WorldWideScience

Sample records for intelligent agent avatars

  1. 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.

  2. 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.

  3. Business Intelligence using Software Agents

    Directory of Open Access Journals (Sweden)

    Ana-Ramona BOLOGA

    2011-12-01

    Full Text Available This paper presents some ideas about business intelligence today and the importance of developing real time business solutions. The authors make an exploration of links between business intelligence and artificial intelligence and focuses specifically on the implementation of software agents-based systems in business intelligence. There are briefly presented some of the few solutions proposed so far that use software agents properties for the benefit of business intelligence. The authors then propose some basic ideas for developing real-time agent-based software system for business intelligence in supply chain management, using Case Base Reasoning Agents.

  4. Business Intelligence using Software Agents

    OpenAIRE

    Ana-Ramona BOLOGA; Razvan BOLOGA

    2011-01-01

    This paper presents some ideas about business intelligence today and the importance of developing real time business solutions. The authors make an exploration of links between business intelligence and artificial intelligence and focuses specifically on the implementation of software agents-based systems in business intelligence. There are briefly presented some of the few solutions proposed so far that use software agents properties for the benefit of business intelligence. The authors then...

  5. Project Avatar

    DEFF Research Database (Denmark)

    Juhlin, Jonas Alastair

    'Project Avatar' tager udgangspunkt i den efterretningsdisciplin, der kaldes Open Source Intelligence og indebærer al den information, som ligger frit tilgængeligt i åbne kilder. Med udbredelsen af sociale medier åbners der op for helt nye typer af informationskilder. Spørgsmålet er; hvor nyttig er...

  6. Socially Intelligent Tutor Agents

    NARCIS (Netherlands)

    Heylen, Dirk K.J.; Nijholt, Antinus; op den Akker, Hendrikus J.A.; Vissers, M.; Aylett, R.; Ballin, D.; Rist, T.

    2003-01-01

    Emotions and personality have received quite a lot of attention the last few years in research on embodied conversational agents. Attention is also increasingly being paid to matters of social psychology and interpersonal aspects, for work of our group). Given the nature of an embodied

  7. Logics for Intelligent Agents and Multi-Agent Systems

    NARCIS (Netherlands)

    Meyer, John-Jules Charles

    2014-01-01

    This chapter presents the history of the application of logic in a quite popular paradigm in contemporary computer science and artificial intelligence, viz. the area of intelligent agents and multi-agent systems. In particular we discuss the logics that have been used to specify single agents, the

  8. Intelligent Agents in E-Commerce

    Directory of Open Access Journals (Sweden)

    Valentin LITOIU

    2006-01-01

    Full Text Available This paper emphasizes the importance of intelligent agents in e-commerce, with a particular focus on the B2C and B2B context. From the consumer buying behaviour perspective, agents can be used to assist the following stages: need identification, product brokering, buyer coalition formation, merchant brokering and negotiation. Related to B2B commerce, intelligent agents are involved in partnership formation, brokering and negotiation.

  9. Intelligent Agents in E-Commerce

    OpenAIRE

    Valentin LITOIU; Amelia BADICA; Cristian ETEGAN

    2006-01-01

    This paper emphasizes the importance of intelligent agents in e-commerce, with a particular focus on the B2C and B2B context. From the consumer buying behaviour perspective, agents can be used to assist the following stages: need identification, product brokering, buyer coalition formation, merchant brokering and negotiation. Related to B2B commerce, intelligent agents are involved in partnership formation, brokering and negotiation.

  10. Avatar Culture

    DEFF Research Database (Denmark)

    Koda, Tomoko; Ishida, Toru; Rehm, Matthias

    2009-01-01

    and Western designers. The goals of the study were: (1) to investigate cultural differences in avatar expression evaluation and apply findings from psychological studies of human facial expression recognition, (2) to identify expressions and design features that cause cultural differences in avatar facial...... expression interpretation. The results of our study confirmed that (1) there are cultural differences in interpreting avatars’ facial expressions, and the psychological theory that suggests physical proximity affects facial expression recognition accuracy is also applicable to avatar facial expressions, (2......Avatars are increasingly used to express our emotions in our online communications. Such avatars are used based on the assumption that avatar expressions are interpreted universally among all cultures. This paper investigated cross-cultural evaluations of avatar expressions designed by Japanese...

  11. Raising agents: sources of human social intelligence

    NARCIS (Netherlands)

    Hofstede, G.J.

    2014-01-01

    This paper urges that if we wish to give social intelligence to our agents, it pays to look at how we acquired our social intelligence ourselves. Our drives and motives are innate and deeply social. Next, as children we are social-ized to acquire norms and values. This motivational and group-based

  12. GRASP agents: social first, intelligent later

    NARCIS (Netherlands)

    Hofstede, G.J.

    2017-01-01

    This paper urges that if we wish to give social intelligence to our agents, it pays to look at how we acquired our social intelligence ourselves. We are born with drives and motives that are innate and deeply social. Next, as children we are socialized to acquire norms and values and to understand

  13. Intelligent Avatar on E-Learning Using Facial Expression an Haptic

    Directory of Open Access Journals (Sweden)

    Ahmad Hoirul Basori

    2011-04-01

    Full Text Available he process of introducing emotion can be improved through three-dimensional (3D tutoring system. The problem that still not solved is how to provide realistic tutor (avatar in virtual environment. This paper propose an approach to teach children on understanding emotion sensation through facial expression and sense of touch (haptic.The algorithm is created by calculating constant factor (f based on maximum value of RGB and magnitude force then magnitude force range will be associated into particular colour. The Integration process will be started from rendering the facial expression then followed by adjusting the vibration power to emotion value. The result that achieved on experiment, it show around 71% students agree with the classification of magnitude force into emotion representation. Respondents commented that high magnitude force create similar sensation when respondents feel anger, while low magnitude force is more relaxing to respondents. Respondents also said that haptic and facial expression is very interactive and realistic.

  14. Computational Intelligence Agent-Oriented Modelling

    Czech Academy of Sciences Publication Activity Database

    Neruda, Roman

    2006-01-01

    Roč. 5, č. 2 (2006), s. 430-433 ISSN 1109-2777 R&D Projects: GA MŠk 1M0567 Institutional research plan: CEZ:AV0Z10300504 Keywords : multi-agent systems * adaptive agents * computational intelligence Subject RIV: IN - Informatics, Computer Science

  15. Competing intelligent search agents in global optimization

    Energy Technology Data Exchange (ETDEWEB)

    Streltsov, S.; Vakili, P. [Boston Univ., MA (United States); Muchnik, I. [Rutgers Univ., Piscataway, NJ (United States)

    1996-12-31

    In this paper we present a new search methodology that we view as a development of intelligent agent approach to the analysis of complex system. The main idea is to consider search process as a competition mechanism between concurrent adaptive intelligent agents. Agents cooperate in achieving a common search goal and at the same time compete with each other for computational resources. We propose a statistical selection approach to resource allocation between agents that leads to simple and efficient on average index allocation policies. We use global optimization as the most general setting that encompasses many types of search problems, and show how proposed selection policies can be used to improve and combine various global optimization methods.

  16. Intelligent Tutoring Agent for Settlers of Catan

    NARCIS (Netherlands)

    Geuze, Jeroen; van den Broek, Egon; Schobbens, Pierre-Yves; Vanhoof, Wim; Schwanen, Gabriel

    2006-01-01

    An Intelligent Tutoring Agent (ITA) for the board game Settlers of Catan (SoC) is introduced. It uses CLIPS knowledge bases, connected by JCLIPS to a JAVA implementation of SoC. It is founded on a new theoretical framework that describes the development of negotiation skills in children. Using this

  17. Games and Agents: Designing Intelligent Gameplay

    Directory of Open Access Journals (Sweden)

    F. Dignum

    2009-01-01

    Full Text Available There is an attention shift within the gaming industry toward more natural (long-term behavior of nonplaying characters (NPCs. Multiagent system research offers a promising technology to implement cognitive intelligent NPCs. However, the technologies used in game engines and multiagent platforms are not readily compatible due to some inherent differences of concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multiagent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, it raises problems when current game design techniques are used to incorporate state-of-the-art multiagent system technology. In this paper, we will focus on three specific problem areas that arise from this difference of view: synchronization, information representation, and communication. We argue that the current attempts for integration still fall short on some of these aspects. We show that to fully integrate intelligent agents in games, one should not only use a technical solution, but also a design methodology that is amenable to agents. The game design should be adjusted to incorporate the possibilities of agents early on in the process.

  18. Intelligent agents for e-commerce applications

    Science.gov (United States)

    Vuppala, Krishna

    1999-12-01

    This thesis focuses on development of intelligent agent solutions for e-commerce applications. E-Commerce has several complexities like: lack of information about the players, learning the nature of one's business partners/competitors, finding the right business partner to do business with, using the right strategy to get best profit out of the negotiations etc. The agent models developed can be used in any agent solution for e-commerce. Concepts and techniques from Game Theory and Artificial Intelligence are used. The developed models have several advantages over the existing ones as: the models assume the non-availability of information about other players in the market, the models of players get updated over the time as and when new information comes about the players, the negotiation model incorporates the patience levels of the players and expectations from other players in the market. Power industry has been chosen as the application area for the demonstration of the capabilities and usage of the developed agent models. Two e-commerce scenarios where sellers and buyers can go through the power exchanges to bid in auctions, or make bilateral deals outside of the exchange are addressed. In the first scenario agent helps market participants in coordinating strategies with other participants, bidding in auctions by analyzing and understanding the behavior of other participants. In the second scenario, called "Power Traders Assistant" agent helps power trader, who buys and sells power through bilateral negotiations, in negotiating deals with his customers.

  19. Using Intelligent Agents to Manage Business Processes

    OpenAIRE

    Jennings, N. R.; Faratin, P.; Johnson, M. J.; O'Brien, P.; Wiegand, M. E.

    1996-01-01

    Management of the business process requires pertinent, consistent and up-to-date information gathering and information dissemination. These complex and time consuming tasks prompt organizations to develop an Information Technology system to assist with the management of various aspects of their business processes. Intelligent agents are the strongest solution candidates because of their many advantages, namely: autonomy, social ability, responsiveness and proactiveness. Given these characteri...

  20. Features for culturally appropriate avatars for behavior-change promotion in at-risk populations

    Directory of Open Access Journals (Sweden)

    Lisetti C

    2009-09-01

    Full Text Available We explore how avatars can be used as social orthotics defined as therapeutic computer-based social companions aimed at promoting healthy behaviors. We review some of the health interventions deployed in helping at-risk populations along with some of the unique advantages that computer-based interventions can add to face-to-face interventions. We posit that artificial intelligence has rendered possible the creation of culturally appropriate dialog-agents for interventions and we identify specific features for social avatars that are important - if not necessary - when applied to the domain of social orthotic systems for health promotion.

  1. The Emerging Technology of Avatars: Some Educational Considerations

    Science.gov (United States)

    Blake, Anne M.; Moseley, James L.

    2010-01-01

    Avatars are gaining popularity as an emerging technology to facilitate learning and instruction. Avatars can be used as agents of e-learning applications or as part of immersive learning environments such as Second Life. Research indicates that avatar use has numerous potential benefits, including increased student engagement and opportunities for…

  2. A reusable multi-agent architecture for active intelligent websites

    NARCIS (Netherlands)

    Jonker, C.M.; Lam, R.A.; Treur, J.

    In this paper a reusable multi-agent architecture for intelligent Websites is presented and illustrated for an electronic department store. The architecture has been designed and implemented using the compositional design method for multi-agent systems DESIRE. The agents within this architecture are

  3. 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.

  4. A Conversation Model Enabling Intelligent Agents to Give Emotional Support

    NARCIS (Netherlands)

    Van der Zwaan, J.M.; Dignum, V.; Jonker, C.M.

    2012-01-01

    In everyday life, people frequently talk to others to help them deal with negative emotions. To some extent, everybody is capable of comforting other people, but so far conversational agents are unable to deal with this type of situation. To provide intelligent agents with the capability to give

  5. 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

  6. Modeling intelligent agent beliefs in a card game scenario

    Science.gov (United States)

    Gołuński, Marcel; Tomanek, Roman; WÄ siewicz, Piotr

    In this paper we explore the problem of intelligent agent beliefs. We model agent beliefs using multimodal logics of belief, KD45(m) system implemented as a directed graph depicting Kripke semantics, precisely. We present a card game engine application which allows multiple agents to connect to a given game session and play the card game. As an example simplified version of popular Saboteur card game is used. Implementation was done in Java language using following libraries and applications: Apache Mina, LWJGL.

  7. An intelligent agent for optimal river-reservoir system management

    Science.gov (United States)

    Rieker, Jeffrey D.; Labadie, John W.

    2012-09-01

    A generalized software package is presented for developing an intelligent agent for stochastic optimization of complex river-reservoir system management and operations. Reinforcement learning is an approach to artificial intelligence for developing a decision-making agent that learns the best operational policies without the need for explicit probabilistic models of hydrologic system behavior. The agent learns these strategies experientially in a Markov decision process through observational interaction with the environment and simulation of the river-reservoir system using well-calibrated models. The graphical user interface for the reinforcement learning process controller includes numerous learning method options and dynamic displays for visualizing the adaptive behavior of the agent. As a case study, the generalized reinforcement learning software is applied to developing an intelligent agent for optimal management of water stored in the Truckee river-reservoir system of California and Nevada for the purpose of streamflow augmentation for water quality enhancement. The intelligent agent successfully learns long-term reservoir operational policies that specifically focus on mitigating water temperature extremes during persistent drought periods that jeopardize the survival of threatened and endangered fish species.

  8. 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...

  9. Personalized E- learning System Based on Intelligent Agent

    Science.gov (United States)

    Duo, Sun; Ying, Zhou Cai

    Lack of personalized learning is the key shortcoming of traditional e-Learning system. This paper analyzes the personal characters in e-Learning activity. In order to meet the personalized e-learning, a personalized e-learning system based on intelligent agent was proposed and realized in the paper. The structure of system, work process, the design of intelligent agent and the realization of intelligent agent were introduced in the paper. After the test use of the system by certain network school, we found that the system could improve the learner's initiative participation, which can provide learners with personalized knowledge service. Thus, we thought it might be a practical solution to realize self- learning and self-promotion in the lifelong education age.

  10. Global optimization of minority game by intelligent agents

    Science.gov (United States)

    Xie, Yan-Bo; Wang, Bing-Hong; Hu, Chin-Kun; Zhou, Tao

    2005-10-01

    We propose a new model of minority game with intelligent agents who use trail and error method to make a choice such that the standard deviation σ2 and the total loss in this model reach the theoretical minimum values in the long time limit and the global optimization of the system is reached. This suggests that the economic systems can self-organize into a highly optimized state by agents who make decisions based on inductive thinking, limited knowledge, and capabilities. When other kinds of agents are also present, the simulation results and analytic calculations show that the intelligent agent can gain profits from producers and are much more competent than the noise traders and conventional agents in original minority games proposed by Challet and Zhang.

  11. Implementing Artificial Intelligence Behaviors in a Virtual World

    Science.gov (United States)

    Krisler, Brian; Thome, Michael

    2012-01-01

    In this paper, we will present a look at the current state of the art in human-computer interface technologies, including intelligent interactive agents, natural speech interaction and gestural based interfaces. We describe our use of these technologies to implement a cost effective, immersive experience on a public region in Second Life. We provision our Artificial Agents as a German Shepherd Dog avatar with an external rules engine controlling the behavior and movement. To interact with the avatar, we implemented a natural language and gesture system allowing the human avatars to use speech and physical gestures rather than interacting via a keyboard and mouse. The result is a system that allows multiple humans to interact naturally with AI avatars by playing games such as fetch with a flying disk and even practicing obedience exercises using voice and gesture, a natural seeming day in the park.

  12. Intelligent agents in data-intensive computing

    CERN Document Server

    Correia, Luís; Molina, José

    2016-01-01

    This book presents new approaches that advance research in all aspects of agent-based models, technologies, simulations and implementations for data intensive applications. The nine chapters contain a review of recent cross-disciplinary approaches in cloud environments and multi-agent systems, and important formulations of data intensive problems in distributed computational environments together with the presentation of new agent-based tools to handle those problems and Big Data in general. This volume can serve as a reference for students, researchers and industry practitioners working in or interested in joining interdisciplinary work in the areas of data intensive computing and Big Data systems using emergent large-scale distributed computing paradigms. It will also allow newcomers to grasp key concepts and potential solutions on advanced topics of theory, models, technologies, system architectures and implementation of applications in Multi-Agent systems and data intensive computing. .

  13. Active Learning for Autonomous Intelligent Agents: Exploration, Curiosity, and Interaction

    OpenAIRE

    Lopes, Manuel; Montesano, Luis

    2014-01-01

    In this survey we present different approaches that allow an intelligent agent to explore autonomous its environment to gather information and learn multiple tasks. Different communities proposed different solutions, that are in many cases, similar and/or complementary. These solutions include active learning, exploration/exploitation, online-learning and social learning. The common aspect of all these approaches is that it is the agent to selects and decides what information to gather next. ...

  14. Enhancing E-Learning through Web Service and Intelligent Agents

    Directory of Open Access Journals (Sweden)

    Nasir Hussain

    2006-04-01

    Full Text Available E-learning is basically the integration of various technologies. E-Learning technology is now maturing and we can find a multiplicity of standards. New technologies such as agents and web services are promising better results. In this paper we have proposed an e-learning architecture that is dependent on intelligent agent systems and web services. These communication technologies will make the architecture more robust, scalable and efficient.

  15. An Intelligent Agent based Architecture for Visual Data Mining

    OpenAIRE

    Hamdi Ellouzi; Hela Ltifi; Mounir Ben Ayed

    2016-01-01

    the aim of this paper is to present an intelligent architecture of Decision Support System (DSS) based on visual data mining. This architecture applies the multi-agent technology to facilitate the design and development of DSS in complex and dynamic environment. Multi-Agent Systems add a high level of abstraction. To validate the proposed architecture, it is implemented to develop a distributed visual data mining based DSS to predict nosocomial infectionsoccurrence in intensive care units. Th...

