, this article proposes a generic multi-agent conversational architecture that follows the divide and conquer philosophy and considers two different types of agents. Expert agents are specialized in accessing different knowledge sources, and decision agents coordinate them to provide a coherent final answer to the user. This architecture has been used to design and implement SmartSeller, a specific system which includes a Virtual Assistant to answer general questions and a Bookseller to query a book database. A deep analysis regarding other relevant systems has demonstrated that our proposal provides several improvements at some key features presented along the paper.

  17. The use of virtual reality in craving assessment and cue-exposure therapy in substance use disorders

    Directory of Open Access Journals (Sweden)

    Antoine eHone-Blanchet

    2014-10-01

    Full Text Available Craving is recognized as an important diagnosis criterion for substance use disorders (SUDs and a predictive factor of relapse. Various methods to study craving exist, however, suppressing craving to successfully promote abstinence remains an unmet clinical need in SUDs. One reason is that social and environmental contexts recalling drug and alcohol consumption in the everyday life of patients suffering from SUDs often initiate craving and provoke relapse.Current behavioural therapies for SUDs use the cue-exposure approach to suppress salience of social and environmental contexts that may induce craving. They facilitate learning and cognitive reinforcement of new behavior and entrain craving suppression in the presence of cues related to drug and alcohol consumption. Unfortunately, craving often overweighs behavioural training especially in real social and environmental contexts with peer-pressure encouraging the use of substance, such as parties and bars. In this perspective, virtual reality is gaining interest in the development of cue-reactivity paradigms and practice new skills in treatment. Virtual reality enhances ecological validity of traditional craving induction measurement. In this review, we discuss results from 1 studies using virtual reality and alternative virtual agents in the induction of craving and 2 studies combining cue-exposure therapy with virtual reality in the promotion of abstinence from drugs and alcohol use. They used virtual environments, displaying alcohol and drugs to SUD patients. Moreover, some environments included avatars. Hence, some studies have focused on the social interactions that are associated with drug seeking behaviours and peer pressure.Findings indicate that virtual reality can successfully increase craving. Studies combining cue exposure-therapy with virtual environment however reported mitigated success so far.

  18. A virtual experimenter to increase standardization for the investigation of placebo effects

    Directory of Open Access Journals (Sweden)

    Bjoern Horing

    2016-07-01

    Full Text Available Abstract Background Placebo effects are mediated by expectancy, which is highly influenced by psychosocial factors of a treatment context. These factors are difficult to standardize. Furthermore, dedicated placebo research often necessitates single-blind deceptive designs where biases are easily introduced. We propose a study protocol employing a virtual experimenter – a computer program designed to deliver treatment and instructions – for the purpose of standardization and reduction of biases when investigating placebo effects. Methods To evaluate the virtual experimenter’s efficacy in inducing placebo effects via expectancy manipulation, we suggest a partially blinded, deceptive design with a baseline/retest pain protocol (hand immersions in hot water bath. Between immersions, participants will receive an (actually inert medication. Instructions pertaining to the medication will be delivered by one of three metaphors: The virtual experimenter, a human experimenter, and an audio/text presentation (predictor “Metaphor”. The second predictor includes falsely informing participants that the medication is an effective pain killer, or correctly informing them that it is, in fact, inert (predictor “Instruction”. Analysis will be performed with hierarchical linear modelling, with a sample size of N = 50. Results from two pilot studies are presented that indicate the viability of the pain protocol (N = 33, and of the virtual experimenter software and placebo manipulation (N = 48. Discussion It will be challenging to establish full comparability between all metaphors used for instruction delivery, and to account for participant differences in acceptance of their virtual interaction partner. Once established, the presence of placebo effects would suggest that the virtual experimenter exhibits sufficient cues to be perceived as a social agent. He could consequently provide a convenient platform to investigate effects of

  19. Quantized flocking control for second-order multiple agents with obstacle avoidance

    Directory of Open Access Journals (Sweden)

    Chunguang Li

    2016-01-01

    Full Text Available A quantized flocking control for a group of second-order multiple agents with obstacle avoidance is proposed to address the problem of the exchange of information needed for quantification. With a reasonable assumption, a logarithmic or uniform quantizer is used for the exchange of relative position and velocity information between adjacent agents and the virtual leader, moving at a steady speed along a straight line, and a distributed flocking algorithm with obstacle avoidance capability is designed based on the quantitative information. The Lyapunov stability criterion of nonsmooth systems and the invariance principle are used to prove the stability of these systems. The simulations and experiments are presented to demonstrate the feasibility and effectiveness of the proposed approach.

  20. Transforming stand-alone expert system into a community of cooperating agents

    CERN Document Server

    Jennings, N R; Aarnts, R P; Fuchs, J; Skarek, Paul

    1993-01-01

    Distributed Artificial Intelligence (DAI) systems in which multiple problem solving agents cooperate to achieve a common objective is a rapidly emerging and promising technology. However, as yet, there have been relatively few reported cases of such systems being employed to tackle real-world problems in realistic domains. One of the reasons for this is that DAI researchers have given virtually no consideration to the process of incorporating pre-existing systems into a community of cooperating agents. Yet reuse is a primary consideration for any organisation with a large software base. To redress the balance, this paper reports on an experiment undertaken at the CERN laboratories, in which two pre-existing and standalone expert systems for diagnosing faults in a particle accelerator were transformed into a community of cooperating agents. The experiences and insights gained during this process provide a valuable first step towards satisfying the needs of potential users of DAI technology - identifying the ty...

  1. Virtual Workshop

    DEFF Research Database (Denmark)

    Buus, Lillian; Bygholm, Ann

    In relation to the Tutor course in the Mediterranean Virtual University (MVU) project, a virtual workshop “Getting experiences with different synchronous communication media, collaboration, and group work” was held with all partner institutions in January 2006. More than 25 key-tutors within MVU...

  2. Comunidad virtual para un aprendizaje basado en proyectos en Ecoturismo de la Escuela Superior Politécnica de Chimborazo

    Directory of Open Access Journals (Sweden)

    MSc. Mónica Pozo-Vinueza

    2015-10-01

    Full Text Available Virtual communities in education emerge with the birth of such networks, particularly the Internet, which converge in a series of tools with a highly educational component. Thus, in this article aims to reflect on the field of virtual learning communities for ESPOCH specifically ecotourism in school, considering its structure and implications in the current educational context, as it has a dynamic, more slope beyond the classroom and involve some advantages arising from autonomous operation, equally, it is important to analyze the role of the teacher as a transforming agent in these emerging processes of teaching and learning, and solving problems or finding answers to possible needs, with the implementation of learning projects that radiate towards the community.Keywords: virtual community, learning, research, learning pro-jects, ESPOCH.

  3. Creating Virtual-hand and Virtual-face Illusions to Investigate Self-representation.

    Science.gov (United States)

    Ma, Ke; Lippelt, Dominique P; Hommel, Bernhard

    2017-03-01

    Studies investigating how people represent themselves and their own body often use variants of "ownership illusions", such as the traditional rubber-hand illusion or the more recently discovered enfacement illusion. However, these examples require rather artificial experimental setups, in which the artificial effector needs to be stroked in synchrony with the participants' real hand or face-a situation in which participants have no control over the stroking or the movements of their real or artificial effector. Here, we describe a technique to establish ownership illusions in a setup that is more realistic, more intuitive, and of presumably higher ecological validity. It allows creating the virtual-hand illusion by having participants control the movements of a virtual hand presented on a screen or in virtual space in front of them. If the virtual hand moves in synchrony with the participants' own real hand, they tend to perceive the virtual hand as part of their own body. The technique also creates the virtual-face illusion by having participants control the movements of a virtual face in front of them, again with the effect that they tend to perceive the face as their own if it moves in synchrony with their real face. Studying the circumstances that illusions of this sort can be created, increased, or reduced provides important information about how people create and maintain representations of themselves.

  4. Using Emotions in Intelligent Virtual Environments: The EJaCalIVE Framework

    Directory of Open Access Journals (Sweden)

    Jaime A. Rincon

    2017-01-01

    Full Text Available Nowadays, there is a need to provide new applications which allow the definition and implementation of safe environments that attends to the user needs and increases their wellbeing. In this sense, this paper introduces the EJaCalIVE framework which allows the creation of emotional virtual environments that incorporate agents, eHealth related devices, human actors, and emotions projecting them virtually and managing the interaction between all the elements. In this way, the proposed framework allows the design and programming of intelligent virtual environments, as well as the simulation and detection of human emotions which can be used for the improvement of the decision-making processes of the developed entities. The paper also shows a case study that enforces the need of this framework in common environments like nursing homes or assisted living facilities. Concretely, the case study proposes the simulation of a residence for the elderly. The main goal is to have an emotion-based simulation to train an assistance robot avoiding the complexity involved in working with the real elders. The main advantage of the proposed framework is to provide a safe environment, that is, an environment where users are able to interact safely with the system.

  5. Virtual data in CMS production

    International Nuclear Information System (INIS)

    Arbree, A. et al.

    2004-01-01

    Initial applications of the GriPhyN Chimera Virtual Data System have been performed within the context of CMS Production of Monte Carlo Simulated Data. The GriPhyN Chimera system consists of four primary components: (1) a Virtual Data Language, which is used to describe virtual data products, (2) a Virtual Data Catalog, which is used to store virtual data entries, (3) an Abstract Planner, which resolves all dependencies of a particular virtual data product and forms a location and existence independent plan, (4) a Concrete Planner, which maps an abstract, logical plan onto concrete, physical grid resources accounting for staging in/out files and publishing results to a replica location service. A CMS Workflow Planner, MCRunJob, is used to generate virtual data products using the Virtual Data Language. Subsequently, a prototype workflow manager, known as WorkRunner, is used to schedule the instantiation of virtual data products across a grid

  6. Virtual Data in CMS Production

    CERN Document Server

    Arbree, A; Bourilkov, D; Cavanaugh, R J; Graham, G; Katageri, S; Rodríguez, J; Voeckler, J; Wilde, M

    2003-01-01

    Initial applications of the GriPhyN Chimera Virtual Data System have been performed within the context of CMS Production of Monte Carlo Simulated Data. The GriPhyN Chimera system consists of four primary components: 1) a Virtual Data Language, which is used to describe virtual data products, 2) a Virtual Data Catalog, which is used to store virtual data entries, 3) an Abstract Planner, which resolves all dependencies of a particular virtual data product and forms a location and existence independent plan, 4) a Concrete Planner, which maps an abstract, logical plan onto concrete, physical grid resources accounting for staging in/out files and publishing results to a replica location service. A CMS Workflow Planner, MCRunJob, is used to generate virtual data products using the Virtual Data Language. Subsequently, a prototype workflow manager, known as WorkRunner, is used to schedule the instantiation of virtual data products across a grid.

  7. Virtual reality exposure therapy

    OpenAIRE

    Rothbaum, BO; Hodges, L; Kooper, R

    1997-01-01

    It has been proposed that virtual reality (VR) exposure may be an alternative to standard in vivo exposure. Virtual reality integrates real-time computer graphics, body tracking devices, visual displays, and other sensory input devices to immerse a participant in a computer- generated virtual environment. Virtual reality exposure is potentially an efficient and cost-effective treatment of anxiety disorders. VR exposure therapy reduced the fear of heights in the first control...

  8. Virtual data

    International Nuclear Information System (INIS)

    Bjorklund, E.

    1993-01-01

    In the 1970's, when computers were memory limited, operating system designers created the concept of ''virtual memory'' which gave users the ability to address more memory than physically existed. In the 1990s, many large control systems have the potential for becoming data limited. We propose that many of the principles behind virtual memory systems (working sets, locality, caching, and clustering) can also be applied to data-limited systems - creating, in effect, ''virtual data systems.'' At the Los Alamos National Laboratory's Clinton P. Anderson Meson Physics Facility (LAMPF), we have applied these principles to a moderately sized (10,000 data points) data acquisition and control system. To test the principles, we measured the system's performance during tune-up, production, and maintenance periods. In this paper, we present a general discussion of the principles of a virtual data system along with some discussion of our own implementation and the results of our performance measurements

  9. Universidades virtuales: ¿aprendizaje real?

    OpenAIRE

    Valenzuela González, Jaime R.

    2015-01-01

    1. Introducción; 2. Modalidades educativas; 3. Concepto y características de las universidades virtuales; 4. Un modelo de universidad virtual; 5. Universidades virtuales ¿aprendizaje real?; 6. Tensiones de las universidades virtuales; 7. Referencias

  10. MULTIMEDIA EDITOR OF VIRTUAL PHYSICAL LABORATORY IN DISTANCE LEARNING SYSTEM «KHERSON VIRTUAL UNIVERSITY»

    Directory of Open Access Journals (Sweden)

    Kravtsov H.