  16. 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…

  17. Intelligent agents for training on-board fire fighting

    NARCIS (Netherlands)

    Bosch, K. van den; Harbers, M.; Heuvelink, A.; Doesburg, W. van

    2009-01-01

    Simulation-based training in complex decision making often requires ample personnel for playing various roles (e.g. team mates, adversaries). Using intelligent agents may diminish the need for staff. However, to achieve goal-directed training, events in the simulation as well as the behavior of key

  18. Ontology-based intelligent fuzzy agent for diabetes application

    NARCIS (Netherlands)

    Acampora, G.; Lee, C.-S.; Wang, M.-H.; Hsu, C.-Y.; Loia, V.

    2009-01-01

    It is widely pointed out that classical ontologies are not sufficient to deal with imprecise and vague knowledge for some real world applications, but the fuzzy ontology can effectively solve data and knowledge with uncertainty. In this paper, an ontology-based intelligent fuzzy agent (OIFA),

  19. Intelligent agents for adaptive security market surveillance

    Science.gov (United States)

    Chen, Kun; Li, Xin; Xu, Baoxun; Yan, Jiaqi; Wang, Huaiqing

    2017-05-01

    Market surveillance systems have increasingly gained in usage for monitoring trading activities in stock markets to maintain market integrity. Existing systems primarily focus on the numerical analysis of market activity data and generally ignore textual information. To fulfil the requirements of information-based surveillance, a multi-agent-based architecture that uses agent intercommunication and incremental learning mechanisms is proposed to provide a flexible and adaptive inspection process. A prototype system is implemented using the techniques of text mining and rule-based reasoning, among others. Based on experiments in the scalping surveillance scenario, the system can identify target information evidence up to 87.50% of the time and automatically identify 70.59% of cases depending on the constraints on the available information sources. The results of this study indicate that the proposed information surveillance system is effective. This study thus contributes to the market surveillance literature and has significant practical implications.

  20. Modeling and simulating human teamwork behaviors using intelligent agents

    Science.gov (United States)

    Fan, Xiaocong; Yen, John

    2004-12-01

    Among researchers in multi-agent systems there has been growing interest in using intelligent agents to model and simulate human teamwork behaviors. Teamwork modeling is important for training humans in gaining collaborative skills, for supporting humans in making critical decisions by proactively gathering, fusing, and sharing information, and for building coherent teams with both humans and agents working effectively on intelligence-intensive problems. Teamwork modeling is also challenging because the research has spanned diverse disciplines from business management to cognitive science, human discourse, and distributed artificial intelligence. This article presents an extensive, but not exhaustive, list of work in the field, where the taxonomy is organized along two main dimensions: team social structure and social behaviors. Along the dimension of social structure, we consider agent-only teams and mixed human-agent teams. Along the dimension of social behaviors, we consider collaborative behaviors, communicative behaviors, helping behaviors, and the underpinning of effective teamwork-shared mental models. The contribution of this article is that it presents an organizational framework for analyzing a variety of teamwork simulation systems and for further studying simulated teamwork behaviors.

  1. Avatars in flux

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    they act and engage, gradually, the conception of an avatar as the representation of the actor has become questionable. During the interviews, discussing with the actors their relationship with the chosen avatars, increasingly the transformative aspects of the relationship has influenced the theoretical......, question the consensus to suggest that we nuance and broaden our understanding of the relationships of avatars with their owners. The question that I will set out to answer is: In what ways do actors make sense of their choice and design of avatars? The empirical basis for addressing this question is found...... in iterative video interviews with actors while they act in their chosen virtual worlds and with their avatars. The video interviews have been conducted in situ together with actors on the locations of their usual play and practice – be it at home or at their work place. The methodological approach...

  2. Intelligent agents: adaptation of autonomous bimodal microsystems

    Science.gov (United States)

    Smith, Patrice; Terry, Theodore B.

    2014-03-01

    Autonomous bimodal microsystems exhibiting survivability behaviors and characteristics are able to adapt dynamically in any given environment. Equipped with a background blending exoskeleton it will have the capability to stealthily detect and observe a self-chosen viewing area while exercising some measurable form of selfpreservation by either flying or crawling away from a potential adversary. The robotic agent in this capacity activates a walk-fly algorithm, which uses a built in multi-sensor processing and navigation subsystem or algorithm for visual guidance and best walk-fly path trajectory to evade capture or annihilation. The research detailed in this paper describes the theoretical walk-fly algorithm, which broadens the scope of spatial and temporal learning, locomotion, and navigational performances based on optical flow signals necessary for flight dynamics and walking stabilities. By observing a fly's travel and avoidance behaviors; and, understanding the reverse bioengineering research efforts of others, we were able to conceptualize an algorithm, which works in conjunction with decisionmaking functions, sensory processing, and sensorimotor integration. Our findings suggest that this highly complex decentralized algorithm promotes inflight or terrain travel mobile stability which is highly suitable for nonaggressive micro platforms supporting search and rescue (SAR), and chemical and explosive detection (CED) purposes; a necessity in turbulent, non-violent structured or unstructured environments.

  3. Evaluating Quality of Chatbots and Intelligent Conversational Agents

    OpenAIRE

    Radziwill, Nicole M.; Benton, Morgan C.

    2017-01-01

    Chatbots are one class of intelligent, conversational software agents activated by natural language input (which can be in the form of text, voice, or both). They provide conversational output in response, and if commanded, can sometimes also execute tasks. Although chatbot technologies have existed since the 1960s and have influenced user interface development in games since the early 1980s, chatbots are now easier to train and implement. This is due to plentiful open source code, widely ava...

  4. AN INTELLIGENT CONVERSATION AGENT FOR HEALTH CARE DOMAIN

    Directory of Open Access Journals (Sweden)

    K. Karpagam

    2014-04-01

    Full Text Available Human Computer Interaction is one of the pervasive application areas of computer science to develop with multimodal interaction for information sharings. The conversation agent acts as the major core area for developing interfaces between a system and user with applied AI for proper responses. In this paper, the interactive system plays a vital role in improving knowledge in the domain of health through the intelligent interface between machine and human with text and speech. The primary aim is to enrich the knowledge and help the user in the domain of health using conversation agent to offer immediate response with human companion feel.

  5. MAINS: MULTI-AGENT INTELLIGENT SERVICE ARCHITECTURE FOR CLOUD COMPUTING

    Directory of Open Access Journals (Sweden)

    T. Joshva Devadas

    2014-04-01

    Full Text Available Computing has been transformed to a model having commoditized services. These services are modeled similar to the utility services water and electricity. The Internet has been stunningly successful over the course of past three decades in supporting multitude of distributed applications and a wide variety of network technologies. However, its popularity has become the biggest impediment to its further growth with the handheld devices mobile and laptops. Agents are intelligent software system that works on behalf of others. Agents are incorporated in many innovative applications in order to improve the performance of the system. Agent uses its possessed knowledge to react with the system and helps to improve the performance. Agents are introduced in the cloud computing is to minimize the response time when similar request is raised from an end user in the globe. In this paper, we have introduced a Multi Agent Intelligent system (MAINS prior to cloud service models and it was tested using sample dataset. Performance of the MAINS layer was analyzed in three aspects and the outcome of the analysis proves that MAINS Layer provides a flexible model to create cloud applications and deploying them in variety of applications.

  6. Intelligent Agent Based Traffic Signal Control on Isolated Intersections

    Directory of Open Access Journals (Sweden)

    Daniela Koltovska

    2014-08-01

    Full Text Available The purpose of this paper is to develop an adaptive signal control strategy on isolated urban intersections. An innovative approach to defining the set of states dependent on the actual and primarily observed parameters has been introduced. ?he Q–learning algorithm has been applied. The developed self-learning adaptive signal strategy has been tested on a re?l intersection. The intelligent agent results have been compared to those in cases of fixed-time and actuated control. Regarding the average total delay, the total number of stops and the total throughput, the best results have been obtained for unknown traffic demand and over-capacity.

  7. Irrigation System through Intelligent Agents Implemented with Arduino Technology

    Directory of Open Access Journals (Sweden)

    Rodolfo SALAZAR

    2013-11-01

    Full Text Available The water has become in recent years a valuable and increasingly scarce. Its proper use in agriculture has demanded incorporate new technologies, mainly in the area of ICT. In this paper we present a smart irrigation system based on multi-agent architecture using fuzzy logic. The architecture incorporates different types of intelligent agents that an autonomous way monitor and are responsible for deciding if required enable / disable the irrigation system. This project proposes a real and innovative solution to the problem of inadequate water use with current irrigation systems employed in agricultural projects. This article presents the different technologies used, their adaptation to the solution of the problem and briefly discusses the first results obtained.

  8. The internet and intelligent machines: search engines, agents and robots

    International Nuclear Information System (INIS)

    Achenbach, S.; Alfke, H.

    2000-01-01

    The internet plays an important role in a growing number of medical applications. Finding relevant information is not always easy as the amount of available information on the Web is rising quickly. Even the best Search Engines can only collect links to a fraction of all existing Web pages. In addition, many of these indexed documents have been changed or deleted. The vast majority of information on the Web is not searchable with conventional methods. New search strategies, technologies and standards are combined in Intelligent Search Agents (ISA) an Robots, which can retrieve desired information in a specific approach. Conclusion: The article describes differences between ISAs and conventional Search Engines and how communication between Agents improves their ability to find information. Examples of existing ISAs are given and the possible influences on the current and future work in radiology is discussed. (orig.) [de

  9. Avatars in flux

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    There is an almost unquestioned consensus in the virtual worlds’ research communities that an avatar is the representation of a user and player in front of the screen and that the relationship between the two predominantly is about identity and self-construal. Richard Bartle’s (2004) influential...... for addressing this question is found in iterative video interviews with actors while they act in their chosen virtual worlds and with their avatars. The video interviews have been conducted in situ together with actors on the locations of their usual play and practice – be it at home or at their work place...... of the theoretical references that will assist and enable such analysis. Thus, this paper will discuss how the methodological approach inspired by visual ethnography (Grimshaw 2001, Pink 2001, 2006) and the theoretical analysis of the phenomenon of avatars have mutually constructed and contributed an understanding...

  10. 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.

  11. 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.

  12. Nondestructive Intervention to Multi-Agent Systems through an Intelligent Agent

    Science.gov (United States)

    Han, Jing; Wang, Lin

    2013-01-01

    For a given multi-agent system where the local interaction rule of the existing agents can not be re-designed, one way to intervene the collective behavior of the system is to add one or a few special agents into the group which are still treated as normal agents by the existing ones. We study how to lead a Vicsek-like flocking model to reach synchronization by adding special agents. A popular method is to add some simple leaders (fixed-headings agents). However, we add one intelligent agent, called ‘shill’, which uses online feedback information of the group to decide the shill's moving direction at each step. A novel strategy for the shill to coordinate the group is proposed. It is strictly proved that a shill with this strategy and a limited speed can synchronize every agent in the group. The computer simulations show the effectiveness of this strategy in different scenarios, including different group sizes, shill speed, and with or without noise. Compared to the method of adding some fixed-heading leaders, our method can guarantee synchronization for any initial configuration in the deterministic scenario and improve the synchronization level significantly in low density groups, or model with noise. This suggests the advantage and power of feedback information in intervention of collective behavior. PMID:23658695

  13. Nondestructive intervention to multi-agent systems through an intelligent agent.

    Directory of Open Access Journals (Sweden)

    Jing Han

    Full Text Available For a given multi-agent system where the local interaction rule of the existing agents can not be re-designed, one way to intervene the collective behavior of the system is to add one or a few special agents into the group which are still treated as normal agents by the existing ones. We study how to lead a Vicsek-like flocking model to reach synchronization by adding special agents. A popular method is to add some simple leaders (fixed-headings agents. However, we add one intelligent agent, called 'shill', which uses online feedback information of the group to decide the shill's moving direction at each step. A novel strategy for the shill to coordinate the group is proposed. It is strictly proved that a shill with this strategy and a limited speed can synchronize every agent in the group. The computer simulations show the effectiveness of this strategy in different scenarios, including different group sizes, shill speed, and with or without noise. Compared to the method of adding some fixed-heading leaders, our method can guarantee synchronization for any initial configuration in the deterministic scenario and improve the synchronization level significantly in low density groups, or model with noise. This suggests the advantage and power of feedback information in intervention of collective behavior.

  14. Voz do avatar, voz como avatar, avatar da voz

    Directory of Open Access Journals (Sweden)

    Serra, Pedro

    2015-10-01

    Full Text Available My article proposes an exercise of archeophony – or voice archeology – focusing, on this occasion, on the possibility of establishing the complex figure and imagining of the ‘avatar’ as a comparandum of the notion and representation of the ‘cyborg’. The gains of this comparison allow us to debate different objects, such as ‘the voice of the avatar’, the ‘voice as avatar’ and, finally, the archive of the vocal representations, ‘avatars of the voice’. Case studies under concise scrutiny include Spike Jonze’s feature film Her; fragments of the Bernardo Soares/Fernando Pessoa’s Book of Disquiet; lastly, the digital simulation of John Donne’s voice, accessible online as a result of the Virtual Paul’s Cross Project: A Digital Re-Creation of John Donne’s Gunpowder Day Sermon, based at the North Carolina State University.

  15. Intelligent Agents for Design and Synthesis Environments: My Summary

    Science.gov (United States)

    Norvig, Peter

    1999-01-01

    This presentation gives a summary of intelligent agents for design synthesis environments. We'll start with the conclusions, and work backwards to justify them. First, an important assumption is that agents (whatever they are) are good for software engineering. This is especially true for software that operates in an uncertain, changing environment. The "real world" of physical artifacts is like that: uncertain in what we can measure, changing in that things are always breaking down, and we must interact with non-software entities. The second point is that software engineering techniques can contribute to good design. There may have been a time when we wanted to build simple artifacts containing little or no software. But modern aircraft and spacecraft are complex, and rely on a great deal of software. So better software engineering leads to better designed artifacts, especially when we are designing a series of related artifacts and can amortize the costs of software development. The third point is that agents are especially useful for design tasks, above and beyond their general usefulness for software engineering, and the usefulness of software engineering to design.

  16. Fatigue distribution optimization for offshore wind farms using intelligent agent control

    DEFF Research Database (Denmark)

    Zhao, Rongyong; Shen, Wen Zhong; Knudsen, Torben

    2012-01-01

    with its neighbouring downwind turbines and organizes them adaptively into a wind delivery group along the wind direction. The agent attributes and the event structure are designed on the basis of the intelligent agent theory by using the unified modelling language. The control strategy of the intelligent......A novel control approach is proposed to optimize the fatigue distribution of wind turbines in a large‐scale offshore wind farm on the basis of an intelligent agent theory. In this approach, each wind turbine is considered to be an intelligent agent. The turbine at the farm boundary communicates...... coefficient for every wind turbine. The optimization is constrained such that the average fatigue for every turbine is smaller than what would be achieved by conventional dispatch and such that the total power loss of the wind farm is restricted to a few percent of the total power. This intelligent agent...

  17. Smart Aerospace eCommerce: Using Intelligent Agents in a NASA Mission Services Ordering Application

    Science.gov (United States)

    Moleski, Walt; Luczak, Ed; Morris, Kim; Clayton, Bill; Scherf, Patricia; Obenschain, Arthur F. (Technical Monitor)

    2002-01-01

    This paper describes how intelligent agent technology was successfully prototyped and then deployed in a smart eCommerce application for NASA. An intelligent software agent called the Intelligent Service Validation Agent (ISVA) was added to an existing web-based ordering application to validate complex orders for spacecraft mission services. This integration of intelligent agent technology with conventional web technology satisfies an immediate NASA need to reduce manual order processing costs. The ISVA agent checks orders for completeness, consistency, and correctness, and notifies users of detected problems. ISVA uses NASA business rules and a knowledge base of NASA services, and is implemented using the Java Expert System Shell (Jess), a fast rule-based inference engine. The paper discusses the design of the agent and knowledge base, and the prototyping and deployment approach. It also discusses future directions and other applications, and discusses lessons-learned that may help other projects make their aerospace eCommerce applications smarter.

  18. Avatars@Home

    Science.gov (United States)

    Morandell, Martin M.; Hochgatterer, Andreas; Wöckl, Bernhard; Dittenberger, Sandra; Fagel, Sascha

    Avatars are a common field of research for interfacing smart homes, especially for elderly people. The present study focuses on the usage of photo-realistic faces with different levels of movements (video, avatar and photo) as components of the graphical user interface (GUI) for Ambient Assisted Living (AAL) environments. Within a usability test, using the "Wizard of Oz" technique, these presentation modes were compared with a text and a voice only interface with users of the target groups: elderly people with (nMCI=12) and without (nMCI=12) Mild Cognitive Impairment (MCI). Results show that faces on the GUI were liked by both, elderly with and without cognitive restrictions. However, users' performance on executing tasks did not differ much between the different presentation modes.

  19. Intelligent Agent Transparency in Human-Agent Teaming for Multi-UxV Management.

    Science.gov (United States)

    Mercado, Joseph E; Rupp, Michael A; Chen, Jessie Y C; Barnes, Michael J; Barber, Daniel; Procci, Katelyn

    2016-05-01

    We investigated the effects of level of agent transparency on operator performance, trust, and workload in a context of human-agent teaming for multirobot management. Participants played the role of a heterogeneous unmanned vehicle (UxV) operator and were instructed to complete various missions by giving orders to UxVs through a computer interface. An intelligent agent (IA) assisted the participant by recommending two plans-a top recommendation and a secondary recommendation-for every mission. A within-subjects design with three levels of agent transparency was employed in the present experiment. There were eight missions in each of three experimental blocks, grouped by level of transparency. During each experimental block, the IA was incorrect three out of eight times due to external information (e.g., commander's intent and intelligence). Operator performance, trust, workload, and usability data were collected. Results indicate that operator performance, trust, and perceived usability increased as a function of transparency level. Subjective and objective workload data indicate that participants' workload did not increase as a function of transparency. Furthermore, response time did not increase as a function of transparency. Unlike previous research, which showed that increased transparency resulted in increased performance and trust calibration at the cost of greater workload and longer response time, our results support the benefits of transparency for performance effectiveness without additional costs. The current results will facilitate the implementation of IAs in military settings and will provide useful data to the design of heterogeneous UxV teams. © 2016, Human Factors and Ergonomics Society.