    2017-12-01

    Full Text Available The questions of modeling the structure of the objects of the system, the design of software modules and technologies for creating the editor of a virtual laboratory are considered. The relevance of the study is due to the lack in existing distance learning systems of support for the creation and use of virtual laboratory work on disciplines of the natural-science profile. The subject of the study is a software module for creating and using virtual laboratory work in a distance learning system. The purpose of the study is the development of a system model and a description of the software development technology of a virtual laboratory for physics for a distance learning system. The information technologies of designing the structure of the virtual laboratory and the main modes of the program module of the editor of the virtual laboratory work are described. At the heart of the structure of the software module "Virtual Laboratory" is the multimedia Web-editor of virtual laboratory works, which is created using object-oriented design technology. The program library of multimedia 3D objects created in the development environment of interactive graphic objects Unity3D. It unifies the process of creation and processing of virtual laboratory works. The basic mathematical package for supporting calculations is the mathematical processor Waterloo Maple. The application of the developed software interface will allow teachers to create laboratory works and use them in their distance courses. Students, in turn, will be able to conduct research, performing virtual laboratory work. As an example, the editor of the virtual laboratory for physics in the distance learning system "Kherson Virtual University" is considered.

  11. Modeling of a production system using the multi-agent approach

    Science.gov (United States)

    Gwiazda, A.; Sękala, A.; Banaś, W.

    2017-08-01

    other type of agent that are utilized in the described simulation. The article presents the idea of an integrated program approach and shows the resulting production layout as a virtual model. This model was developed in the NetLogo multi-agent program environment.

  12. Virtualized Networks and Virtualized Optical Line Terminal (vOLT)

    Science.gov (United States)

    Ma, Jonathan; Israel, Stephen

    2017-03-01

    The success of the Internet and the proliferation of the Internet of Things (IoT) devices is forcing telecommunications carriers to re-architecture a central office as a datacenter (CORD) so as to bring the datacenter economics and cloud agility to a central office (CO). The Open Network Operating System (ONOS) is the first open-source software-defined network (SDN) operating system which is capable of managing and controlling network, computing, and storage resources to support CORD infrastructure and network virtualization. The virtualized Optical Line Termination (vOLT) is one of the key components in such virtualized networks.

  13. A study on development of virtual panel and virtual collaboration system

    International Nuclear Information System (INIS)

    Yoo, H. J.; Park, S. Y.; Lee, M. S.; Hong, J. H.

    2001-01-01

    The Nuclear I and C group of KEPRI has been peforming research and development on the VRCATS, Virtual Reality based Computer Assisted Training System. For the past two years, we have developed the first VRCATS for Youngkwang 1 nuclear power plant. Currently, we are developing an advanced VRCATS for Uljin 3 nuclear power plant. In this paepr, we will describe virtual panel system and VR based collaborate training system (VRCATS) of the Uljin VRCATS. Since Virtual Panel provides the same environment as the real MCR, trainees can expect the same training effect with Virtual Panel as they do with full scope simulator. i.e., trainees can check key variables and operate the plants and get responses with Virtual Panel. VRCTS provides another realistic training environment for trainees. In VRCATS, for example, operators in a group can work together t handle LOCA (Loss of Coolant Accident) according to emergency operation procedures

  14. Using virtual machine monitors to overcome the challenges of monitoring and managing virtualized cloud infrastructures

    Science.gov (United States)

    Bamiah, Mervat Adib; Brohi, Sarfraz Nawaz; Chuprat, Suriayati

    2012-01-01

    Virtualization is one of the hottest research topics nowadays. Several academic researchers and developers from IT industry are designing approaches for solving security and manageability issues of Virtual Machines (VMs) residing on virtualized cloud infrastructures. Moving the application from a physical to a virtual platform increases the efficiency, flexibility and reduces management cost as well as effort. Cloud computing is adopting the paradigm of virtualization, using this technique, memory, CPU and computational power is provided to clients' VMs by utilizing the underlying physical hardware. Beside these advantages there are few challenges faced by adopting virtualization such as management of VMs and network traffic, unexpected additional cost and resource allocation. Virtual Machine Monitor (VMM) or hypervisor is the tool used by cloud providers to manage the VMs on cloud. There are several heterogeneous hypervisors provided by various vendors that include VMware, Hyper-V, Xen and Kernel Virtual Machine (KVM). Considering the challenge of VM management, this paper describes several techniques to monitor and manage virtualized cloud infrastructures.

  15. Organization Virtual or Networked?

    Directory of Open Access Journals (Sweden)

    Rūta Tamošiūnaitė

    2013-08-01

    Full Text Available Purpose—to present distinction between “virtual organization” and “networked organization”; giving their definitions.Design/methodology/approach—review of previous researches, systemic analyses of their findings and synthesis of distinctive characteristics of ”virtual organization” and “networked organization.”Findings—the main result of the research is key diverse features separating ”virtual organization” and ”networked organization.” Definitions of “virtual organization” and “networked organization” are presented.Originality/Value—distinction between “virtual organization” and “networked organization” creates possibilities to use all advantages of those types of organizations and gives foundation for deeper researches in this field.Research type: general review.

  16. Perception of Virtual Audiences.

    Science.gov (United States)

    Chollet, Mathieu; Scherer, Stefan

    2017-01-01

    A growing body of evidence shows that virtual audiences are a valuable tool in the treatment of social anxiety, and recent works show that it also a useful in public-speaking training programs. However, little research has focused on how such audiences are perceived and on how the behavior of virtual audiences can be manipulated to create various types of stimuli. The authors used a crowdsourcing methodology to create a virtual audience nonverbal behavior model and, with it, created a dataset of videos with virtual audiences containing varying behaviors. Using this dataset, they investigated how virtual audiences are perceived and which factors affect this perception.

  17. Virtual School Startups: Founder Processes in American K-12 Public Virtual Schools

    Science.gov (United States)

    Taylor, Brett D.; McNair, Delores E.

    2018-01-01

    Traditional school districts do not have a lot of experience with virtual schools and have lost students to state and charter virtual schools. To retain students and offer alternative learning opportunities, more public districts are starting their own virtual schools. This study was an examination of foundational processes at three California…

  18. ModelforAnalyzing Human Communication Network Based onAgent-Based Simulation

    Science.gov (United States)

    Matsuyama, Shinako; Terano, Takao

    This paper discusses dynamic properties of human communications networks, which appears as a result of informationexchanges among people. We propose agent-based simulation (ABS) to examine implicit mechanisms behind the dynamics. The ABS enables us to reveal the characteristics and the differences of the networks regarding the specific communicationgroups. We perform experiments on the ABS with activity data from questionnaires survey and with virtual data which isdifferent from the activity data. We compare the difference between them and show the effectiveness of the ABS through theexperiments.