  20. Towards a Calendar Agent Society with Intelligent Agents in ASP-Updates

    Directory of Open Access Journals (Sweden)

    Marco A. Ramos C.

    2012-03-01

    Full Text Available Se presenta el análisis y algunas especificaciones para describir una sociedad multi-agente que representa agendas dinámicas en Answer Sets Programming, por medio de actualización de bases de conocimiento. Se trata de un estudio de caso para representar un grupo de agentes BD Iinteligentes con el fin común de programar una reunión, y se utiliza un ejemplo para mostrar la manera de distribuir y cambiar sus especificaciones bajo circunstancias imprevistas, así como un protocolo sencillo para realizar una reunión consensual. Sostenemos que el marco propuesto es apropiado para tener los beneficios de una base sólida como Answer Sets Programming, de la simplicidad de su programación lógica declarativa, así como de la practicidad para resolvedores existentes implementados, que pueden ser utilizados para un sistema más completo y útil de sociedades de agentes.We present the analysis and some preliminary specifications to describe a multi-agent society to represent dynamic appointments under in Answer-Sets Programming, by means of knowledge-base updates. This is a case study to represent a group of intelligent BDI agents with a common goal of scheduling a meeting, and we use an example to show how to distribute and change their specifications under unforeseen circumstances, as well as a simple protocol to realise a consensual meeting. We claim that the proposed framework is appropriate to have the benefits from a strong foundation like Answer-Sets Programming, simplicity for its declarative logic programming, as well as practicality for existent implemented solvers, which can be used to implement a more-complete and useful system of agent societies.

  1. A Multi-Agent Architecture for an Intelligent Website in Insurance

    NARCIS (Netherlands)

    Jonker, C.M.; Lam, R.A.; Treur, J.

    1999-01-01

    In this paper a multi-agent architecture for intelligent Websites is presented and applied in insurance. The architecture has been designed and implemented using the compositional development method for multi-agent systems DESIRE. The agents within this architecture are based on a generic broker

  2. Methods for Model-Based Reasoning within Agent-Based Ambient Intelligence Applications

    NARCIS (Netherlands)

    Bosse, T.; Both, F.; Gerritsen, C.; Hoogendoorn, M.; Treur, J.

    2012-01-01

    Within agent-based Ambient Intelligence applications agents react to humans based on information obtained by sensoring and their knowledge about human functioning. Appropriate types of reactions depend on the extent to which an agent understands the human and is able to interpret the available

  3. Communicating emotions in expressive avatars

    NARCIS (Netherlands)

    Kierkegaard, P.M.

    2010-01-01

    Avatars have become a fundamental part of collaborative virtual environments. They are the visual embodiment of the user and are designed to address key issues in the interaction process between the user and the CVE. Giving avatars expressive abilities has been considered essential in computer-human

  4. The structure of intelligent agent projecting and the possibilities of its execution

    Directory of Open Access Journals (Sweden)

    Yefremov M.F.

    2017-04-01

    Full Text Available Most of today’s information systems are not designed for independent decision making, behavior of such systems should be incorporated at the design stage. Entering the conditions that are not included by system developers, lead to a crash. The exponential growth of computing power of modern processors leads to an increase in range of tasks that can be automated, and an increase in their complexity. Partially testing helps to solve the problem, but it has a drawback, precisely the behavior of the system is usually tested in conditions which are already taken into account at the design stage. One approach to address this problem is the agent-oriented programming and the use of multi-agent systems. The aim of the work is to highlight contemporary approaches: a definition of agent concepts, applications of multi-agent systems, mathematical model agent, modern methods of design and implementation of intelligent agents, also covered approaches to the definition of the concept of an intelligent agent, the application of intelligent agents and multi-agent systems, and methods theoretically agent and describe its implementation. The basis of these methods of abstract description of the intelligent agent is the works of M.Wooldridge and N.Jennings. We propose several methods to describe such behaviors of intelligent agent as self-learning, goal setting and forecasting, and planning. Therefore we cover the concept of «intent» and widespread mental (beliefs-desires-intentions BDI architecture of intelligent agent, as well as the proposed methods of their description in the framework of the developed formalism.

  5. Decision Support for Software Process Management Teams: An Intelligent Software Agent Approach

    National Research Council Canada - National Science Library

    Church, Lori

    2000-01-01

    ... to market, eliminate redundancy, and ease job stress. This thesis proposes a conceptual model for software process management decision support in the form of an intelligent software agent network...

  6. Intelligent Agent for Acquisition of the Mother Tongue Vocabulary

    Directory of Open Access Journals (Sweden)

    Grigor Moldovan

    2010-01-01

    Full Text Available This paper describes the following: firstly, the basic ideas of a system that simulate how we consider that a child acquires the mother tongue vocabulary and makes the correspondences between objects, words and senses; secondly: the mechanism for a system that can learn the mother tongue vocabulary using observations and, thirdly, how to make an intelligent agent that can behave like a little child, in the process of mother tongue acquisition.

  7. Distributing emotional services in ambient intelligence through cognitive agents

    NARCIS (Netherlands)

    Acampora, G.; Loia, V.; Vitiello, A.

    2011-01-01

    Ambient Intelligence (AmI) is a pervasive computing paradigm whose main aim is to design smart environments composed of invisible, connected, intelligent and interactive systems, which are naturally sensitive and responsive to the presence of people, providing advanced services for improving the

  8. Avatar, Identitas dalam Cyberspace

    Directory of Open Access Journals (Sweden)

    Maria Nala Damayanti

    2013-01-01

    Full Text Available Human dependence on technology will have implications for a new culture of communication. Culture is related to the person behind the presence of elements of verbal or visual communication through internet media. Communication established via the Internet, known as cyberspace, allows the presence of a person in a variety of virtual identities. These identities emerge through verbal and visual appearances. They have names and shapes but can be present in any kind of form, commonly called avatars. The identity of a person can be represented by a number of different avatars capable of having more than one party at the same time. Communication that exists in cyberspace exceed time and space. The presence of these identities clearly indicates a relationship model that has a specific purpose. It could be a model of social relations that promote friendship, excitement, a sense of play, a critical mind or with other purposes. But the presence of such virtual identity cannot simply be equated with human beings as their personal identity in the real world, because in cyberspace, identity is plural and fluid. It can even be made with a hidden agenda.

  9. A Multi-Agent Framework for Coordination of Intelligent Assistive Technologies

    DEFF Research Database (Denmark)

    Valente, Pedro Ricardo da Nova; Hossain, S.; Groenbaek, B.

    2010-01-01

    Intelligent care for the future is the IntelliCare project's main priority. This paper describes the design of a generic multi-agent framework for coordination of intelligent assistive technologies. The paper overviews technologies and software systems suitable for context awareness...... and housekeeping tasks, especially for performing a multi-robot cleaning-task activity. It also describes conducted work in the design of a multi-agent platform for coordination of intelligent assistive technologies. Instead of using traditional robot odometry estimation methods, we have tested an independent...

  10. Design of an Intelligent Support Agent Model for People with a Cognitive Vulnerability

    NARCIS (Netherlands)

    Aziz, A.A.; Klein, M.C.A.; Zhang, B.; Wang, Y.; Kinser, W.

    2010-01-01

    This paper presents the design of an intelligent agent application aimed at supporting people with a cognitive vulnerability to prevent the onset of a depression. For this, a computational model of the cognitive processes around depression is used. The agent application uses the principles of

  11. Approach for Autonomous Control of Unmanned Aerial Vehicle Using Intelligent Agents for Knowledge Creation

    Science.gov (United States)

    Dufrene, Warren R., Jr.

    2004-01-01

    This paper describes the development of a planned approach for Autonomous operation of an Unmanned Aerial Vehicle (UAV). A Hybrid approach will seek to provide Knowledge Generation through the application of Artificial Intelligence (AI) and Intelligent Agents (IA) for UAV control. The applications of several different types of AI techniques for flight are explored during this research effort. The research concentration is directed to the application of different AI methods within the UAV arena. By evaluating AI and biological system approaches. which include Expert Systems, Neural Networks. Intelligent Agents, Fuzzy Logic, and Complex Adaptive Systems, a new insight may be gained into the benefits of AI and CAS techniques applied to achieving true autonomous operation of these systems. Although flight systems were explored, the benefits should apply to many Unmanned Vehicles such as: Rovers. Ocean Explorers, Robots, and autonomous operation systems. A portion of the flight system is broken down into control agents that represent the intelligent agent approach used in AI. After the completion of a successful approach, a framework for applying an intelligent agent is presented. The initial results from simulation of a security agent for communication are presented.

  12. An Intelligent Control for the Distributed Flexible Network Photovoltaic System using Autonomous Control and Agent

    Science.gov (United States)

    Park, Sangsoo; Miura, Yushi; Ise, Toshifumi

    This paper proposes an intelligent control for the distributed flexible network photovoltaic system using autonomous control and agent. The distributed flexible network photovoltaic system is composed of a secondary battery bank and a number of subsystems which have a solar array, a dc/dc converter and a load. The control mode of dc/dc converter can be selected based on local information by autonomous control. However, if only autonomous control using local information is applied, there are some problems associated with several cases such as voltage drop on long power lines. To overcome these problems, the authors propose introducing agents to improve control characteristics. The autonomous control with agents is called as intelligent control in this paper. The intelligent control scheme that employs the communication between agents is applied for the model system and proved with simulation using PSCAD/EMTDC.

  13. MULTI AGENT-BASED ENVIRONMENTAL LANDSCAPE (MABEL) - AN ARTIFICIAL INTELLIGENCE SIMULATION MODEL: SOME EARLY ASSESSMENTS

    OpenAIRE

    Alexandridis, Konstantinos T.; Pijanowski, Bryan C.

    2002-01-01

    The Multi Agent-Based Environmental Landscape model (MABEL) introduces a Distributed Artificial Intelligence (DAI) systemic methodology, to simulate land use and transformation changes over time and space. Computational agents represent abstract relations among geographic, environmental, human and socio-economic variables, with respect to land transformation pattern changes. A multi-agent environment is developed providing task-nonspecific problem-solving abilities, flexibility on achieving g...

  14. Intelligent judgements over health risks in a spatial agent-based model.

    Science.gov (United States)

    Abdulkareem, Shaheen A; Augustijn, Ellen-Wien; Mustafa, Yaseen T; Filatova, Tatiana

    2018-03-20

    Millions of people worldwide are exposed to deadly infectious diseases on a regular basis. Breaking news of the Zika outbreak for instance, made it to the main media titles internationally. Perceiving disease risks motivate people to adapt their behavior toward a safer and more protective lifestyle. Computational science is instrumental in exploring patterns of disease spread emerging from many individual decisions and interactions among agents and their environment by means of agent-based models. Yet, current disease models rarely consider simulating dynamics in risk perception and its impact on the adaptive protective behavior. Social sciences offer insights into individual risk perception and corresponding protective actions, while machine learning provides algorithms and methods to capture these learning processes. This article presents an innovative approach to extend agent-based disease models by capturing behavioral aspects of decision-making in a risky context using machine learning techniques. We illustrate it with a case of cholera in Kumasi, Ghana, accounting for spatial and social risk factors that affect intelligent behavior and corresponding disease incidents. The results of computational experiments comparing intelligent with zero-intelligent representations of agents in a spatial disease agent-based model are discussed. We present a spatial disease agent-based model (ABM) with agents' behavior grounded in Protection Motivation Theory. Spatial and temporal patterns of disease diffusion among zero-intelligent agents are compared to those produced by a population of intelligent agents. Two Bayesian Networks (BNs) designed and coded using R and are further integrated with the NetLogo-based Cholera ABM. The first is a one-tier BN1 (only risk perception), the second is a two-tier BN2 (risk and coping behavior). We run three experiments (zero-intelligent agents, BN1 intelligence and BN2 intelligence) and report the results per experiment in terms of

  15. Is It Possible To Use Intelligent Systems To Design A Profitable Foreign Exchange Trading Agent?

    OpenAIRE

    Julian, Pomfret-Pudelsky

    2009-01-01

    In this paper, a trading agent is developed using a basket of intelligent systems with the goal of trading the GBPUSD currency pair profitably in the Foreign Exchange market. The basket of intelligent system consists of two regression models: a radial basis neural network and a TSK-fuzzy inference system; and three classification models: k-nearest neighbour, support vector machine and a decision tree. The trading strategy combines the predictions of each model using a Kalman-type filter to...

  16. The new competitive intelligence agents: "Programming" competitive intelligence ethics into corporate cultures

    OpenAIRE

    Betsy Van der Veer Martens; Emilie Steele Giustozzi

    2011-01-01

    This article examines some of the ethical issues involved in competitive intelligence activities on the Internet. We discuss the importance of an ethical framework for the performance of competitive intelligence, especially the Code of Ethics of SCIP (the leading professional association for strategic and competitive professionals), in the context of today's networked global environment. The virtual borderlines separating national economic and military territories online are becoming increasi...

  17. Socially intelligent autonomous agents that learn from human reward

    NARCIS (Netherlands)

    Li, Guangliang

    2016-01-01

    In the future, autonomous agents will operate in human inhabited environments in many real world applications and become an integral part of human’s daily lives. Therefore, when autonomous agents enter into the real world, they need to adapt to many novel, dynamic and complex situations that cannot

  18. Intelligent Design of Nano-Scale Molecular Imaging Agents

    Directory of Open Access Journals (Sweden)

    Takeaki Ozawa

    2012-12-01

    Full Text Available Visual representation and quantification of biological processes at the cellular and subcellular levels within living subjects are gaining great interest in life science to address frontier issues in pathology and physiology. As intact living subjects do not emit any optical signature, visual representation usually exploits nano-scale imaging agents as the source of image contrast. Many imaging agents have been developed for this purpose, some of which exert nonspecific, passive, and physical interaction with a target. Current research interest in molecular imaging has mainly shifted to fabrication of smartly integrated, specific, and versatile agents that emit fluorescence or luminescence as an optical readout. These agents include luminescent quantum dots (QDs, biofunctional antibodies, and multifunctional nanoparticles. Furthermore, genetically encoded nano-imaging agents embedding fluorescent proteins or luciferases are now gaining popularity. These agents are generated by integrative design of the components, such as luciferase, flexible linker, and receptor to exert a specific on–off switching in the complex context of living subjects. In the present review, we provide an overview of the basic concepts, smart design, and practical contribution of recent nano-scale imaging agents, especially with respect to genetically encoded imaging agents.

  19. AFFECTIVE GUIDANCE OF INTELLIGENT AGENTS: How Emotion Controls Cognition1

    Science.gov (United States)

    Clore, Gerald L.; Palmer, Janet E.

    2008-01-01

    Emotions and moods color cognition. In this article, we outline how emotions affect judgments and cognitive performance of human agents. We argue that affective influences are due, not to the affective reactions themselves, but to the information they carry about value, a potentially useful finding for creators of artificial agents. The kind of influence that occurs depends on the focus of the agent at the time. When making evaluative judgments, for example, agents may experience positive affect as a positive attitude toward a person or object. But when an agent focuses on a cognitive task, positive affect may act like performance feedback, with positive affect giving a green light to cognitive, relational processes. By contrast, negative affect tends to inhibit relational processing, resulting in a more perceptual, stimulus-specific processing. One result is that many textbook phenomena from cognitive psychology occur readily in happy moods, but are inhibited in sad moods. PMID:19255620

  20. Intelligent Agent Based Semantic Web in Cloud Computing Environment

    OpenAIRE

    Mukhopadhyay, Debajyoti; Sharma, Manoj; Joshi, Gajanan; Pagare, Trupti; Palwe, Adarsha

    2013-01-01

    Considering today's web scenario, there is a need of effective and meaningful search over the web which is provided by Semantic Web. Existing search engines are keyword based. They are vulnerable in answering intelligent queries from the user due to the dependence of their results on information available in web pages. While semantic search engines provides efficient and relevant results as the semantic web is an extension of the current web in which information is given well defined meaning....

  1. The influence of active vision on the exoskeleton of intelligent agents

    Science.gov (United States)

    Smith, Patrice; Terry, Theodore B.

    2016-04-01

    Chameleonization occurs when a self-learning autonomous mobile system's (SLAMR) active vision scans the surface of which it is perched causing the exoskeleton to changes colors exhibiting a chameleon effect. Intelligent agents having the ability to adapt to their environment and exhibit key survivability characteristics of its environments would largely be due in part to the use of active vision. Active vision would allow the intelligent agent to scan its environment and adapt as needed in order to avoid detection. The SLAMR system would have an exoskeleton, which would change, based on the surface it was perched on; this is known as the "chameleon effect." Not in the common sense of the term, but from the techno-bio inspired meaning as addressed in our previous paper. Active vision, utilizing stereoscopic color sensing functionality would enable the intelligent agent to scan an object within its close proximity, determine the color scheme, and match it; allowing the agent to blend with its environment. Through the use of its' optical capabilities, the SLAMR system would be able to further determine its position, taking into account spatial and temporal correlation and spatial frequency content of neighboring structures further ensuring successful background blending. The complex visual tasks of identifying objects, using edge detection, image filtering, and feature extraction are essential for an intelligent agent to gain additional knowledge about its environmental surroundings.

  2. Conversational Agents, Humorous Act Construction, and Social Intelligence

    OpenAIRE

    Nijholt, Antinus; Dautenhahn, K.

    2005-01-01

    Humans use humour to ease communication problems in human-human interaction and in a similar way humour can be used to solve communication problems that arise with human-computer interaction. We discuss the role of embodied conversational agents in human-computer interaction and we have observations on the generation of humorous acts and on the appropriateness of displaying them by embodied conversational agents in order to smoothen, when necessary, their interactions with a human partner. Th...

  3. An agent-based intelligent environmental monitoring system

    OpenAIRE

    Athanasiadis, Ioannis N; Mitkas, Pericles A

    2004-01-01

    Fairly rapid environmental changes call for continuous surveillance and on-line decision making. There are two main areas where IT technologies can be valuable. In this paper we present a multi-agent system for monitoring and assessing air-quality attributes, which uses data coming from a meteorological station. A community of software agents is assigned to monitor and validate measurements coming from several sensors, to assess air-quality, and, finally, to fire alarms to appropriate recipie...

  4. Toward the Ideal Signing Avatar

    Directory of Open Access Journals (Sweden)

    Nicoletta Adamo-Villani

    2016-06-01

    Full Text Available The paper discusses ongoing research on the effects of a signing avatar's modeling/rendering features on the perception of sign language animation. It reports a recent study that aimed to determine whether a character's visual style has an effect on how signing animated characters are perceived by viewers. The stimuli of the study were two polygonal characters presenting two different visual styles: stylized and realistic. Each character signed four sentences. Forty-seven participants with experience in American Sign Language (ASL viewed the animated signing clips in random order via web survey. They (1 identified the signed sentences (if recognizable, (2 rated their legibility, and (3 rated the appeal of the signing avatar. Findings show that while character's visual style does not have an effect on subjects' perceived legibility of the signs and sign recognition, it has an effect on subjects' interest in the character. The stylized signing avatar was perceived as more appealing than the realistic one.

  5. 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

  6. An Intelligent Fleet Condition-Based Maintenance Decision Making Method Based on Multi-Agent

    OpenAIRE

    Bo Sun; Qiang Feng; Songjie Li

    2012-01-01

    According to the demand for condition-based maintenance online decision making among a mission oriented fleet, an intelligent maintenance decision making method based on Multi-agent and heuristic rules is proposed. The process of condition-based maintenance within an aircraft fleet (each containing one or more Line Replaceable Modules) based on multiple maintenance thresholds is analyzed. Then the process is abstracted into a Multi-Agent Model, a 2-layer model structure containing host negoti...

  7. Avatar's neurobiological traces in the self-concept of massively multiplayer online role-playing game (MMORPG) addicts.

    Science.gov (United States)

    Dieter, Julia; Hill, Holger; Sell, Madlen; Reinhard, Iris; Vollstädt-Klein, Sabine; Kiefer, Falk; Mann, Karl; Leménager, Tagrid

    2015-02-01

    Psychometric studies suggest that observed self-concept deficits in addicted massively multiplayer online role-playing game (MMORPG) are compensated through the replacement of their ideal (i.e., how an individual would like to be) by their own avatar (i.e., graphical agent in the virtual world). Neurobiological studies indicate that increased identification with their own avatar in regular MMORPG gamers is possibly reflected by enhanced avatar-referential brain activation in the left angular gyrus (AG). However, the neurobiological correlates reflecting the relations of the avatar to addicted gamers' self and ideal are still unexplored. Therefore, we compare these relations between addicted and nonaddicted MMORPG gamers. A sample of n = 15 addicted and n = 17 nonaddicted players underwent functional MRI (fMRI) while completing a Giessen-Test (GT)-derived paradigm assessing self-, ideal-, and avatar-related self-concept domains. Neurobiological analyses included the comparisons avatar versus self, avatar versus ideal, and avatar versus self, ideal. Psychometrically, addicts showed significantly lower scores on the self-concept subscale of 'social resonance,' that is, social popularity. In all avatar-related contrasts, within-group comparisons showed addicted players to exhibit significantly higher brain activations in the left AG. The between-groups comparisons revealed avatar-related left AG hyperactivations in addicts. Our results may suggest that addicted MMORPG players identify significantly more with their avatar than nonaddicted gamers. The concrete avatar might increasingly replace the rather abstract ideal in the transition from normal- controlled to addictive-compulsive MMORPG usage. PsycINFO Database Record (c) 2015 APA, all rights reserved.

  8. Survey of agent for intelligent information retrieval; Chiteki kensaku no tame no agent no chosa

    Energy Technology Data Exchange (ETDEWEB)

    Yazawa, T [Central Research Institute of Electric Power Industry, Tokyo (Japan)

    1996-09-01

    Development of agent systems has been surveyed, to classify and arrange characteristic functions of the agents, and to grasp the realization situation of these agents in their development. In addition, prospective functions of information retrieval systems using the agents at maximum and functions to be developed among these in the future are clarified. The agents are characterized by the expression function, communication function, planning function, adaptive function, and learning function. The agents are desired to be classified into interface agents whose works are to respond to individual workers, coordinator agents which conduct works with high pervasion, such as assignment of works and their control, and task agents which conduct specialized works for individual examples. Thus, design and configuration of the agent system, and improvement and expansion of system functions can be effectively and easily conducted. 52 refs., 5 figs., 3 tabs.

  9. Intelligent Agent-Based Intrusion Detection System Using Enhanced Multiclass SVM

    Science.gov (United States)

    Ganapathy, S.; Yogesh, P.; Kannan, A.

    2012-01-01

    Intrusion detection systems were used in the past along with various techniques to detect intrusions in networks effectively. However, most of these systems are able to detect the intruders only with high false alarm rate. In this paper, we propose a new intelligent agent-based intrusion detection model for mobile ad hoc networks using a combination of attribute selection, outlier detection, and enhanced multiclass SVM classification methods. For this purpose, an effective preprocessing technique is proposed that improves the detection accuracy and reduces the processing time. Moreover, two new algorithms, namely, an Intelligent Agent Weighted Distance Outlier Detection algorithm and an Intelligent Agent-based Enhanced Multiclass Support Vector Machine algorithm are proposed for detecting the intruders in a distributed database environment that uses intelligent agents for trust management and coordination in transaction processing. The experimental results of the proposed model show that this system detects anomalies with low false alarm rate and high-detection rate when tested with KDD Cup 99 data set. PMID:23056036

  10. An Ambient Intelligent Agent Model for Relapse and Recurrence Monitoring in Unipolar Depression

    NARCIS (Netherlands)

    Aziz, A.A.; Klein, M.C.A.; Treur, J.; Combi, C.; Shahar, Y.; Abu-Hanna, A.

    2009-01-01

    Mental healthcare is a prospective area for applying AI techniques. For example, a computerized system could support individuals with a history of depression in maintaining their well-being throughout their lifetime. In this paper, the design of an ambient intelligent agent to support these

  11. MamMoeT : An intelligent agent-based communication support platform for multimodal transport

    NARCIS (Netherlands)

    Dullaert, Wout; Neutens, Tijs; Vanden Berghe, Greet; Vermeulen, Tijs; Vernimmen, Bert; Witlox, Frank

    In this paper, an intelligent agent-based communication support platform for multimodal transport is developed. The rationale for doing so is found in the potential of such a system to increase cost efficiency, service and safety for different transport-related actors. Although, at present several

  12. Approach for Autonomous Control of Unmanned Aerial Vehicle Using Intelligent Agents for Knowledge Creation

    Science.gov (United States)

    Dufrene, Warren R., Jr.

    2004-01-01

    This paper describes the development of a planned approach for Autonomous operation of an Unmanned Aerial Vehicle (UAV). A Hybrid approach will seek to provide Knowledge Generation thru the application of Artificial Intelligence (AI) and Intelligent Agents (IA) for UAV control. The application of many different types of AI techniques for flight will be explored during this research effort. The research concentration will be directed to the application of different AI methods within the UAV arena. By evaluating AI approaches, which will include Expert Systems, Neural Networks, Intelligent Agents, Fuzzy Logic, and Complex Adaptive Systems, a new insight may be gained into the benefits of AI techniques applied to achieving true autonomous operation of these systems thus providing new intellectual merit to this research field. The major area of discussion will be limited to the UAV. The systems of interest include small aircraft, insects, and miniature aircraft. Although flight systems will be explored, the benefits should apply to many Unmanned Vehicles such as: Rovers, Ocean Explorers, Robots, and autonomous operation systems. The flight system will be broken down into control agents that will represent the intelligent agent approach used in AI. After the completion of a successful approach, a framework of applying a Security Overseer will be added in an attempt to address errors, emergencies, failures, damage, or over dynamic environment. The chosen control problem was the landing phase of UAV operation. The initial results from simulation in FlightGear are presented.

  13. An intelligent spatial land use planning support system using socially rational agents

    NARCIS (Netherlands)

    Ghavami, S.M.; Taleai, M.; Arentze, T.A.

    2017-01-01

    This research presents an intelligent planning support system based on multi-agent systems for spatial urban land use planning. The proposed system consists of two main phases: a pre-negotiation phase and an automated negotiation phase. The pre-negotiation phase involves interaction between human

  14. 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.

  15. Conversational Agents, Humorous Act Construction, and Social Intelligence

    NARCIS (Netherlands)

    Nijholt, Antinus; Dautenhahn, K.

    2005-01-01

    Humans use humour to ease communication problems in human-human interaction and in a similar way humour can be used to solve communication problems that arise with human-computer interaction. We discuss the role of embodied conversational agents in human-computer interaction and we have observations

  16. 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

  17. 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

  18. Pengembangan Aplikasi Tes Kepribadian Berbasis Intelligent Agent Menggunakan Metode Summary

    Directory of Open Access Journals (Sweden)

    Azizah Fatmawati

    2016-07-01

    Results showed that the average percentage of successfully identified answers by the model reaches 59.00% while the average percentage of its accuracy is 95.13%. Moreover, by using four agents that are communicating each other psychologists may obtain the test result.

  19. Intelligent Agents under Collaborative Control in Emerging Power ...

    African Journals Online (AJOL)

    In the DECENT0F 1 R&D initiative we developed a multi-level, bottom-up solution where autonomous collaborative software agents negotiate available energy quantities and needs on behalf of consumer and producer groups (the DEZENT algorithm). We operate within very short time intervals of assumedly constant ...

  20. Developmental reversals in risky decision making: intelligence agents show larger decision biases than college students.

    Science.gov (United States)

    Reyna, Valerie F; Chick, Christina F; Corbin, Jonathan C; Hsia, Andrew N

    2014-01-01

    Intelligence agents make risky decisions routinely, with serious consequences for national security. Although common sense and most theories imply that experienced intelligence professionals should be less prone to irrational inconsistencies than college students, we show the opposite. Moreover, the growth of experience-based intuition predicts this developmental reversal. We presented intelligence agents, college students, and postcollege adults with 30 risky-choice problems in gain and loss frames and then compared the three groups' decisions. The agents not only exhibited larger framing biases than the students, but also were more confident in their decisions. The postcollege adults (who were selected to be similar to the students) occupied an interesting middle ground, being generally as biased as the students (sometimes more biased) but less biased than the agents. An experimental manipulation testing an explanation for these effects, derived from fuzzy-trace theory, made the students look as biased as the agents. These results show that, although framing biases are irrational (because equivalent outcomes are treated differently), they are the ironical output of cognitively advanced mechanisms of meaning making.

  1. The achievement of spacecraft autonomy through the thematic application of multiple cooperating intelligent agents

    Science.gov (United States)

    Rossomando, Philip J.

    1992-01-01

    A description is given of UNICORN, a prototype system developed for the purpose of investigating artificial intelligence (AI) concepts supporting spacecraft autonomy. UNICORN employs thematic reasoning, of the type first described by Rodger Schank of Northwestern University, to allow the context-sensitive control of multiple intelligent agents within a blackboard based environment. In its domain of application, UNICORN demonstrates the ability to reason teleologically with focused knowledge. Also presented are some of the lessons learned as a result of this effort. These lessons apply to any effort wherein system level autonomy is the objective.

  2. Digital Watermark Tracking using Intelligent Multi-Agents System

    Directory of Open Access Journals (Sweden)

    Nagaraj V. DHARWADKAR

    2010-01-01

    Full Text Available E-commerce has become a huge business and adriving factor in the development of the Internet. Onlineshopping services are well established. Due to the evolution of2G and 3G mobile networks, soon online shopping services arecomplemented by their wireless counterparts. Furthermore, inthe recent years online delivery of digital media, such as MP3audio or video or image is very popular and will become anincreasingly important part of E-commerce. The advantage ofinternet is sharing the valuable digital data which lead to misuseof digital data. To resolve the problem of misuse of digital dataon Internet we need to have strong Digital rights monitoringsystem. Digital Rights Management (DRM is fairly youngdiscipline, while some of its underlying technologies have beenknown from many years. The use of DRM for managing andprotecting intellectual property rights is a comparatively newfield. In this paper we propose a model for online digital imagelibrary copyright protection based on watermark trackingSystem.In our proposed model the tracking of watermarks onremote host nodes is done using active mobile agents. The multiagentsystem architecture is used in watermark tracking whichsupports the coordination of several component tasks acrossdistributed and flexible networks of information sources.Whereas a centralized system is susceptible to system-widefailures and processing bottlenecks, multi-agent systems aremore reliable, especially given the likelihood of individualcomponent failures.

  3. Dynamical Intention: Integrated Intelligence Modeling for Goal-directed Embodied Agents

    Directory of Open Access Journals (Sweden)

    Eric Aaron

    2016-11-01

    Full Text Available Intelligent embodied robots are integrated systems: As they move continuously through their environments, executing behaviors and carrying out tasks, components for low-level and high-level intelligence are integrated in the robot's cognitive system, and cognitive and physical processes combine to create their behavior. For a modeling framework to enable the design and analysis of such integrated intelligence, the underlying representations in the design of the robot should be dynamically sensitive, capable of reflecting both continuous motion and micro-cognitive influences, while also directly representing the necessary beliefs and intentions for goal-directed behavior. In this paper, a dynamical intention-based modeling framework is presented that satisfies these criteria, along with a hybrid dynamical cognitive agent (HDCA framework for employing dynamical intentions in embodied agents. This dynamical intention-HDCA (DI-HDCA modeling framework is a fusion of concepts from spreading activation networks, hybrid dynamical system models, and the BDI (belief-desire-intention theory of goal-directed reasoning, adapted and employed unconventionally to meet entailments of environment and embodiment. The paper presents two kinds of autonomous agent learning results that demonstrate dynamical intentions and the multi-faceted integration they enable in embodied robots: with a simulated service robot in a grid-world office environment, reactive-level learning minimizes reliance on deliberative-level intelligence, enabling task sequencing and action selection to be distributed over both deliberative and reactive levels; and with a simulated game of Tag, the cognitive-physical integration of an autonomous agent enables the straightforward learning of a user-specified strategy during gameplay, without interruption to the game. In addition, the paper argues that dynamical intentions are consistent with cognitive theory underlying goal-directed behavior, and

  4. Combining human and machine intelligence to derive agents' behavioral rules for groundwater irrigation

    Science.gov (United States)

    Hu, Yao; Quinn, Christopher J.; Cai, Ximing; Garfinkle, Noah W.

    2017-11-01

    For agent-based modeling, the major challenges in deriving agents' behavioral rules arise from agents' bounded rationality and data scarcity. This study proposes a "gray box" approach to address the challenge by incorporating expert domain knowledge (i.e., human intelligence) with machine learning techniques (i.e., machine intelligence). Specifically, we propose using directed information graph (DIG), boosted regression trees (BRT), and domain knowledge to infer causal factors and identify behavioral rules from data. A case study is conducted to investigate farmers' pumping behavior in the Midwest, U.S.A. Results show that four factors identified by the DIG algorithm- corn price, underlying groundwater level, monthly mean temperature and precipitation- have main causal influences on agents' decisions on monthly groundwater irrigation depth. The agent-based model is then developed based on the behavioral rules represented by three DIGs and modeled by BRTs, and coupled with a physically-based groundwater model to investigate the impacts of agents' pumping behavior on the underlying groundwater system in the context of coupled human and environmental systems.

  5. Supporting Multi-agent Coordination and Computational Collective Intelligence in Enterprise 2.0 Platform

    Directory of Open Access Journals (Sweden)

    Seddik Reguieg

    2017-12-01

    Full Text Available In this paper, we propose a novel approach utilizing a professional Social network (Pro Social Network and a new coordination protocol (CordiNet. Our motivation behind this article is to convince Small and Medium Enterprises managers that current organizations have chosen to use Enterprise 2.0 tools because these latter have demonstrated remarkable innovation as well as successful collaboration and collective intelligence. The particularity of our work is that is allows employer to share diagnosis and fault repair procedures on the basis of some modeling agents. In fact, each enterprise is represented by a container of agents to ensure a secured and confidential information exchange between intra employers, and a central main container to connect all enterprises’ containers for a social information exchange. Enterprise’s container consists of a Checker Enterprise Agent (ChEA, a Coordinator Enterprise Agent (CoEA and a Search Enterprise Agent (SeEA. Whereas the central main container comprises its proper agents such as Selection Agent (SA, and a Supervisor Agent (SuA. JADE platform is used to allow agents to communicate and collaborate. The FIPA-ACL performatives have been extended for this purpose. We conduct some experiments to demonstrate the feasibility of our approach.

  6. Design and Application of an Intelligent Agent for Web Information Discovery

    Institute of Scientific and Technical Information of China (English)

    闵君; 冯珊; 唐超; 许立达

    2003-01-01

    With the propagation of applications on the internet, the internet has become a great information source which supplies users with valuable information. But it is hard for users to quickly acquire the right information on the web. This paper an intelligent agent for internet applications to retrieve and extract web information under user's guidance. The intelligent agent is made up of a retrieval script to identify web sources, an extraction script based on the document object model to express extraction process, a data translator to export the extracted information into knowledge bases with frame structures, and a data reasoning to reply users' questions. A GUI tool named Script Writer helps to generate the extraction script visually, and knowledge rule databases help to extract wanted information and to generate the answer to questions.