  19. Leader competencies in virtual organization

    OpenAIRE

    Bulinska-Stangrecka, Helena

    2018-01-01

    This paper discusses the competence required in the leadership of virtual organization. The specics of virtual organization presents a challenge to traditional managerial styles. In order to achieve success in virtual environment, a leader must develop specic abilities. This analysis examines the uniqueness of the virtual organization, including team work and management. The last part presents ndings and summaries regarding e€ective e-leadership requirement. A virtual leader ma...

  20. Virtual Reality: An Overview.

    Science.gov (United States)

    Franchi, Jorge

    1994-01-01

    Highlights of this overview of virtual reality include optics; interface devices; virtual worlds; potential applications, including medicine and archaeology; problems, including costs; current research and development; future possibilities; and a listing of vendors and suppliers of virtual reality products. (Contains 11 references.) (LRW)

  1. Virtual currencies- Real opportunities?

    OpenAIRE

    Selldahl, Sara

    2013-01-01

    The European Central Bank defines virtual currencies as ”unregulated, digital money, which is issued and usually controlled by its developers, and used and accepted among the members of a specific virtual community.” (European Central Bank, 2012, p. 5) The interest in virtual currencies has increased immensely over the last few years as they become increasingly prevalent in our society across many different industries. Up until now, the field of virtual currencies has been mainly uncharted ...

  2. Agreements in Virtual Organizations

    Science.gov (United States)

    Pankowska, Malgorzata

    This chapter is an attempt to explain the important impact that contract theory delivers with respect to the concept of virtual organization. The author believes that not enough research has been conducted in order to transfer theoretical foundations for networking to the phenomena of virtual organizations and open autonomic computing environment to ensure the controllability and management of them. The main research problem of this chapter is to explain the significance of agreements for virtual organizations governance. The first part of this chapter comprises explanations of differences among virtual machines and virtual organizations for further descriptions of the significance of the first ones to the development of the second. Next, the virtual organization development tendencies are presented and problems of IT governance in highly distributed organizational environment are discussed. The last part of this chapter covers analysis of contracts and agreements management for governance in open computing environments.

  3. Selective attention and control of action: comparative psychology of an artificial, evolved agent and people.

    Science.gov (United States)

    Ward, Robert; Ward, Ronnie

    2008-10-01

    This study examined the selective attention abilities of a simple, artificial, evolved agent and considered implications of the agent's performance for theories of selective attention and action. The agent processed two targets in continuous time, catching one and then the other. This task required many cognitive operations, including prioritizing the first target (T1) over the second (T2); selectively focusing responses on T1, while preventing T2 from interfering with responses; creating a memory for the unselected T2 item, so that it could be efficiently processed later; and reallocating processing towards T2 after catching T1. The evolved agent demonstrated all these abilities. Analysis shows that the agent used reactive inhibition to selectively focus behavior. That is, the more salient T2, the more strongly responses towards T2 were inhibited and the slower the agent was to subsequently reallocate processing towards T2. Reactive inhibition was also suggested in two experiments with people, performing a virtually identical catch task. The presence of reactive inhibition in the simple agent and in people suggests that it is an important mechanism for selective processing.

  4. Thinking computers and virtual persons essays on the intentionality of machines

    CERN Document Server

    Dietrich, Eric

    1994-01-01

    Thinking Computers and Virtual Persons: Essays on the Intentionality of Machines explains how computations are meaningful and how computers can be cognitive agents like humans. This book focuses on the concept that cognition is computation.Organized into four parts encompassing 13 chapters, this book begins with an overview of the analogy between intentionality and phlogiston, the 17th-century principle of burning. This text then examines the objection to computationalism that it cannot prevent arbitrary attributions of content to the various data structures and representations involved in a c

  5. Characteristics of postmodernism and impacts of virtuality on cultural tourism and adult education

    OpenAIRE

    Vanda Sousa

    2013-01-01

    In her article the author examines the relationship between postmodern phenomena, the virtuality of new technologies and cultural tourism. She starts by defining cultural tourism and proceeds by giving an account of its different elements and domains. Furtheron, she discusses adult education, the education of cultural tourists on the one hand and local inhabitants on the other, the aim of which is to foster cultural tourism as an important agent in the economic and social development of the p...

  6. Virtual Machine in Automation Projects

    OpenAIRE

    Xing, Xiaoyuan

    2010-01-01

    Virtual machine, as an engineering tool, has recently been introduced into automation projects in Tetra Pak Processing System AB. The goal of this paper is to examine how to better utilize virtual machine for the automation projects. This paper designs different project scenarios using virtual machine. It analyzes installability, performance and stability of virtual machine from the test results. Technical solutions concerning virtual machine are discussed such as the conversion with physical...

  7. The Virtuality Continuum Revisited

    NARCIS (Netherlands)

    Nijholt, Antinus; Traum, D.; Zhai, Sh.; Kellogg, W.

    2005-01-01

    We survey the themes and the aims of a workshop devoted to the state-of-the-art virtuality continuum. In this continuum, ranging from fully virtual to real physical environments, allowing for mixed, augmented and desktop virtual reality, several perspectives can be taken. Originally, the emphasis

  8. The virtual nose: a 3-dimensional virtual reality model of the human nose.

    Science.gov (United States)

    Vartanian, A John; Holcomb, Joi; Ai, Zhuming; Rasmussen, Mary; Tardy, M Eugene; Thomas, J Regan

    2004-01-01

    The 3-dimensionally complex interplay of soft tissue, cartilaginous, and bony elements makes the mastery of nasal anatomy difficult. Conventional methods of learning nasal anatomy exist, but they often involve a steep learning curve. Computerized models and virtual reality applications have been used to facilitate teaching in a number of other complex anatomical regions, such as the human temporal bone and pelvic floor. We present a 3-dimensional (3-D) virtual reality model of the human nose. Human cadaveric axial cross-sectional (0.33-mm cuts) photographic data of the head and neck were used. With 460 digitized images, individual structures were traced and programmed to create a computerized polygonal model of the nose. Further refinements to this model were made using a number of specialized computer programs. This 3-D computer model of the nose was then programmed to operate as a virtual reality model. Anatomically correct 3-D model of the nose was produced. High-resolution images of the "virtual nose" demonstrate the nasal septum, lower lateral cartilages, middle vault, bony dorsum, and other structural details of the nose. Also, the model can be combined with a separate virtual reality model of the face and its skin cover as well as the skull. The user can manipulate the model in space, examine 3-D anatomical relationships, and fade superficial structures to reveal deeper ones. The virtual nose is a 3-D virtual reality model of the nose that is accurate and easy to use. It can be run on a personal computer or in a specialized virtual reality environment. It can serve as an effective teaching tool. As the first virtual reality model of the nose, it establishes a virtual reality platform from which future applications can be launched.