  7. What Learning Systems do Intelligent Agents Need? Complementary Learning Systems Theory Updated.

    Science.gov (United States)

    Kumaran, Dharshan; Hassabis, Demis; McClelland, James L

    2016-07-01

    We update complementary learning systems (CLS) theory, which holds that intelligent agents must possess two learning systems, instantiated in mammalians in neocortex and hippocampus. The first gradually acquires structured knowledge representations while the second quickly learns the specifics of individual experiences. We broaden the role of replay of hippocampal memories in the theory, noting that replay allows goal-dependent weighting of experience statistics. We also address recent challenges to the theory and extend it by showing that recurrent activation of hippocampal traces can support some forms of generalization and that neocortical learning can be rapid for information that is consistent with known structure. Finally, we note the relevance of the theory to the design of artificial intelligent agents, highlighting connections between neuroscience and machine learning. Copyright © 2016 Elsevier Ltd. All rights reserved.

  8. A multi-agent approach to intelligent monitoring in smart grids

    Science.gov (United States)

    Vallejo, D.; Albusac, J.; Glez-Morcillo, C.; Castro-Schez, J. J.; Jiménez, L.

    2014-04-01

    In this paper, we propose a scalable multi-agent architecture to give support to smart grids, paying special attention to the intelligent monitoring of distribution substations. The data gathered by multiple sensors are used by software agents that are responsible for monitoring different aspects or events of interest, such as normal voltage values or unbalanced intensity values that can end up blowing fuses and decreasing the quality of service of end consumers. The knowledge bases of these agents have been built by means of a formal model for normality analysis that has been successfully used in other surveillance domains. The architecture facilitates the integration of new agents and can be easily configured and deployed to monitor different environments. The experiments have been conducted over a power distribution network.

  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. Importance of the Alternative Five and Trait Emotional Intelligence for Agentic and Communal Domains of Satisfaction

    Directory of Open Access Journals (Sweden)

    Andreja Avsec

    2011-12-01

    Full Text Available Many studies supported the importance of trait emotional intelligence (EI for subjective well-being but specific domains of life-satisfaction were rarely of interest. Our study investigated whether emotional intelligence is more important for interpersonal or communal-related domains (e.g. satisfaction with friends, intimate partners than for agentic domains of satisfaction (e.g. satisfaction with finances, work. Due to the problematic differential validity of trait EI from personality, the relationship between trait EI and domains of satisfaction was controlled for by personality. Slovene students and young adults (N=442 completed the Emotional Skills and Competence Questionnaire and the Zuckerman-Kuhlman Personality Questionnaire, and rated their satisfaction with 12 aspects of life. Principal component analysis of these domains revealed three components, explaining 62% of total variance. The communal domains included self-reported satisfaction with popularity, respect, influence on others, family relationships, and intimate relationship. The agentic domains included satisfaction with professional carrier, financial situation, academic education, and achieved goals. The physical domains component was comprised of satisfaction with appearance, fitness, and health. After accounting for personality, trait EI explained 16% of variance in communal domain and 10% of variance in agentic domain, thus suggesting greater importance of trait EI for interpersonal domains. However, trait EI seems to play an important role for satisfaction in the agentic domains also, as successful management of our emotions can help us reach our goals and thus be more satisfied.

  11. Toward Intelligent Autonomous Agents for Cyber Defense: Report of the 2017 Workshop by the North Atlantic Treaty Organization (NATO) Research Group IST-152 RTG

    Science.gov (United States)

    2018-04-18

    simple example? 15. SUBJECT TERMS cybersecurity , cyber defense, autonomous agents, resilience, adversarial intelligence 16. SECURITY CLASSIFICATION...explained” based on other attack sequences (e.g., Kullback–Leibler [K-L] divergence). For example, the DARPA Explainable Artificial Intelligence ...a failure of humanity, not artificial intelligence . The notion of self-guidance approaches the field of robot ethics. How can autonomous agents be

  12. Toward Intelligent Autonomous Agents for Cyber Defense: Report of the 2017 Workshop by the North Atlantic Treaty Organization (NATO) Research Group IST-152-RTG

    Science.gov (United States)

    2018-04-01

    simple example? 15. SUBJECT TERMS cybersecurity , cyber defense, autonomous agents, resilience, adversarial intelligence 16. SECURITY CLASSIFICATION...explained” based on other attack sequences (e.g., Kullback–Leibler [K-L] divergence). For example, the DARPA Explainable Artificial Intelligence ...a failure of humanity, not artificial intelligence . The notion of self-guidance approaches the field of robot ethics. How can autonomous agents be

  13. ACCOUNTING INFORMATION SYSTEMS: AN APPROACH FOCUSED ON OBJECTS WITH INTELLIGENT AGENTS

    Directory of Open Access Journals (Sweden)

    Marcelo Botelho da Costa Moraes

    2010-01-01

    Full Text Available Accounting aims at the treatment of information related to economic events within organizations. In order to do so, the double entry method is used (debt and credit accounting, which only considers monetary variations. With the development of information technologies, accounting information systems are born. In the 1980’s, the REA model (economic Resources, economic Events and economic Agents is created, which focuses on accounting information records, based on the association of economic resources, economic events and economic agents. The objective of this work is to demonstrate an object-oriented modeling with intelligent agents use, for information development and analysis focused on users. The proposed model is also analyzed according to accounting information quality, necessary for accounting information users, capable to comply with the needs of different user groups, with advantages in applications.

  14. About avatars and maneuvering in virtual environments

    NARCIS (Netherlands)

    Delleman, N.

    2006-01-01

    This paper is about the use of avatars and maneuvering in virtual environments for simulation-based design ergonomics. An avatar is a digital human model driven by an instrumented human who is immersed in a virtual environment. A presentation on locomotion devices is followed by descriptions of

  15. A Secured Cognitive Agent based Multi-strategic Intelligent Search System

    Directory of Open Access Journals (Sweden)

    Neha Gulati

    2018-04-01

    Full Text Available Search Engine (SE is the most preferred information retrieval tool ubiquitously used. In spite of vast scale involvement of users in SE’s, their limited capabilities to understand the user/searcher context and emotions places high cognitive, perceptual and learning load on the user to maintain the search momentum. In this regard, the present work discusses a Cognitive Agent (CA based approach to support the user in Web-based search process. The work suggests a framework called Secured Cognitive Agent based Multi-strategic Intelligent Search System (CAbMsISS to assist the user in search process. It helps to reduce the contextual and emotional mismatch between the SE’s and user. After implementation of the proposed framework, performance analysis shows that CAbMsISS framework improves Query Retrieval Time (QRT and effectiveness for retrieving relevant results as compared to Present Search Engine (PSE. Supplementary to this, it also provides search suggestions when user accesses a resource previously tagged with negative emotions. Overall, the goal of the system is to enhance the search experience for keeping the user motivated. The framework provides suggestions through the search log that tracks the queries searched, resources accessed and emotions experienced during the search. The implemented framework also considers user security. Keywords: BDI model, Cognitive Agent, Emotion, Information retrieval, Intelligent search, Search Engine

  16. Management of new information technologies in organisations by intelligent software agents

    DEFF Research Database (Denmark)

    Abolfazlian, Ali Reza Kian

    1996-01-01

    I denne artikel præsenteres argumenter for, hvorfor den Kartesianske management model baseret på en kognitiv psykologisk forståelse af organisationer, ikke kan beskrive de forandringsprocesser, som indførelsen af ny informationsteknologi i organisationer forårsager. På denne baggrund definerer vi...... Post-Kartesiansk management. Endvidere argumenteres for, hvordan Intelligent Software Agents kan hjælpe managers med at få en bedre forståelse for de førnævnte forandringer i organisationerne....

  17. An Intelligent Agent-Controlled and Robot-Based Disassembly Assistant

    Science.gov (United States)

    Jungbluth, Jan; Gerke, Wolfgang; Plapper, Peter

    2017-09-01

    One key for successful and fluent human-robot-collaboration in disassembly processes is equipping the robot system with higher autonomy and intelligence. In this paper, we present an informed software agent that controls the robot behavior to form an intelligent robot assistant for disassembly purposes. While the disassembly process first depends on the product structure, we inform the agent using a generic approach through product models. The product model is then transformed to a directed graph and used to build, share and define a coarse disassembly plan. To refine the workflow, we formulate “the problem of loosening a connection and the distribution of the work” as a search problem. The created detailed plan consists of a sequence of actions that are used to call, parametrize and execute robot programs for the fulfillment of the assistance. The aim of this research is to equip robot systems with knowledge and skills to allow them to be autonomous in the performance of their assistance to finally improve the ergonomics of disassembly workstations.

  18. An Empathic Avatar in a Computer-Aided Learning Program to Encourage and Persuade Learners

    Science.gov (United States)

    Chen, Gwo-Dong; Lee, Jih-Hsien; Wang, Chin-Yeh; Chao, Po-Yao; Li, Liang-Yi; Lee, Tzung-Yi

    2012-01-01

    Animated pedagogical agents with characteristics such as facial expressions, gestures, and human emotions, under an interactive user interface are attractive to students and have high potential to promote students' learning. This study proposes a convenient method to add an embodied empathic avatar into a computer-aided learning program; learners…

  19. Avatar Embodiment. Towards a Standardized Questionnaire

    Directory of Open Access Journals (Sweden)

    Mar Gonzalez-Franco

    2018-06-01

    Full Text Available Inside virtual reality, users can embody avatars that are collocated from a first-person perspective. When doing so, participants have the feeling that the own body has been substituted by the self-avatar, and that the new body is the source of the sensations. Embodiment is complex as it includes not only body ownership over the avatar, but also agency, co-location, and external appearance. Despite the multiple variables that influence it, the illusion is quite robust, and it can be produced even if the self-avatar is of a different age, size, gender, or race from the participant's own body. Embodiment illusions are therefore the basis for many social VR experiences and a current active research area among the community. Researchers are interested both in the body manipulations that can be accepted, as well as studying how different self-avatars produce different attitudinal, social, perceptual, and behavioral effects. However, findings suggest that despite embodiment being strongly associated with the performance and reactions inside virtual reality, the extent to which the illusion is experienced varies between participants. In this paper, we review the questionnaires used in past experiments and propose a standardized embodiment questionnaire based on 25 questions that are prevalent in the literature. We encourage future virtual reality experiments that include first-person virtual avatars to administer this questionnaire in order to evaluate the degree of embodiment.

  20. A Multi-Agent-Based Intelligent Sensor and Actuator Network Design for Smart House and Home Automation

    Directory of Open Access Journals (Sweden)

    Fei Hu

    2013-08-01

    Full Text Available The smart-house technology aims to increase home automation and security with reduced energy consumption. A smart house consists of various intelligent sensors and actuators operating on different platforms with conflicting objectives. This paper proposes a multi-agent system (MAS design framework to achieve smart house automation. The novelties of this work include the developments of (1 belief, desire and intention (BDI agent behavior models; (2 a regulation policy-based multi-agent collaboration mechanism; and (3 a set of metrics for MAS performance evaluation. Simulations of case studies are performed using the Java Agent Development Environment (JADE to demonstrate the advantages of the proposed method.

  1. Requirement analysis for autonomous systems and intelligent agents in future Danish electric power systems

    DEFF Research Database (Denmark)

    Saleem, Arshad; Lind, Morten

    2010-01-01

    we review innovative control architectures in electric power systems such as Microgrids, Virtual power plants and Cell based systems. We evaluate application of autonomous systems and intelligent agents in each of these control architectures particularly in the context of Denmark's strategic energy...... plans. The second part formulates a flexible control architecture for electric power systems with very high penetration of distributed generation. This control architecture is based upon the requirements identified in the first part. We also present development of a software framework to test......Denmark has already achieved a record of 20% penetration of wind power and now moving towards even higher targets with an increasing part of the electricity produced by distributed generators (DGs). In this paper we report work from a sub activity "subgrid design" of the EcoGrid.dk project. First...

  2. ISHM-oriented adaptive fault diagnostics for avionics based on a distributed intelligent agent system

    Science.gov (United States)

    Xu, Jiuping; Zhong, Zhengqiang; Xu, Lei

    2015-10-01

    In this paper, an integrated system health management-oriented adaptive fault diagnostics and model for avionics is proposed. With avionics becoming increasingly complicated, precise and comprehensive avionics fault diagnostics has become an extremely complicated task. For the proposed fault diagnostic system, specific approaches, such as the artificial immune system, the intelligent agents system and the Dempster-Shafer evidence theory, are used to conduct deep fault avionics diagnostics. Through this proposed fault diagnostic system, efficient and accurate diagnostics can be achieved. A numerical example is conducted to apply the proposed hybrid diagnostics to a set of radar transmitters on an avionics system and to illustrate that the proposed system and model have the ability to achieve efficient and accurate fault diagnostics. By analyzing the diagnostic system's feasibility and pragmatics, the advantages of this system are demonstrated.

  3. Designing Intelligent Tutoring Systems: A Personalization Strategy using Case-Based Reasoning and Multi-Agent Systems

    Directory of Open Access Journals (Sweden)

    Rosalía LAZA

    2013-05-01

    Full Text Available Intelligent Tutoring Systems (ITSs are educational systems that use artificial intelligence techniques for representing the knowledge. ITSs design is often criticized for being a complex and challenging process. In this article, we propose a framework for the ITSs design using Case Based Reasoning (CBR and Multiagent systems (MAS. The major advantage of using CBR is to allow the intelligent system to propose smart and quick solutions to problems, even in complex domains, avoiding the time necessary to derive those solutions from scratch. The use of intelligent agents and MAS architectures supports the retrieval of similar students models and the adaptation of teaching strategies according to the student profile. We describe deeply how the combination of both technologies helps to simplify the design of new ITSs and personalize the e-learning process for each student

  4. Intelligent Agent Appropriation in the Tracking Phase of an Environmental Scanning Process: A Case Study of a French Trade Union

    Science.gov (United States)

    Lafaye, Christophe

    2009-01-01

    Introduction: The rapid growth of the Internet has modified the boundaries of information acquisition (tracking) in environmental scanning. Despite the numerous advantages of this new medium, information overload is an enormous problem for Internet scanners. In order to help them, intelligent agents (i.e., autonomous, automated software agents…

  5. Avatar Robot for Crew Performance and Behavioral Health

    Data.gov (United States)

    National Aeronautics and Space Administration — This project investigates the effectiveness of using an avatar robotic platform as a crew assistant and a family member substitute. This type of avatar robot is...

  6. iMuseumA: An Agent-Based Context-Aware Intelligent Museum System

    Directory of Open Access Journals (Sweden)

    Inmaculada Ayala

    2014-11-01

    Full Text Available Currently, museums provide their visitors with interactive tour guide applications that can be installed in mobile devices and provide timely tailor-made multimedia information about exhibits on display. In this paper, we argue that mobile devices not only could provide help to visitors, but also to museum staff. Our goal is to integrate, within the same system, multimedia tour guides with the management facilities required by museums. In this paper, we present iMuseumA (intelligent museum with agents, a mobile-based solution to customize visits and perform context-aware management tasks. iMuseumA follows an agent-based approach, which makes it possible to interact easily with the museum environment and make decisions based on its current status. This system is currently deployed in the Museum of Informatics at the Informatics School of the University of Málaga, and its main contributions are: (i a mobile application that provides management facilities to museum staff by means of sensing and processing environmental data; (ii providing an integrated solution for visitors, tour guides and museum staff that allows coordination and communication enrichment among different groups of users; (iii using and benefiting from group communication for heterogeneous groups of users that can be created on demand.

  7. Towards Sustainable Smart Homes by a Hierarchical Hybrid Architecture of an Intelligent Agent

    Directory of Open Access Journals (Sweden)

    K. Yang

    2016-10-01

    Full Text Available A smart home can be realized by the provision of services, such as building control, automation and security implemented in accordance with a user’s request. One of the important issues is how to respond quickly and appropriately to a user’s request in a “dynamic environment”. An intelligent agent infers the user’s intention and provides the intact service. This paper proposes a smart home agent system based on a hierarchical hybrid architecture of a user intention model, which models the user intention as a hierarchical structure and implements it in a dynamic environment. The conventional rule-based approach needs to obtain all information before it is executed, which requires a large number of rules and is hardly scalable as the control objects are increasing. On the other hand, the proposed system consists of several modules that construct a hierarchical user intention model. The smart home system needs to take account of the information, such as time, state of device and state of the home, in addition to users’ intention. We evaluate the performance of the proposed system in a dynamic environment and conduct a blind test with seven subjects to measure the satisfaction of service, resulting in the average score of 81.46.

  8. An Intelligent Fleet Condition-Based Maintenance Decision Making Method Based on Multi-Agent

    Directory of Open Access Journals (Sweden)

    Bo Sun

    2012-01-01

    Full Text Available According to the demand for condition-based maintenance online decision making among a mission oriented fleet, an intelligent maintenance decision making method based on Multi-agent and heuristic rules is proposed. The process of condition-based maintenance within an aircraft fleet (each containing one or more Line Replaceable Modules based on multiple maintenance thresholds is analyzed. Then the process is abstracted into a Multi-Agent Model, a 2-layer model structure containing host negotiation and independent negotiation is established, and the heuristic rules applied to global and local maintenance decision making is proposed. Based on Contract Net Protocol and the heuristic rules, the maintenance decision making algorithm is put forward. Finally, a fleet consisting of 10 aircrafts on a 3-wave continuous mission is illustrated to verify this method. Simulation results indicate that this method can improve the availability of the fleet, meet mission demands, rationalize the utilization of support resources and provide support for online maintenance decision making among a mission oriented fleet.

  9. Ocean One: A Robotic Avatar for Oceanic Discovery

    KAUST Repository

    Khatib, Oussama; Yeh, Xiyang; Brantner, Gerald; Soe, Brian; Kim, Boyeon; Ganguly, Shameek; Stuart, Hannah; Wang, Shiquan; Cutkosky, Mark; Edsinger, Aaron; Mullins, Phillip; Barham, Mitchell; Voolstra, Christian R.; Salama, Khaled N.; L'Hour, Michel; Creuze, Vincent

    2016-01-01

    The promise of oceanic discovery has long intrigued scientists and explorers, whether with the idea of studying underwater ecology and climate change or with the hope of uncovering natural resources and historic secrets buried deep in archaeological sites. This quest to explore the oceans requires skilled human access, yet much of the oceans are inaccessible to human divers; nearly ninetenths of the ocean floor is at 1 km or deeper [1]. Accessing these depths is imperative since factors such as pollution and deep-sea trawling threaten ecology and archaeological sites. While remotely operated vehicles (ROVs) are inadequate for the task, a robotic avatar could go where humans cannot and still embody human intelligence and intentions through immersive interfaces.

  10. Ocean One: A Robotic Avatar for Oceanic Discovery

    KAUST Repository

    Khatib, Oussama

    2016-11-11

    The promise of oceanic discovery has long intrigued scientists and explorers, whether with the idea of studying underwater ecology and climate change or with the hope of uncovering natural resources and historic secrets buried deep in archaeological sites. This quest to explore the oceans requires skilled human access, yet much of the oceans are inaccessible to human divers; nearly ninetenths of the ocean floor is at 1 km or deeper [1]. Accessing these depths is imperative since factors such as pollution and deep-sea trawling threaten ecology and archaeological sites. While remotely operated vehicles (ROVs) are inadequate for the task, a robotic avatar could go where humans cannot and still embody human intelligence and intentions through immersive interfaces.

  11. Intelligent control and maintenance of management integrated system based on multi-agents for coal preparation plant

    Energy Technology Data Exchange (ETDEWEB)

    Meng, F.; Wang, Y. [China University of Mining and technology, Xuzhou (China). School of Information and Electrical Engineering

    2006-06-15

    This paper discusses the progress of computer integrated processing (CIPS) of coal preparation and then presents an intelligence controlled production process, device-maintenance and production-management system of coal preparation based on multi-agents (IICMMS-CP). The construction of the IICMMS-CP, the distributed network control system based on live intelligence control stations and the strategy of implementing a distributed intelligence control system are studied in order to overcome the disadvantages brought about by the wide use of the PLC system by coal preparation plants. The software frame, based on a Multi-Agent Intelligence Control and Maintenance Management integrated system, is studied and the implementation methods of IICMMS-CP are discussed. The characteristics of distributed architecture, cooperation and parallel computing meet the needs of integrated control of coal preparation plants with large-scale spatial production distribution, densely-related processes and complex systems. Its application further improves the reliability and precision of process control, accuracy of fault identification and intelligence of production adjustment, establishes a technical basis for system integration and flexible production. The main function of the system has been tested in a coal preparation plant to good effect in stabilizing product quality, improving efficiency and reducing consumption. 17 refs., 4 figs.

  12. Exploring complex dynamics in multi agent-based intelligent systems: Theoretical and experimental approaches using the Multi Agent-based Behavioral Economic Landscape (MABEL) model

    Science.gov (United States)

    Alexandridis, Konstantinos T.

    This dissertation adopts a holistic and detailed approach to modeling spatially explicit agent-based artificial intelligent systems, using the Multi Agent-based Behavioral Economic Landscape (MABEL) model. The research questions that addresses stem from the need to understand and analyze the real-world patterns and dynamics of land use change from a coupled human-environmental systems perspective. Describes the systemic, mathematical, statistical, socio-economic and spatial dynamics of the MABEL modeling framework, and provides a wide array of cross-disciplinary modeling applications within the research, decision-making and policy domains. Establishes the symbolic properties of the MABEL model as a Markov decision process, analyzes the decision-theoretic utility and optimization attributes of agents towards comprising statistically and spatially optimal policies and actions, and explores the probabilogic character of the agents' decision-making and inference mechanisms via the use of Bayesian belief and decision networks. Develops and describes a Monte Carlo methodology for experimental replications of agent's decisions regarding complex spatial parcel acquisition and learning. Recognizes the gap on spatially-explicit accuracy assessment techniques for complex spatial models, and proposes an ensemble of statistical tools designed to address this problem. Advanced information assessment techniques such as the Receiver-Operator Characteristic curve, the impurity entropy and Gini functions, and the Bayesian classification functions are proposed. The theoretical foundation for modular Bayesian inference in spatially-explicit multi-agent artificial intelligent systems, and the ensembles of cognitive and scenario assessment modular tools build for the MABEL model are provided. Emphasizes the modularity and robustness as valuable qualitative modeling attributes, and examines the role of robust intelligent modeling as a tool for improving policy-decisions related to land

  13. Intelligence

    Science.gov (United States)

    Sternberg, Robert J.

    2012-01-01

    Intelligence is the ability to learn from experience and to adapt to, shape, and select environments. Intelligence as measured by (raw scores on) conventional standardized tests varies across the lifespan, and also across generations. Intelligence can be understood in part in terms of the biology of the brain—especially with regard to the functioning in the prefrontal cortex—and also correlates with brain size, at least within humans. Studies of the effects of genes and environment suggest that the heritability coefficient (ratio of genetic to phenotypic variation) is between .4 and .8, although heritability varies as a function of socioeconomic status and other factors. Racial differences in measured intelligence have been observed, but race is a socially constructed rather than biological variable, so such differences are difficult to interpret. PMID:22577301

  14. Intelligence.

    Science.gov (United States)

    Sternberg, Robert J

    2012-03-01

    Intelligence is the ability to learn from experience and to adapt to, shape, and select environments. Intelligence as measured by (raw scores on) conventional standardized tests varies across the lifespan, and also across generations. Intelligence can be understood in part in terms of the biology of the brain-especially with regard to the functioning in the prefrontal cortex-and also correlates with brain size, at least within humans. Studies of the effects of genes and environment suggest that the heritability coefficient (ratio of genetic to phenotypic variation) is between .4 and .8, although heritability varies as a function of socioeconomic status and other factors. Racial differences in measured intelligence have been observed, but race is a socially constructed rather than biological variable, so such differences are difficult to interpret.

  15. A Three Pronged Approach for Improved Data Understanding: 3-D Visualization, Use of Gaming Techniques, and Intelligent Advisory Agents

    Science.gov (United States)

    2006-10-01

    Pronged Approach for Improved Data Understanding: 3-D Visualization, Use of Gaming Techniques, and Intelligent Advisory Agents. In Visualising Network...University at the start of each fall semester, when numerous new students arrive on campus and begin downloading extensive amounts of audio and...SIGGRAPH ’92 • C. Cruz-Neira, D.J. Sandin, T.A. DeFanti, R.V. Kenyon and J.C. Hart, "The CAVE: Audio Visual Experience Automatic Virtual 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. Neurobiological correlates of avatar identification processing and emotional inhibitory control in internet gaming disorder

    OpenAIRE

    Dieter, Julia

    2017-01-01

    Internet gaming disorder (IGD) is the most prevalent subcategory of internet addiction. It has been associated with self-concept deficits and related characteristics such as emotional as well as social competence deficits, increased social anxiety and a stronger identification with the own avatar (i.e. a graphical agent that often seems to be constructed according to gamers’ ideal). In addition, IGD seems to be linked with inhibitory control deficits, definable as impairments in the inhibitio...

  18. Artificial Intelligence and Moral intelligence

    OpenAIRE

    Laura Pana

    2008-01-01

    We discuss the thesis that the implementation of a moral code in the behaviour of artificial intelligent systems needs a specific form of human and artificial intelligence, not just an abstract intelligence. We present intelligence as a system with an internal structure and the structural levels of the moral system, as well as certain characteristics of artificial intelligent agents which can/must be treated as 1- individual entities (with a complex, specialized, autonomous or selfdetermined,...

  19. Eyewitness Memory in Face-to-Face and Immersive Avatar-to-Avatar Contexts.

    Science.gov (United States)

    Taylor, Donna A; Dando, Coral J

    2018-01-01

    Technological advances offer possibilities for innovation in the way eyewitness testimony is elicited. Typically, this occurs face-to-face. We investigated whether a virtual environment, where interviewer and eyewitness communicate as avatars, might confer advantages by attenuating the social and situational demands of a face-to-face interview, releasing more cognitive resources for invoking episodic retrieval mode. In conditions of intentional encoding, eyewitnesses were interviewed 48 h later, either face-to-face or in a virtual environment ( N = 38). Participants in the virtual environment significantly outperformed those interviewed face-to-face on all episodic performance measures - improved correct reporting reduced errors, and increased accuracy. Participants reported finding it easier to admit not remembering event information to the avatar, and finding the avatar easier to talk to. These novel findings, and our pattern of retrieval results indicates the potential of avatar-to-avatar communication in virtual environments, and provide impetus for further research investigating eyewitness cognition in contemporary retrieval contexts.

  20. Eyewitness Memory in Face-to-Face and Immersive Avatar-to-Avatar Contexts

    Directory of Open Access Journals (Sweden)

    Donna A. Taylor

    2018-04-01

    Full Text Available Technological advances offer possibilities for innovation in the way eyewitness testimony is elicited. Typically, this occurs face-to-face. We investigated whether a virtual environment, where interviewer and eyewitness communicate as avatars, might confer advantages by attenuating the social and situational demands of a face-to-face interview, releasing more cognitive resources for invoking episodic retrieval mode. In conditions of intentional encoding, eyewitnesses were interviewed 48 h later, either face-to-face or in a virtual environment (N = 38. Participants in the virtual environment significantly outperformed those interviewed face-to-face on all episodic performance measures – improved correct reporting reduced errors, and increased accuracy. Participants reported finding it easier to admit not remembering event information to the avatar, and finding the avatar easier to talk to. These novel findings, and our pattern of retrieval results indicates the potential of avatar-to-avatar communication in virtual environments, and provide impetus for further research investigating eyewitness cognition in contemporary retrieval contexts.

  1. The Player, the Controller and the amazing Avatar

    DEFF Research Database (Denmark)

    Sandvik, Kjetil

    Playing computer games consists of an interplay between the player's body movements in the physical world and the agency of game characters in the game's virtual environment with the controller as a mediator remediating the movements of the player in physical space into the actions of the avatar ...... both the avatars bodily movements, it also represents the very tool which the avatar is using when performing its actions, e.g. a sword or a tennis catcher....

  2. Tumor Slice Culture: A New Avatar in Personalized Oncology

    Science.gov (United States)

    2017-09-01

    AWARD NUMBER: W81XWH-16-1-0149 TITLE: Tumor Slice Culture: A New Avatar in Personalized Oncology PRINCIPAL INVESTIGATOR: Raymond Yeung...CONTRACT NUMBER Tumor Slice Culture: A New Avatar in Personalized Oncology 5b. GRANT NUMBER W81XWH-16-1-0149 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S...10 Annual Report 2017: Tumor Slice Culture: A new avatar for personalized oncology 1. INTRODUCTION: The goal of this research is to advance our

  3. Agent-Based Model of Information Security System: Architecture and Formal Framework for Coordinated Intelligent Agents Behavior Specification

    National Research Council Canada - National Science Library

    Gorodetski, Vladimir

    2001-01-01

    The contractor will research and further develop the technology supporting an agent-based architecture for an information security system and a formal framework to specify a model of distributed knowledge...

  4. Emotion Walking for Humanoid Avatars Using Brain Signals

    Directory of Open Access Journals (Sweden)

    Ahmad Hoirul Basori

    2013-01-01

    Full Text Available Interaction between humans and humanoid avatar representations is very important in virtual reality and robotics, since the humanoid avatar can represent either a human or a robot in a virtual environment. Many researchers have focused on providing natural interactions for humanoid avatars or even for robots with the use of camera tracking, gloves, giving them the ability to speak, brain interfaces and other devices. This paper provides a new multimodal interaction control for avatars by combining brain signals, facial muscle tension recognition and glove tracking to change the facial expression of humanoid avatars according to the user's emotional condition. The signals from brain activity and muscle movements are used as the emotional stimulator, while the glove acts as emotion intensity control for the avatar. This multimodal interface can determine when the humanoid avatar needs to change their facial expression or their walking power. The results show that humanoid avatar have different timelines of walking and facial expressions when the user stimulates them with different emotions. This finding is believed to provide new knowledge on controlling robots' and humanoid avatars' facial expressions and walking.

  5. Pilot testing a digital pet avatar for older adults.

    Science.gov (United States)

    Chi, Nai-Ching; Sparks, Olivia; Lin, Shih-Yin; Lazar, Amanda; Thompson, Hilaire J; Demiris, George

    Social isolation in older adults is a major public health concern. An embodied conversational agent (ECA) has the potential to enhance older adults' social interaction. However, little is known about older adults' experience with an ECA. In this paper, we conducted a pilot study to examine the perceived acceptance and utility of a tablet-based conversational agent in the form of an avatar (termed "digital pet") for older adults. We performed secondary analysis of data collected from a study that employed the use of a digital pet in ten older adults' homes for three months. Most of the participants enjoyed the companionship, entertainment, reminders, and instant assistance from the digital pet. However, participants identified limited conversational ability and technical issues as system challenges. Privacy, dependence, and cost were major concerns. Future applications should maximize the agent's conversational ability and the system's overall usability. Our results can inform future designs of conversational agents for older adults, which need to include older adults as system co-designers to maximize usability and acceptance. Copyright © 2017 Elsevier Inc. All rights reserved.

  6. Intelligent Software Agents as tools for managing ethical issues in organisations caused by the introduction of new Information Technology

    DEFF Research Database (Denmark)

    Abolfazlian, Ali Reza Kian

    1996-01-01

    I denne artikel beskrives der, hvordan medarbejdernes værdier i og for organisationerne udvikler sig i sammenhæng med de teknologiske værktøjer, som de udfører deres job med. På denne baggrund beskrives nogle af de etiske problemer, der opstår som konsekvens af indførelsen af ny informationstekno...... informationsteknologi i organisationerne, og hvordan Intelligent Software Agents (ISAs) på en aktiv måde kan hjælpe managers med at overkomme disse problemer....

  7. Examining Electronic Markets in Which Intelligent Agents Are Used for Comparison Shopping and Dynamic Pricing

    OpenAIRE

    Hertweck, Bryan M.

    2005-01-01

    Electronic commerce markets are becoming increasingly popular forums for commerce. As those markets mature, buyers and sellers will both vigorously seek techniques to improve their performance. The Internet lends itself to the use of agents to work on behalf of buyers and sellers. Through simulation, this research examines different implementations of buyers' agents (shopbots) and sellers' agents (pricebots) so that buyers, sellers, and agent builders can capitalize on the evolution of e-c...

  8. The neurological traces of look-alike avatars

    Directory of Open Access Journals (Sweden)

    Mar Gonzalez-Franco

    2016-08-01

    Full Text Available We designed an observational study where participants (n=17 were exposed to pictures and look-alike avatars pictures of themselves, a familiar friend or an unfamiliar person. By measuring participants’ brain activity with Electroencephalography (EEG, we found face-recognition Event Related Potentials (ERPs in the visual cortex, around 200-250 ms, to be prominent for the different familiarity levels. A less positive component was found for self-recognized pictures (P200 than pictures of others, showing similar effects in both real faces and look-alike avatars. A rapid adaptation in the same component was found when comparing the neural processing of avatar faces vs. real faces, as if avatars in general were assimilated as real face representations over time. ERP results also showed that in the case of the self-avatar the P200 component correlated with more complex conscious encodings of self-representation, i.e. the difference in voltage in the P200 between the self-avatar and the self-picture was reduced in participants that felt the avatar looked like them. This study is put into context within the literature of self-recognition and face recognition in the visual cortex. Additionally, the implications of these results on look-alike avatars are discussed both for future Virtual Reality and neuroscience studies.

  9. Photorealistic avatar and teen physical activity: Feasibility and preliminary efficacy

    Science.gov (United States)

    Exergames played with a photorealistic avatar may enhance motivation to play, as well as frequency, duration, and intensity of game-play. This manuscript reports the feasibility and preliminary efficacy of an exergame played with a photorealistic avatar on physical activity intensity in a laboratory...

  10. Towards the internet of agents: an analysis of the internet of things from the intelligence and autonomy perspective

    Directory of Open Access Journals (Sweden)

    Pablo Antonio Pico Valencia

    2018-01-01

    Full Text Available Recently, the scientific community has demonstrated a special interest in the process related to the integration of the agent-oriented technology with Internet of Things (IoT platforms. Then, it arises a novel approach named Internet of Agents (IoA as an alternative to add an intelligence and autonomy component for IoT devices and networks. This paper presents an analysis of the main benefits derived from the use of the IoA approach, based on a practical point of view regarding the necessities that humans demand in their daily life and work, which can be solved by IoT networks modeled as IoA infrastructures. It has been presented 24 study cases of the IoA approach at different domains ––smart industry, smart city and smart health wellbeing–– in order to define the scope of these proposals in terms of intelligence and autonomy in contrast to their corresponding generic IoT applications.

  11. A dynamical cognitive multi-agent system for enhancing ambient intelligence scenarios

    NARCIS (Netherlands)

    Acampora, G.; Loia, V.

    2009-01-01

    Ambient Intelligence (AmI) is born as a computer paradigm that deals with a new world where computing devices are spread everywhere in order to make wider the interaction between human beings and information technology and put together a dynamic computational-ecosystem capable of satisfying the

  12. Synthesis and Analysis in Artificial Intelligence: The Role of Theory in Agent Implementation

    NARCIS (Netherlands)

    Raine, Roxanne B.; op den Akker, Hendrikus J.A.; Cai, Zhiqiang; Graesser, Arthur C.; McNamara, Danielle S.