  9. Virtual Museums as Educational Tool

    DEFF Research Database (Denmark)

    2007-01-01

    Virtual Museums as Educational Tool On this web site you will find a collection of resources on virtual museums. The web site is meant to be a knowledge base for people with interest in museums, virtuality and education, and how virtual museums may contribute to adult education and lifelong...

  10. [Virtual reality in neurosurgery].

    Science.gov (United States)

    Tronnier, V M; Staubert, A; Bonsanto, M M; Wirtz, C R; Kunze, S

    2000-03-01

    Virtual reality enables users to immerse themselves in a virtual three-dimensional world and to interact in this world. The simulation is different from the kind in computer games, in which the viewer is active but acts in a nonrealistic world, or on the TV screen, where we are passively driven in an active world. In virtual reality elements look realistic, they change their characteristics and have almost real-world unpredictability. Virtual reality is not only implemented in gambling dens and the entertainment industry but also in manufacturing processes (cars, furniture etc.), military applications and medicine. Especially the last two areas are strongly correlated, because telemedicine or telesurgery was originated for military reasons to operate on war victims from a secure distance or to perform surgery on astronauts in an orbiting space station. In medicine and especially neurosurgery virtual-reality methods are used for education, surgical planning and simulation on a virtual patient.

  11. Study on virtual instrument developing system based on intelligent virtual control

    International Nuclear Information System (INIS)

    Tang Baoping; Cheng Fabin; Qin Shuren

    2005-01-01

    The paper introduces a non-programming developing system of a virtual instrument (VI), i.e., a virtual measurement instrument developing system (VMIDS) based on intelligent virtual control (IVC). The background of the IVC-based VMIDS is described briefly, and the hierarchical message bus (HMB)-based software architecture of VMIDS is discussed in detail. The three parts and functions of VMIDS are introduced, and the process of non-programming developing VI is further described

  12. Study on virtual instrument developing system based on intelligent virtual control

    Energy Technology Data Exchange (ETDEWEB)

    Tang Baoping; Cheng Fabin; Qin Shuren [Test Center, College of Mechanical Engineering, Chongqing University , Chongqing 400030 (China)

    2005-01-01

    The paper introduces a non-programming developing system of a virtual instrument (VI), i.e., a virtual measurement instrument developing system (VMIDS) based on intelligent virtual control (IVC). The background of the IVC-based VMIDS is described briefly, and the hierarchical message bus (HMB)-based software architecture of VMIDS is discussed in detail. The three parts and functions of VMIDS are introduced, and the process of non-programming developing VI is further described.

  13. Virtual Reality Design: How Head-Mounted Displays Change Design Paradigms of Virtual Reality Worlds

    Directory of Open Access Journals (Sweden)

    Christian Stein

    2016-09-01

    Full Text Available With the upcoming generation of virtual reality HMDs, new virtual worlds, scenarios, and games are created especially for them. These are no longer bound to a remote screen or a relatively static user, but to an HMD as a more immersive device. This article discusses requirements for virtual scenarios implemented in new-generation HMDs to achieve a comfortable user experience. Furthermore, the effects of positional tracking are introduced and the relation between the user’s virtual and physical body is analyzed. The observations made are exemplified by existing software prototypes. They indicate how the term “virtual reality,” with all its loaded connotations, may be reconceptualized to express the peculiarities of HMDs in the context of gaming, entertainment, and virtual experiences.

  14. Virtualization Technologies for the Business

    OpenAIRE

    Sabina POPESCU

    2011-01-01

    There is a new trend of change in today's IT industry. It's called virtualization. In datacenter virtualization can occur on several levels, but the type of virtualization has created this trend change is the operating system offered or server virtualization. OS virtualization technologies come in two forms. First, there is a software component that is used to simulate a natural machine that has total control of an operating system operating on the host equipment. The second is a hypervisor, ...

  15. Sobre objetos y experiencias virtuales

    OpenAIRE

    Pacho, Julián

    2009-01-01

    This paper analyses basic onto-epistemological properties of the virtual reality and suggests these theses. First, the virtual reality establishes a new nature; its essential feature is to be an organic world of emancipated techno-theories. Second, the virtual reality doesn’t substitutes the traditional book; it substitutes the world. Third, the experience of the world in the virtual reality excludes the natural world experience. Fourth, the ontology of virtual reality is build without an act...

  16. Etnografía virtual Virtual ethnography: exploring a methodological option for the research on virtual learning environments.

    Directory of Open Access Journals (Sweden)

    Álvarez Cadavid Gloria María

    2009-01-01

    Full Text Available Este artículo pretende esbozar algunas de las consideraciones metodológicas que hoy confluyen en el estudio de los ambientes virtuales, desde la opción etnográfica. De manera específica se quiere observar la forma en que, algunos investigadores han abordado el aspecto metodológico para estudiar los ambientes virtuales, líneas de evolución y posible contribución al conocimiento y mejoramiento de los procesos de e-learning. This article aims to outline some methodological considerations that merge together on the study of virtual learning environments, especially from the ethnographic perspective. Specifically, what we want to observe, is the way some researchers have approached the methodological aspect in order to study virtual learning environments, the evolution lines and the possible contribution they’ve made to knowledge and improvement of e-learning processes.

  17. Photon virtual bound state

    International Nuclear Information System (INIS)

    Inoue, J.; Ohtaka, K.

    2004-01-01

    We study virtual bound states in photonics, which are a vectorial extension of electron virtual bound states. The condition for these states is derived. It is found that the Mie resonant state which satisfies the condition that the size parameter is less than the angular momentum should be interpreted as a photon virtual bound state. In order to confirm the validity of the concept, we compare the photonic density of states, the width of which represents the lifetime of the photon virtual bound states, with numerical results

  18. [Research on the virtual water composition and virtual water trade for agriculture in Beijing].

    Science.gov (United States)

    Wang, Hong-rui; Wang, Yan; Wang, Jun-hong; Dong, Yan-yan; Han, Zhao-xing

    2007-12-01

    Based on the irrigation norm of typical district and county, and revised by the isoline map of Chinese crops water demand, the change of crops program was analyzed as well as the agricultural water use and its GDP benefits. Then the virtual water was calculated for years. At last, the input-output method was used to calculate the trade of virtual water in Beijing. As the results, the virtual water for cereal crops has been decreasing in Beijing, from 1.832 x 10(9) m3 in 1990 to 4.283 x 10(8) m3 in 2004. Otherwise the virtual water for technical crops has been increasing, which is from 9.06 x 10(8) m3 in 1990 to 1.492 x 10(9) m3 in 2004. On the whole, the virtual water for crops has been decreasing in Beijing. From the angle of primary products Beijing is a virtual water importing area. Virtual water importing of annual average is 2.37 x 10(8) m3, which is about 5.93% of the total water of Beijing. Virtual water has been an important supplement of local real water of Beijing.

  19. Art in virtual reality 2010

    Science.gov (United States)

    Chang, Ben

    2010-01-01

    For decades, virtual reality artwork has existed in a small but highly influential niche in the world of electronic and new media art. Since the early 1990's, virtual reality installations have come to define an extreme boundary point of both aesthetic experience and technological sophistication. Classic virtual reality artworks have an almost mythological stature - powerful, exotic, and often rarely exhibited. Today, art in virtual environments continues to evolve and mature, encompassing everything from fully immersive CAVE experiences to performance art in Second Life to the use of augmented and mixed reality in public space. Art in Virtual Reality 2010 is a public exhibition of new artwork that showcases the diverse ways that contemporary artists use virtual environments to explore new aesthetic ground and investigate the continually evolving relationship between our selves and our virtual worlds.

  20. Getting to the point: making, wayfaring, loss and memory as meaning-making in virtual archaeology

    Directory of Open Access Journals (Sweden)

    William Michael Carter

    2017-05-01

    Full Text Available The initial construction of a digital virtual object is the three-dimensional (3Dpoint. Using the notions of making, wayfaring, meshwork and agency, this discussion focuses on Ingold’s (2011 theoretical approach to these comments as a means for the construction of archaeological knowledge as applied to the 3D virtual landscape. It will demonstrate that 3D points, whether constructed or captured, can be considered to be agents within an actor network, have agency and are subject to memory and loss within the digital archaeological record. By their interconnections they become a mesh work that can exchange and retain unique attributes of materiality. As such, they challenge our notions of meaning-making beyond the rote actions of visualizing within archaeology to a form that is more theoretically deeper. By viewing the construction and capture and the production of 3D or 2D visual data through a different lens but within theoretical archaeological terms, we can begin to understand our role in the creation of meaning within virtual archaeology.

  1. Deployed Virtual Consulting: The Fusion of Wearable Computing, Collaborative Technology, Augmented Reality and Intelligent Agents to Support Fleet Aviation Maintenance

    National Research Council Canada - National Science Library

    Nasman, James

    2004-01-01

    .... By implementing wireless technology in combination with advanced software allowing the virtual collaboration of parties widely separated by geographical distance the Navy can establish a "virUal...

  2. Setting up virtual private network

    International Nuclear Information System (INIS)

    Huang Hongmei; Zhang Chengjun

    2003-01-01

    Setting up virtual private network for business enterprise provides a low cost network foundation, increases enterprise's network function and enlarges its private scope. The text introduces virtual private network's principal, privileges and protocols that use in virtual private network. At last, this paper introduces several setting up virtual private network's technologies which based on LAN

  3. Setting up virtual private network

    International Nuclear Information System (INIS)

    Huang Hongmei; Zhang Chengjun

    2003-01-01

    Setting up virtual private network for business enterprise provides a low cost network foundation, increases enterprise network function and enlarges its private scope. This text introduces virtual private network principal, privileges and protocols applied in virtual private network. At last, this paper introduces several setting up virtual private network technologies which is based on LAN

  4. Virtuality and Reality in Science

    International Nuclear Information System (INIS)

    Cohen-Tannoudji, G.

    1995-01-01

    This book compiles eight contributions devoted to the topical question about the relation between virtuality and reality. In the theoretical frame of quantum and relativistic particle physics, the concept of virtuality is used according to its strict and precise meaning. In this context, particles are generally invented before their discovery. Some famous historical experiments which led to the postulation and then the discovery of new particles are mentioned. These examples are used to illustrate and to discuss the concept of virtuality as well as the physical reality of virtual processes. But, how can the concept of virtuality in other scientific fields be applied ? In order to answer this question, the concepts of virtuality and reality are discussed in other branches of physics as well as in other fields such as geophysics, cosmology and biology. Philosophical and sociological implications of virtual realities are also considered. Moreover, in relation to virtuality and reality, the connections between modeling, simulation and experimentation, their respective roles, the advantages and risks of their use are discussed (in relation to nuclear sciences and geophysical problems) (N.T.)

  5. Optimizing Virtual Network Functions Placement in Virtual Data Center Infrastructure Using Machine Learning

    Science.gov (United States)

    Bolodurina, I. P.; Parfenov, D. I.

    2018-01-01

    We have elaborated a neural network model of virtual network flow identification based on the statistical properties of flows circulating in the network of the data center and characteristics that describe the content of packets transmitted through network objects. This enabled us to establish the optimal set of attributes to identify virtual network functions. We have established an algorithm for optimizing the placement of virtual data functions using the data obtained in our research. Our approach uses a hybrid method of visualization using virtual machines and containers, which enables to reduce the infrastructure load and the response time in the network of the virtual data center. The algorithmic solution is based on neural networks, which enables to scale it at any number of the network function copies.

  6. Friendship with a robot: Children's perception of similarity between a robot's physical and virtual embodiment that supports diabetes self-management.

    Science.gov (United States)

    Sinoo, Claudia; van der Pal, Sylvia; Blanson Henkemans, Olivier A; Keizer, Anouk; Bierman, Bert P B; Looije, Rosemarijn; Neerincx, Mark A

    2018-02-21

    The PAL project develops a conversational agent with a physical (robot) and virtual (avatar) embodiment to support diabetes self-management of children ubiquitously. This paper assesses 1) the effect of perceived similarity between robot and avatar on children's' friendship towards the avatar, and 2) the effect of this friendship on usability of a self-management application containing the avatar (a) and children's motivation to play with it (b). During a four-day diabetes camp in the Netherlands, 21 children participated in interactions with both agent embodiments. Questionnaires measured perceived similarity, friendship, motivation to play with the app and its usability. Children felt stronger friendship towards the physical robot than towards the avatar. The more children perceived the robot and its avatar as the same agency, the stronger their friendship with the avatar was. The stronger their friendship with the avatar, the more they were motivated to play with the app and the higher the app scored on usability. The combination of physical and virtual embodiments seems to provide a unique opportunity for building ubiquitous long-term child-agent friendships. an avatar complementing a physical robot in health care could increase children's motivation and adherence to use self-management support systems. Copyright © 2018 Elsevier B.V. All rights reserved.