    2009-01-01

    The domain of artificial intelligence (AI) progresses with extraordinary vicissitude. Whereas prior authors have divided AI into the two categories of analysis and synthesis, Raine and op den Akker distinguish between four types of AI: that of appearance, function, simulation and interpretation.

  13. A cognitive multi-agent system for emotion-aware ambient intelligence

    NARCIS (Netherlands)

    Acampora, G.; Loia, V.; Vitiello, A.

    2011-01-01

    Ambient Intelligence (AmI) is an ubiquitous computing paradigm whose main objective is to provide living environments with personalized services for improving quality of people life. In spite of their technological definition, AmI systems are more than a straightforward integration among computer

  14. An Agent-Based Model for the Development of Intelligent Mobile Services

    NARCIS (Netherlands)

    Koch, F.L.

    2009-01-01

    The next generation of mobile services must invisible, convenient, and useful. It requires new techniques to design and develop mobile computing applications, based on user-centred, environment-aware, adaptive behaviour. I propose an alternative technology for the development of intelligent mobile

  15. Enhanced avatar design using cognitive map-based simulation.

    Science.gov (United States)

    Lee, Kun Chang; Moon, Byung Suk

    2007-12-01

    With the advent of the Internet era and the maturation of electronic commerce, strategic avatar design has become an important way of keeping up with market changes and customer tastes. In this study, we propose a new approach to an adaptive avatar design that uses cognitive map (CM) as a what-if simulation vehicle. The main virtue of the new design is its ability to change specific avatar design features with objective consideration of the subsequent effects upon other design features, thereby enhancing user satisfaction. Statistical analyses of focus group interview results with a group of experts majoring in avatars and CM showed that our proposed approach could be used to effectively analyze avatar design in an adaptive and practical manner when the market situation is changing.

  16. The internet and intelligent machines: search engines, agents and robots; Radiologische Informationssuche im Internet: Datenbanken, Suchmaschinen und intelligente Agenten

    Energy Technology Data Exchange (ETDEWEB)

    Achenbach, S; Alfke, H [Marburg Univ. (Germany). Abt. fuer Strahlendiagnostik

    2000-04-01

    The internet plays an important role in a growing number of medical applications. Finding relevant information is not always easy as the amount of available information on the Web is rising quickly. Even the best Search Engines can only collect links to a fraction of all existing Web pages. In addition, many of these indexed documents have been changed or deleted. The vast majority of information on the Web is not searchable with conventional methods. New search strategies, technologies and standards are combined in Intelligent Search Agents (ISA) an Robots, which can retrieve desired information in a specific approach. Conclusion: The article describes differences between ISAs and conventional Search Engines and how communication between Agents improves their ability to find information. Examples of existing ISAs are given and the possible influences on the current and future work in radiology is discussed. (orig.) [German] Das Internet findet zunehmend in medizinischen Anwendungen Verbreitung, jedoch ist das Auffinden relevanter Informationen nicht immer leicht. Die Anzahl der verfuegbaren Dokumente im World wide web nimmt so schnell zu, dass die Suche zunehmend Probleme bereitet: Auch gute Suchmaschinen erfassen nur einige Prozent der vorhandenen Seiten in Ihren Datenbanken. Zusaetzlich sorgen staendige Veraenderungen dafuer, dass nur ein Teil dieser durchsuchbaren Dokumente ueberhaupt noch existiert. Der Grossteil des Internets ist daher mit konventionellen Methoden nicht zu erschliessen. Neue Standards, Suchstrategien und Technologien vereinen sich in den Suchagenten und Robots, die gezielter und intelligenter Inhalte ermitteln koennen. Schlussfolgerung: Der Artikel stellt dar, wie sich ein Intelligent search agent (ISA) von einer Suchmaschine unterscheidet und durch Kooperation mit anderen Agenten die Anforderungen der Benutzer besser erfuellen kann. Neben den Grundlagen werden exemplarische Anwendungen gezeigt, die heute im Netz existieren, und ein Ausblick

  17. Fuzzy Cognitive and Social Negotiation Agent Strategy for Computational Collective Intelligence

    Science.gov (United States)

    Chohra, Amine; Madani, Kurosh; Kanzari, Dalel

    Finding the adequate (win-win solutions for both parties) negotiation strategy with incomplete information for autonomous agents, even in one-to-one negotiation, is a complex problem. Elsewhere, negotiation behaviors, in which the characters such as conciliatory or aggressive define a 'psychological' aspect of the negotiator personality, play an important role. The aim of this paper is to develop a fuzzy cognitive and social negotiation strategy for autonomous agents with incomplete information, where the characters conciliatory, neutral, or aggressive, are suggested to be integrated in negotiation behaviors (inspired from research works aiming to analyze human behavior and those on social negotiation psychology). For this purpose, first, one-to-one bargaining process, in which a buyer agent and a seller agent negotiate over single issue (price), is developed for a time-dependent strategy (based on time-dependent behaviors of Faratin et al.) and for a fuzzy cognitive and social strategy. Second, experimental environments and measures, allowing a set of experiments, carried out for different negotiation deadlines of buyer and seller agents, are detailed. Third, experimental results for both time-dependent and fuzzy cognitive and social strategies are presented, analyzed, and compared for different deadlines of agents. The suggested fuzzy cognitive and social strategy allows agents to improve the negotiation process, with regard to the time-dependent one, in terms of agent utilities, round number to reach an agreement, and percentage of agreements.

  18. HomeNL: Homecare Assistance in Natural Language. An Intelligent Conversational Agent for Hypertensive Patients Management.

    OpenAIRE

    Rojas Barahona , Lina Maria; Quaglini , Silvana; Stefanelli , Mario

    2009-01-01

    International audience; The prospective home-care management will probably of- fer intelligent conversational assistants for supporting patients at home through natural language interfaces. Homecare assistance in natural lan- guage, HomeNL, is a proof-of-concept dialogue system for the manage- ment of patients with hypertension. It follows up a conversation with a patient in which the patient is able to take the initiative. HomeNL pro- cesses natural language, makes an internal representation...

  19. Cross-cultural evaluations of avatar facial expressions designed by Western and Japanese Designers

    DEFF Research Database (Denmark)

    Koda, Tomoko; Rehm, Matthias; André, Elisabeth

    2008-01-01

    The goal of the study is to investigate cultural differences in avatar expression evaluation and apply findings from psychological study in human facial expression recognition. Our previous study using Japanese designed avatars showed there are cultural differences in interpreting avatar facial...... expressions, and the psychological theory that suggests physical proximity affects facial expression recognition accuracy is also applicable to avatar facial expressions. This paper summarizes the early results of the successive experiment that uses western designed avatars. We observed tendencies of cultural...

  20. Optimization of Intelligent Munition Warfare Using Agent-Based Simulation Software and Design of Experiments Methodology

    National Research Council Canada - National Science Library

    Floersheim, Bruce; Hou, Gene

    2006-01-01

    ... mechanism for a number of vehicles caught in the killzone. Thus, it is useful to study and attempt to model through equations and simulation the interaction between enemy agents and these new munitions...

  1. A specialised architecture for embedding trust evaluation capabilities in intelligent mobile agents

    OpenAIRE

    2010-01-01

    M.Sc.(Computer Science) The dissertation investigates trust and reputation as a specialisation of agent technology. The research presented herein aims to establish and demonstrate how it is possible for one rational agent to trust another entity. Furthermore, the research presented herein aims to determine the extent of the limitations of trust and reputation models, and of the demonstrable solution in particular. To this end, the dissertation investigates theoretical aspects of trust. The...

  2. New application of intelligent agents in sporadic amyotrophic lateral sclerosis identifies unexpected specific genetic background

    Directory of Open Access Journals (Sweden)

    Marocchi Alessandro

    2008-05-01

    Full Text Available Abstract Background Few genetic factors predisposing to the sporadic form of amyotrophic lateral sclerosis (ALS have been identified, but the pathology itself seems to be a true multifactorial disease in which complex interactions between environmental and genetic susceptibility factors take place. The purpose of this study was to approach genetic data with an innovative statistical method such as artificial neural networks to identify a possible genetic background predisposing to the disease. A DNA multiarray panel was applied to genotype more than 60 polymorphisms within 35 genes selected from pathways of lipid and homocysteine metabolism, regulation of blood pressure, coagulation, inflammation, cellular adhesion and matrix integrity, in 54 sporadic ALS patients and 208 controls. Advanced intelligent systems based on novel coupling of artificial neural networks and evolutionary algorithms have been applied. The results obtained have been compared with those derived from the use of standard neural networks and classical statistical analysis Results Advanced intelligent systems based on novel coupling of artificial neural networks and evolutionary algorithms have been applied. The results obtained have been compared with those derived from the use of standard neural networks and classical statistical analysis. An unexpected discovery of a strong genetic background in sporadic ALS using a DNA multiarray panel and analytical processing of the data with advanced artificial neural networks was found. The predictive accuracy obtained with Linear Discriminant Analysis and Standard Artificial Neural Networks ranged from 70% to 79% (average 75.31% and from 69.1 to 86.2% (average 76.6% respectively. The corresponding value obtained with Advanced Intelligent Systems reached an average of 96.0% (range 94.4 to 97.6%. This latter approach allowed the identification of seven genetic variants essential to differentiate cases from controls: apolipoprotein E arg

  3. New application of intelligent agents in sporadic amyotrophic lateral sclerosis identifies unexpected specific genetic background.

    Science.gov (United States)

    Penco, Silvana; Buscema, Massimo; Patrosso, Maria Cristina; Marocchi, Alessandro; Grossi, Enzo

    2008-05-30

    Few genetic factors predisposing to the sporadic form of amyotrophic lateral sclerosis (ALS) have been identified, but the pathology itself seems to be a true multifactorial disease in which complex interactions between environmental and genetic susceptibility factors take place. The purpose of this study was to approach genetic data with an innovative statistical method such as artificial neural networks to identify a possible genetic background predisposing to the disease. A DNA multiarray panel was applied to genotype more than 60 polymorphisms within 35 genes selected from pathways of lipid and homocysteine metabolism, regulation of blood pressure, coagulation, inflammation, cellular adhesion and matrix integrity, in 54 sporadic ALS patients and 208 controls. Advanced intelligent systems based on novel coupling of artificial neural networks and evolutionary algorithms have been applied. The results obtained have been compared with those derived from the use of standard neural networks and classical statistical analysis Advanced intelligent systems based on novel coupling of artificial neural networks and evolutionary algorithms have been applied. The results obtained have been compared with those derived from the use of standard neural networks and classical statistical analysis. An unexpected discovery of a strong genetic background in sporadic ALS using a DNA multiarray panel and analytical processing of the data with advanced artificial neural networks was found. The predictive accuracy obtained with Linear Discriminant Analysis and Standard Artificial Neural Networks ranged from 70% to 79% (average 75.31%) and from 69.1 to 86.2% (average 76.6%) respectively. The corresponding value obtained with Advanced Intelligent Systems reached an average of 96.0% (range 94.4 to 97.6%). This latter approach allowed the identification of seven genetic variants essential to differentiate cases from controls: apolipoprotein E arg158cys; hepatic lipase -480 C/T; endothelial

  4. Open Source Service Agent (OSSA) in the intelligence community's Open Source Architecture

    Science.gov (United States)

    Fiene, Bruce F.

    1994-01-01

    The Community Open Source Program Office (COSPO) has developed an architecture for the intelligence community's new Open Source Information System (OSIS). The architecture is a multi-phased program featuring connectivity, interoperability, and functionality. OSIS is based on a distributed architecture concept. The system is designed to function as a virtual entity. OSIS will be a restricted (non-public), user configured network employing Internet communications. Privacy and authentication will be provided through firewall protection. Connection to OSIS can be made through any server on the Internet or through dial-up modems provided the appropriate firewall authentication system is installed on the client.

  5. A multi-agent based intelligent configuration method for aircraft fleet maintenance personnel

    Directory of Open Access Journals (Sweden)

    Feng Qiang

    2014-04-01

    Full Text Available A multi-agent based fleet maintenance personnel configuration method is proposed to solve the mission oriented aircraft fleet maintenance personnel configuration problem. The maintenance process of an aircraft fleet is analyzed first. In the process each aircraft contains multiple parts, and different parts are repaired by personnel with different majors and levels. The factors and their relationship involved in the process of maintenance are analyzed and discussed. Then the whole maintenance process is described as a 3-layer multi-agent system (MAS model. A communication and reasoning strategy among the agents is put forward. A fleet maintenance personnel configuration algorithm is proposed based on contract net protocol (CNP. Finally, a fleet of 10 aircraft is studied for verification purposes. A mission type with 3 waves of continuous dispatch is imaged. Compared with the traditional methods that can just provide configuration results, the proposed method can provide optimal maintenance strategies as well.

  6. MULTI-AGENT APPROACH TO BUILDING AN INTELLIGENT VEHICLE MAINTENANCE AND REPAIR SYSTEM

    Directory of Open Access Journals (Sweden)

    V. Pavlenko

    2017-12-01

    Full Text Available To ensure the reliability of the car, early detection and prevention of the occurrence and development of failures is required in order to reduce the costs of maintenance and repair. Multi-agent technologies make it possible to raise the level of technical reliability of cars and minimize the costs of performing repair and maintenance operations.

  7. Tactical and Strategic Sales Management for Intelligent Agents Guided By Economic Regimes

    NARCIS (Netherlands)

    W. Ketter (Wolfgang); J. Collins (John); M. Gini (Maria); A. Gupta (Alok); P. Schrater (Paul)

    2008-01-01

    textabstractWe present a computational approach that autonomous software agents can adopt to make tactical decisions, such as product pricing, and strategic decisions, such as product mix and production planning, to maximize profit in markets with supply and demand uncertainties. Using a combination

  8. Intelligent autonomy for unmanned marine vehicles robotic control architecture based on service-oriented agents

    CERN Document Server

    Insaurralde, Carlos C

    2015-01-01

    This book presents an Intelligent Control Architecture (ICA) to enable multiple collaborating marine vehicles to autonomously carry out underwater intervention missions. The presented ICA is generic in nature but aimed at a case study where a marine surface craft and an underwater vehicle are required to work cooperatively. It is shown that they are capable of cooperating autonomously towards the execution of complex activities since they have different but complementary capabilities. The ICA implementation is verified in simulation, and validated in trials by means of a team of autonomous marine robots. This book also presents architectural details and evaluation scenarios of the ICA, results of simulations and trials from different maritime operations, and future research directions.

  9. The Social Ontology of the Film "Avatar." Anthropological Analysis

    Directory of Open Access Journals (Sweden)

    Marija Krstić

    2016-02-01

    Full Text Available Review of a book by Nina Kulenović. The Social Ontology of the Film "Avatar." Anthropological Analysis. 2011. Belgrade: University of Belgrade - Faculty of Philosophy, Department of Ethnology and Anthropology

  10. Among ironic avatars and robots in love

    DEFF Research Database (Denmark)

    Søndergaard, Dorte Marie

    , as we know them. So what happens to our doings of gender, our understandings, materializations of gender when technologies enter the equation. I bring in Judith Butler, Karen Barad and postphenolomenologists Peter-Paul Verbeek and Don Ihde to discuss whether avatars and robots as new 'companion spieces......This paper centers on the question about potential reproductions or transformations of gender that may be effected when different kinds of technologies are involved in the intra-action among the multiple forcdes that are enmeshed in the production of gender categories and gender performativity......' work as conservative and preservind forces or rather as absurd, preposterous, revealing and thereby destabilizing exposurees of rather awkward imaginaries and discursive practices in relation to gender....

  11. Intelligence artificielle et agents collectifs : le modèle EUROSIM

    Directory of Open Access Journals (Sweden)

    Denise Pumain

    2007-07-01

    Full Text Available EUROSIM est un modèle multi-agents conçu pour simuler l’évolution à moyen terme du système des villes européennes. Les agents sont des entités collectives, les grandes villes caractérisées par leur taille et leur fonction dans le système des villes, et dont les interactions (échanges modulés par des relations de proximité ou de réseau déterminent la dynamique relative, tandis que la croissance d’ensemble dépend de l’innovation. Des outils d’analyse multiscalaire ont été développés afin d’interpréter les sorties du modèle et faciliter le calibrage.

  12. A multi-agent based intelligent configuration method for aircraft fleet maintenance personnel

    OpenAIRE

    Feng, Qiang; Li, Songjie; Sun, Bo

    2014-01-01

    A multi-agent based fleet maintenance personnel configuration method is proposed to solve the mission oriented aircraft fleet maintenance personnel configuration problem. The maintenance process of an aircraft fleet is analyzed first. In the process each aircraft contains multiple parts, and different parts are repaired by personnel with different majors and levels. The factors and their relationship involved in the process of maintenance are analyzed and discussed. Then the whole maintenance...

  13. The Use of Avatar Counseling for HIV/AIDS Health Education: The Examination of Self-Identity in Avatar Preferences.

    Science.gov (United States)

    Canidate, Shantrel; Hart, Mark

    2017-12-01

    The number of adults using the Internet to obtain health information is on the rise. An estimated 66% of the adults reportedly use the Internet to obtain health information related to a specific disease (ie, human immunodeficiency virus and acquired immunodeficiency syndrome, HIV/AIDS). Previous research has demonstrated that health information seekers use the Internet to seek answers to stigma-laden questions from health avatars. The objective of this study was to identify patterns in the choice of avatar among health information seekers (patients or public health workers) using the Internet to obtain HIV/AIDS information and to describe the demographic characteristics (age, gender, and ethnicity) of health information seekers to determine whether they preferred an avatar that was similar to their own gender and ethnicity. The Rural South Public Health Training Center (RSPHTC) partnered with the New York State Department of Health to create the HIV/AIDS Avatar project. The avatar project was created to serve as an educational resource for public health workers by providing relevant and accurate information about HIV/AIDS. First, the user was instructed to choose one of the 8 avatars that voiced responses to 100 common questions and answers about HIV/AIDS. Next, the website gave users the option to complete a brief 3-question demographic survey. Finally, the demographic characteristics of each user were compared with the chosen avatar to determine whether they preferred an avatar that was similar to their own gender and ethnicity. The avatar project website was loaded with 800 videos that included the answers to the top 100 questions about HIV/AIDS voiced by 8 avatars. A total of 1119 Web-based health information seekers completed the demographic survey upon accessing the website. Of these, 55.14% (617/1119) users were female. A total of 49.96% (559/1119) users were aged between 30 and 49 years. The ethnicity of the user and the avatar was found to have the

  14. Computer-assisted CI fitting: Is the learning capacity of the intelligent agent FOX beneficial for speech understanding?