  7. Incorporating Virtually Immersive Environments as a Collaborative Medium for Virtual Teaming

    Directory of Open Access Journals (Sweden)

    Charles J. Lesko, Jr.

    2012-08-01

    Full Text Available Virtually immersive environments incorporate the use of various computer modelling and simulation techniques enabling geographically dispersed virtual project teams to interact within an artificially projected three-dimensional space online. This study focused on adoption of virtually immersive technologies as a collaborative media to support virtual teaming of both graduate and undergraduate-level project management students. The data and information from this study has implications for educators using virtually immersive environments in the classroom. In this study, we specifically evaluated two key components in this paper: 1 students’ level of trust and; 2 students’ willingness to use the technology, along with their belief about the virtual environment’s ability to extend and improve knowledge sharing in their team work environment. We learned that while students did find the environment a positive add on for working collaboratively, there were students who were neither more nor less likely to use the technology for future collaborative ventures. Most of the students who were not very positive about the environment were “fence sitters” likely indicating needs related to additional training to improve communication skills. Finally, based on the full study results we have provided basic recommendations designed to support team trust building in the system along with interpersonal trust building to facilitate knowledge transfer and better strategic us of the technology.

  8. Virtual Teaming and Collaboration Technology: A Study of Influences on Virtual Project Outcomes

    Science.gov (United States)

    Broils, Gary C.

    2014-01-01

    The purpose of this quantitative correlational study was to explore the relationships between the independent variables, contextual factors for virtual teams and collaboration technology, and the dependent variable, virtual project outcomes. The problem leading to the need for the study is a lower success rate for virtual projects compared to…

  9. Interpretations of virtual reality.

    Science.gov (United States)

    Voiskounsky, Alexander

    2011-01-01

    University students were surveyed to learn what they know about virtual realities. The two studies were administered with a half-year interval in which the students (N=90, specializing either in mathematics and science, or in social science and humanities) were asked to name particular examples of virtual realities. The second, but not the first study, was administered after the participants had the chance to see the movie "Avatar" (no investigation was held into whether they really saw it). While the students in both studies widely believed that activities such as social networking and online gaming represent virtual realities, some other examples provided by the students in the two studies differ: in the second study the participants expressed a better understanding of the items related to virtual realities. At the same time, not a single participant reported particular psychological states (either regular or altered) as examples of virtual realities. Profound popularization efforts need to be done to acquaint the public, including college students, with virtual realities and let the public adequately understand how such systems work.

  10. Characteristics of postmodernism and impacts of virtuality on cultural tourism and adult education

    Directory of Open Access Journals (Sweden)

    Vanda Sousa

    2013-07-01

    Full Text Available In her article the author examines the relationship between postmodern phenomena, the virtuality of new technologies and cultural tourism. She starts by defining cultural tourism and proceeds by giving an account of its different elements and domains. Furtheron, she discusses adult education, the education of cultural tourists on the one hand and local inhabitants on the other, the aim of which is to foster cultural tourism as an important agent in the economic and social development of the postmodern society.

  11. Virtual Dance and Motion-Capture

    Directory of Open Access Journals (Sweden)

    Marc Boucher

    2011-01-01

    Full Text Available A general view of various ways in which virtual dance can be understood is presented in the first part of this article. It then appraises the uses of the term “virtual” in previous studies of digital dance. A more in-depth view of virtual dance as it relates to motion-capture is offered, and key issues are discussed regarding computer animation, digital imaging, motion signature, virtual reality and interactivity. The paper proposes that some forms of virtual dance be defined in relation to both digital technologies and contemporary theories of virtuality.

  12. Sense of presence and anxiety during virtual social interactions between a human and virtual humans.

    Science.gov (United States)

    Morina, Nexhmedin; Brinkman, Willem-Paul; Hartanto, Dwi; Emmelkamp, Paul M G

    2014-01-01

    Virtual reality exposure therapy (VRET) has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes. This proof-of-concept pilot study aimed at examining levels of the sense of presence and anxiety during exposure to virtual environments involving social interaction with virtual humans and using different virtual reality displays. A non-clinical sample of 38 participants was randomly assigned to either a head-mounted display (HMD) with motion tracker and sterescopic view condition or a one-screen projection-based virtual reality display condition. Participants in both conditions engaged in free speech dialogues with virtual humans controlled by research assistants. It was hypothesized that exposure to virtual social interactions will elicit moderate levels of sense of presence and anxiety in both groups. Further it was expected that participants in the HMD condition will report higher scores of sense of presence and anxiety than participants in the one-screen projection-based display condition. Results revealed that in both conditions virtual social interactions were associated with moderate levels of sense of presence and anxiety. Additionally, participants in the HMD condition reported significantly higher levels of presence than those in the one-screen projection-based display condition (p = .001). However, contrary to the expectations neither the average level of anxiety nor the highest level of anxiety during exposure to social virtual environments differed between the groups (p = .97 and p = .75, respectively). The findings suggest that virtual social interactions can be successfully applied in VRET to enhance sense of presence and anxiety. Furthermore, our results indicate that one-screen projection-based displays can successfully activate levels of anxiety in

  13. Sense of presence and anxiety during virtual social interactions between a human and virtual humans

    Directory of Open Access Journals (Sweden)

    Nexhmedin Morina

    2014-04-01

    Full Text Available Virtual reality exposure therapy (VRET has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes. This proof-of-concept pilot study aimed at examining levels of the sense of presence and anxiety during exposure to virtual environments involving social interaction with virtual humans and using different virtual reality displays. A non-clinical sample of 38 participants was randomly assigned to either a head-mounted display (HMD with motion tracker and sterescopic view condition or a one-screen projection-based virtual reality display condition. Participants in both conditions engaged in free speech dialogues with virtual humans controlled by research assistants. It was hypothesized that exposure to virtual social interactions will elicit moderate levels of sense of presence and anxiety in both groups. Further it was expected that participants in the HMD condition will report higher scores of sense of presence and anxiety than participants in the one-screen projection-based display condition. Results revealed that in both conditions virtual social interactions were associated with moderate levels of sense of presence and anxiety. Additionally, participants in the HMD condition reported significantly higher levels of presence than those in the one-screen projection-based display condition (p = .001. However, contrary to the expectations neither the average level of anxiety nor the highest level of anxiety during exposure to social virtual environments differed between the groups (p = .97 and p = .75, respectively. The findings suggest that virtual social interactions can be successfully applied in VRET to enhance sense of presence and anxiety. Furthermore, our results indicate that one-screen projection-based displays can successfully activate levels

  14. Agent-based distributed hierarchical control of dc microgrid systems

    DEFF Research Database (Denmark)

    Meng, Lexuan; Vasquez, Juan Carlos; Guerrero, Josep M.

    2014-01-01

    In order to enable distributed control and management for microgrids, this paper explores the application of information consensus and local decisionmaking methods formulating an agent based distributed hierarchical control system. A droop controlled paralleled DC/DC converter system is taken as ....... Standard genetic algorithm is applied in each local control system in order to search for a global optimum. Hardware-in-Loop simulation results are shown to demonstrate the effectiveness of the method.......In order to enable distributed control and management for microgrids, this paper explores the application of information consensus and local decisionmaking methods formulating an agent based distributed hierarchical control system. A droop controlled paralleled DC/DC converter system is taken...... as a case study. The objective is to enhance the system efficiency by finding the optimal sharing ratio of load current. Virtual resistances in local control systems are taken as decision variables. Consensus algorithms are applied for global information discovery and local control systems coordination...

  15. Innovation and Virtual Environments: Towards Virtual Knowledge Brokers

    OpenAIRE

    VERONA G; PRANDELLI E.; SAWHNEY M.

    2006-01-01

    The authors examine the implications of virtual customer environments for supporting the innovation process. By building on the literature of knowledge brokers, they introduce the concept of virtual knowledge brokers — actors who leverage the internet to support third parties’ innovation activities. These actors enable firms to extend their reach in engaging with customers and they also allow firms to have a richer dialogue with customers because of their perceived neutrality. Consequently...

  16. Virtual Pediatric Hospital

    Science.gov (United States)

    ... Thoracopaedia - An Imaging Encyclopedia of Pediatric Thoracic Disease Virtual Pediatric Hospital is the Apprentice's Assistant™ Last revised ... pediatric resources: GeneralPediatrics.com | PediatricEducation.org | SearchingPediatrics.com Virtual Pediatric Hospital is curated by Donna M. D' ...

  17. Virtual Project Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    technology in six real-life virtual teams, two in industry and four in education, applying interpretative research and action research methods. Two main lines of investigation are pursued: the first involves an examination of the organisational issues related to groupware adaptation in virtual project teams......, professional disciplines, time differences and technology. This thesis comprises a general introduction, referred to as the summary report, and seven research papers, which deal in detail with the results and findings of the empirical cases. The summary report provides a general introduction to the research......, while the second looks at the social context and practices of virtual project teams. Two of the key findings are 1) that the process of groupware adaptation by virtual project teams can be viewed as a process of expanding and aligning the technological frames of the participants, which includes mutual...

  18. Simulation and virtual reality in medical education and therapy: a protocol.

    Science.gov (United States)

    Roy, Michael J; Sticha, Deborah L; Kraus, Patricia L; Olsen, Dale E

    2006-04-01

    Continuing medical education has historically been provided primarily by didactic lectures, though adult learners prefer experiential or self-directed learning. Young physicians have extensive experience with computer-based or "video" games, priming them for medical education--and treating their patients--via new technologies. We report our use of standardized patients (SPs) to educate physicians on the diagnosis and treatment of biological and chemical warfare agent exposure. We trained professional actors to serve as SPs representing exposure to biological agents such as anthrax and smallpox. We rotated workshop participants through teaching stations to interview, examine, diagnose and treat SPs. We also trained SPs to simulate a chemical mass casualty (MASCAL) incident. Workshop participants worked together to treat MASCAL victims, followed by discussion of key teaching points. More recently, we developed computer-based simulation (CBS) modules of patients exposed to biological agents. We compare the strengths and weaknesses of CBS vs. live SPs. Finally, we detail plans for a randomized controlled trial to assess the efficacy of virtual reality (VR) exposure therapy compared to pharmacotherapy for post-traumatic stress disorder (PTSD). PTSD is associated with significant disability and healthcare costs, which may be ameliorated by the identification of more effective therapy.

  19. Combinatorial support vector machines approach for virtual screening of selective multi-target serotonin reuptake inhibitors from large compound libraries.

    Science.gov (United States)

    Shi, Z; Ma, X H; Qin, C; Jia, J; Jiang, Y Y; Tan, C Y; Chen, Y Z

    2012-02-01

    Selective multi-target serotonin reuptake inhibitors enhance antidepressant efficacy. Their discovery can be facilitated by multiple methods, including in silico ones. In this study, we developed and tested an in silico method, combinatorial support vector machines (COMBI-SVMs), for virtual screening (VS) multi-target serotonin reuptake inhibitors of seven target pairs (serotonin transporter paired with noradrenaline transporter, H(3) receptor, 5-HT(1A) receptor, 5-HT(1B) receptor, 5-HT(2C) receptor, melanocortin 4 receptor and neurokinin 1 receptor respectively) from large compound libraries. COMBI-SVMs trained with 917-1951 individual target inhibitors correctly identified 22-83.3% (majority >31.1%) of the 6-216 dual inhibitors collected from literature as independent testing sets. COMBI-SVMs showed moderate to good target selectivity in misclassifying as dual inhibitors 2.2-29.8% (majority virtual hits correlate with the reported effects of their predicted targets. COMBI-SVM is potentially useful for searching selective multi-target agents without explicit knowledge of these agents. Copyright © 2011 Elsevier Inc. All rights reserved.

  20. Exploring Virtual Reality for Classroom Use: The Virtual Reality and Education Lab at East Carolina University.

    Science.gov (United States)

    Auld, Lawrence W. S.; Pantelidis, Veronica S.

    1994-01-01

    Describes the Virtual Reality and Education Lab (VREL) established at East Carolina University to study the implications of virtual reality for elementary and secondary education. Highlights include virtual reality software evaluation; hardware evaluation; computer-based curriculum objectives which could use virtual reality; and keeping current…