    Science.gov (United States)

    Meeuws, Matthias; Pascoal, David; Bermejo, Iñigo; Artaso, Miguel; De Ceulaer, Geert; Govaerts, Paul J

    2017-07-01

    The software application FOX ('Fitting to Outcome eXpert') is an intelligent agent to assist in the programing of cochlear implant (CI) processors. The current version utilizes a mixture of deterministic and probabilistic logic which is able to improve over time through a learning effect. This study aimed at assessing whether this learning capacity yields measurable improvements in speech understanding. A retrospective study was performed on 25 consecutive CI recipients with a median CI use experience of 10 years who came for their annual CI follow-up fitting session. All subjects were assessed by means of speech audiometry with open set monosyllables at 40, 55, 70, and 85 dB SPL in quiet with their home MAP. Other psychoacoustic tests were executed depending on the audiologist's clinical judgment. The home MAP and the corresponding test results were entered into FOX. If FOX suggested to make MAP changes, they were implemented and another speech audiometry was performed with the new MAP. FOX suggested MAP changes in 21 subjects (84%). The within-subject comparison showed a significant median improvement of 10, 3, 1, and 7% at 40, 55, 70, and 85 dB SPL, respectively. All but two subjects showed an instantaneous improvement in their mean speech audiometric score. Persons with long-term CI use, who received a FOX-assisted CI fitting at least 6 months ago, display improved speech understanding after MAP modifications, as recommended by the current version of FOX. This can be explained only by intrinsic improvements in FOX's algorithms, as they have resulted from learning. This learning is an inherent feature of artificial intelligence and it may yield measurable benefit in speech understanding even in long-term CI recipients.

  15. Amine : une plate-forme pour le développement de systèmes et d’agents intelligents

    Directory of Open Access Journals (Sweden)

    Karim Bouzoubaa

    2005-10-01

    Full Text Available This paper presents an overview of Amine ; a multi-layer and open-source platform, implemented in Java and dedicated to the development of intelligent systems and agents. Amine is composed of four layers : a a kernel layer that enables the creation, edition, update and manipulation of multi-lingua ontologies, b an algebraic layer that offers a set of elementary data types, structured types and various matching-based operations, c a programming layer that provides three programming paradigms: i an ontology or memory-based programming paradigm which is concerned by incremental and automatic integration of knowledge in an ontology (or agent memory, ii a pattern-matching and rule-based programming paradigm, embedded in PROLOG+CG language, and iii an activation and propagation-based programming paradigm, embedded in SYNERGY language, and d an agent and multi-agent systems layer that enables the development of agent-based applications.

  16. Modelling the Interaction Levels in HCI Using an Intelligent Hybrid System with Interactive Agents: A Case Study of an Interactive Museum Exhibition Module in Mexico

    Directory of Open Access Journals (Sweden)

    Ricardo Rosales

    2018-03-01

    Full Text Available Technology has become a necessity in our everyday lives and essential for completing activities we typically take for granted; technologies can assist us by completing set tasks or achieving desired goals with optimal affect and in the most efficient way, thereby improving our interactive experiences. This paper presents research that explores the representation of user interaction levels using an intelligent hybrid system approach with agents. We evaluate interaction levels of Human-Computer Interaction (HCI with the aim of enhancing user experiences. We consider the description of interaction levels using an intelligent hybrid system to provide a decision-making system to an agent that evaluates interaction levels when using interactive modules of a museum exhibition. The agents represent a high-level abstraction of the system, where communication takes place between the user, the exhibition and the environment. In this paper, we provide a means to measure the interaction levels and natural behaviour of users, based on museum user-exhibition interaction. We consider that, by analysing user interaction in a museum, we can help to design better ways to interact with exhibition modules according to the properties and behaviour of the users. An interaction-evaluator agent is proposed to achieve the most suitable representation of the interaction levels with the aim of improving user interactions to offer the most appropriate directions, services, content and information, thereby improving the quality of interaction experienced between the user-agent and exhibition-agent.

  17. Integration of design and manufacturing in a virtual enterprise using enterprise rules, intelligent agents, STEP, and work flow

    Science.gov (United States)

    Gilman, Charles R.; Aparicio, Manuel; Barry, J.; Durniak, Timothy; Lam, Herman; Ramnath, Rajiv

    1997-12-01

    An enterprise's ability to deliver new products quickly and efficiently to market is critical for competitive success. While manufactureres recognize the need for speed and flexibility to compete in this market place, companies do not have the time or capital to move to new automation technologies. The National Industrial Information Infrastructure Protocols Consortium's Solutions for MES Adaptable Replicable Technology (NIIIP SMART) subgroup is developing an information infrastructure to enable the integration and interoperation among Manufacturing Execution Systems (MES) and Enterprise Information Systems within an enterprise or among enterprises. The goal of these developments is an adaptable, affordable, reconfigurable, integratable manufacturing system. Key innovative aspects of NIIIP SMART are: (1) Design of an industry standard object model that represents the diverse aspects of MES. (2) Design of a distributed object network to support real-time information sharing. (3) Product data exchange based on STEP and EXPRESS (ISO 10303). (4) Application of workflow and knowledge management technologies to enact manufacturing and business procedures and policy. (5) Application of intelligent agents to support emergent factories. This paper illustrates how these technologies have been incorporated into the NIIIP SMART system architecture to enable the integration and interoperation of existing tools and future MES applications in a 'plug and play' environment.

  18. An artificially intelligent chat agent that answers adolescents' questions related to sex, drugs, and alcohol: an exploratory study.

    Science.gov (United States)

    Crutzen, Rik; Peters, Gjalt-Jorn Y; Portugal, Sarah Dias; Fisser, Erwin M; Grolleman, Jorne J

    2011-05-01

    The aim of this study was to investigate if and how an artificially intelligent chat agent (chatbot) that answers questions about sex, drugs, and alcohol is used and evaluated by adolescents, especially in comparison with information lines and search engines. A sample of 929 adolescents (64% girls, mean age = 15), varying in urbanization level and educational level, participated in this study. Use of the chatbot was objectively tracked through server registrations (e.g., frequency and duration of conversations with the chatbot, the number and topics of queries), and a web-based questionnaire was used to evaluate the chatbot (e.g., the perception of anonymity, conciseness, ease of use, fun, quality and quantity of information, and speed) and to compare it with information lines and search engines. The chatbot reached high school attendees in general and not only adolescents with previous experience related to sex, drugs, or alcohol; this is promising from an informed decision-making point of view. Frequency (M = 11) and duration of conversations (3:57 minutes) was high and the chatbot was evaluated positively, especially in comparison with information lines and search engines. The use of chatbots within the field of health promotion has a large potential to reach a varied group of adolescents and to provide them with answers to their questions related to sex, drugs, and alcohol. Copyright © 2011 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  19. Using Avatars to Study Social Cognition in Cross-cultural Psychology and High-functioning Autism

    OpenAIRE

    Thomas, Dratsch

    2013-01-01

    Over the last 20 years, virtual avatars have become a popular research tool in psychology and neuroscience for studying social cognition. As opposed to photographs or movie recordings of actual human beings, avatars allow for the precise control over all aspects of the stimulus, ranging from the avatar's gaze and movement behavior to its physical appearance, such as age, gender, or ethnicity (Vogeley & Bente, 2010). Additionally, avatars have made it possible to create interactive paradigms t...

  20. Feeling Expression Using Avatars and Its Consistency for Subjective Annotation

    Science.gov (United States)

    Ito, Fuyuko; Sasaki, Yasunari; Hiroyasu, Tomoyuki; Miki, Mitsunori

    Consumer Generated Media(CGM) is growing rapidly and the amount of content is increasing. However, it is often difficult for users to extract important contents and the existence of contents recording their experiences can easily be forgotten. As there are no methods or systems to indicate the subjective value of the contents or ways to reuse them, subjective annotation appending subjectivity, such as feelings and intentions, to contents is needed. Representation of subjectivity depends on not only verbal expression, but also nonverbal expression. Linguistically expressed annotation, typified by collaborative tagging in social bookmarking systems, has come into widespread use, but there is no system of nonverbally expressed annotation on the web. We propose the utilization of controllable avatars as a means of nonverbal expression of subjectivity, and confirmed the consistency of feelings elicited by avatars over time for an individual and in a group. In addition, we compared the expressiveness and ease of subjective annotation between collaborative tagging and controllable avatars. The result indicates that the feelings evoked by avatars are consistent in both cases, and using controllable avatars is easier than collaborative tagging for representing feelings elicited by contents that do not express meaning, such as photos.

  1. Parkinson Patients' Initial Trust in Avatars: Theory and Evidence.

    Directory of Open Access Journals (Sweden)

    Andrija Javor

    Full Text Available Parkinson's disease (PD is a neurodegenerative disease that affects the motor system and cognitive and behavioral functions. Due to these impairments, PD patients also have problems in using the computer. However, using computers and the Internet could help these patients to overcome social isolation and enhance information search. Specifically, avatars (defined as virtual representations of humans are increasingly used in online environments to enhance human-computer interaction by simulating face-to-face interaction. Our laboratory experiment investigated how PD patients behave in a trust game played with human and avatar counterparts, and we compared this behavior to the behavior of age, income, education and gender matched healthy controls. The results of our study show that PD patients trust avatar faces significantly more than human faces. Moreover, there was no significant difference between initial trust of PD patients and healthy controls in avatar faces, while PD patients trusted human faces significantly less than healthy controls. Our data suggests that PD patients' interaction with avatars may constitute an effective way of communication in situations in which trust is required (e.g., a physician recommends intake of medication. We discuss the implications of these results for several areas of human-computer interaction and neurological research.

  2. Parkinson Patients’ Initial Trust in Avatars: Theory and Evidence

    Science.gov (United States)

    Javor, Andrija; Ransmayr, Gerhard; Struhal, Walter; Riedl, René

    2016-01-01

    Parkinson’s disease (PD) is a neurodegenerative disease that affects the motor system and cognitive and behavioral functions. Due to these impairments, PD patients also have problems in using the computer. However, using computers and the Internet could help these patients to overcome social isolation and enhance information search. Specifically, avatars (defined as virtual representations of humans) are increasingly used in online environments to enhance human-computer interaction by simulating face-to-face interaction. Our laboratory experiment investigated how PD patients behave in a trust game played with human and avatar counterparts, and we compared this behavior to the behavior of age, income, education and gender matched healthy controls. The results of our study show that PD patients trust avatar faces significantly more than human faces. Moreover, there was no significant difference between initial trust of PD patients and healthy controls in avatar faces, while PD patients trusted human faces significantly less than healthy controls. Our data suggests that PD patients’ interaction with avatars may constitute an effective way of communication in situations in which trust is required (e.g., a physician recommends intake of medication). We discuss the implications of these results for several areas of human-computer interaction and neurological research. PMID:27820864

  3. Changing Avatars, Changing Selves? The Influence of Social and Contextual Expectations on Digital Rendition of Identity.

    Science.gov (United States)

    Triberti, Stefano; Durosini, Ilaria; Aschieri, Filippo; Villani, Daniela; Riva, Giuseppe

    2017-08-01

    Avatar creation is an interesting topic for both video game and social network studies. Research has shown that the creation of avatars is influenced by individual, contextual, and cultural features. Avatars are used to represent aspects of users' personality, but multiple avatars are used in different virtual contexts, as self-presentation strategies may vary according to the different "audiences" to be met online (say: friends, or strangers). Moreover, avatar creation is also influenced by cultural variables, such as gender, as avatars embody stereotypical aspects of being a woman or a man. This research tested whether avatars, as digital self-representations, may change depending on the above-mentioned variables. Ninety-four participants created two avatars to be used in different contexts (video game and job-themed social network). Moreover, two groups of participants were told that they would have met friends or total strangers within the two virtual contexts. Results showed that avatars changed from the game to the job context. Changes involved avatars' transient features (Clothes) more than physical (Body) and symbolic (Accessories) ones, and females changed accessories more than males. Moreover, females who expected to meet friends changed their avatars' bodies significantly more than males in both virtual contexts. The findings are discussed based on literature about computer-mediated communication and online self-disclosure. In conclusion, possible implications of the results for avatar-based interventions and the field of video games and social network design are reviewed.

  4. Advertising and algorithms – the obvious gains and hidden losses of using software with intelligent agent capabilities in the creative process of art directors and copywriters

    OpenAIRE

    Barker, Richie

    2017-01-01

    Situated at the intersection of information technology, advertising and creativity theory, this thesis presents a detailed picture of the influence of autonomous software applications on the creative process of advertising art directors and copywriters. These applications, which are known in the field of information technology as ‘intelligent agents,’ commonly possess the ability to learn from the user and autonomously pursue their own goals. The search engine Google, which employs intelligen...

  5. Avatar: A Marxist Saga on the Far Distant Planet

    Directory of Open Access Journals (Sweden)

    Yong Tang

    2011-11-01

    Full Text Available This article presents a critical and cultural study on Avatar, the Hollywood science fiction blockbuster. After using classical and current Marxist theories to examine James Cameron’s major films and using textual analysis to explore Chinese bloggers’ comments on the film Avatar, the paper argues that, like Cameron’s other major films, Avatar is a cinematographic manifesto of Marxism. The class struggle between capitalists and proletarians is evident throughout the movie’s whole narrative structure. Cameron is not neutral in his approach to cinematic worldview. Like in his previous films, also this time Cameron expresses solidarity with poor people and struggles against the rich. The confrontational nature of the worldview embedded in the movie has been used by audiences in China, Brazil, Palestine and elsewhere as a weapon to fight against social oppression.

  6. Crossing the Virtual World Barrier with OpenAvatar

    Science.gov (United States)

    Joy, Bruce; Kavle, Lori; Tan, Ian

    2012-01-01

    There are multiple standards and formats for 3D models in virtual environments. The problem is that there is no open source platform for generating models out of discrete parts; this results in the process of having to "reinvent the wheel" when new games, virtual worlds and simulations want to enable their users to create their own avatars or easily customize in-world objects. OpenAvatar is designed to provide a framework to allow artists and programmers to create reusable assets which can be used by end users to generate vast numbers of complete models that are unique and functional. OpenAvatar serves as a framework which facilitates the modularization of 3D models allowing parts to be interchanged within a set of logical constraints.

  7. Using Avatars for Improving Speaker Identification in Captioning

    Science.gov (United States)

    Vy, Quoc V.; Fels, Deborah I.

    Captioning is the main method for accessing television and film content by people who are deaf or hard-of-hearing. One major difficulty consistently identified by the community is that of knowing who is speaking particularly for an off screen narrator. A captioning system was created using a participatory design method to improve speaker identification. The final prototype contained avatars and a coloured border for identifying specific speakers. Evaluation results were very positive; however participants also wanted to customize various components such as caption and avatar location.

  8. La impostura del avatar: la belleza "intelijente" de Arturo Vallejo

    OpenAIRE

    Escandell Montiel, Daniel

    2013-01-01

    El avatar como personificación del narrador en la blogoficción establece un modelo de comunicación con el conjunto de los lectores. El modelo impone, asimismo, un componente diegético vinculado a la máscara del personaje asumido por el autor. En este artículo analizamos el origen del avatar en la blogoficción a partir de los casos fundacionales del hoax digital en la sociedad-red y la posterior aplicación de los cánones de simulacro en la creación de Diario de una "miss intelijente", blogonov...

  9. Real-time Avatar Animation from a Single Image.

    Science.gov (United States)

    Saragih, Jason M; Lucey, Simon; Cohn, Jeffrey F

    2011-01-01

    A real time facial puppetry system is presented. Compared with existing systems, the proposed method requires no special hardware, runs in real time (23 frames-per-second), and requires only a single image of the avatar and user. The user's facial expression is captured through a real-time 3D non-rigid tracking system. Expression transfer is achieved by combining a generic expression model with synthetically generated examples that better capture person specific characteristics. Performance of the system is evaluated on avatars of real people as well as masks and cartoon characters.

  10. 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.

  11. Heteronyms and avatars: a self-reflective system for artistic activity

    Science.gov (United States)

    Ayiter, Elif

    2012-03-01

    This text will examine how avatars and the socially interactive, online virtual worlds in which they become embodied may lead to an understanding of identity and of self-perception, how such shifts in awareness may relate to the notion of the undividedly holistic 'self' and whether such perceptual shifts may be instrumental in bringing forth virtual states of experiential creative activity which may also have their precursors in the literary pseudonym, particularly as evidenced in Fernando Pessoa's conception of 'heteronyms.' The output of my study is a self-observational social system of my own creation, of which the agents are a coterie of avatars of both sexes, endowed with distinct physical attributes, both human and non-human; with uniquely emergent personalities which have progressed towards further idiosyncrasy over a period of three years. I, their creator am also the observer of their undertakings, their interactions, and their creative output, all of which manifest as disparate facets of my own persona and my artistic activity.

  12. Computer Games : 5th Workshop on Computer Games, CGW 2016, and 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, New York, USA, July 9-10, 2016, Revised selected papers

    NARCIS (Netherlands)

    Cazenave, Tristan; Winands, Mark H. M; Edelkamp, Stefan; Schiffel, Stephan; Thielscher, Michael; Togelius, Julian

    2017-01-01

    This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July

  13. Dirac's Conception of the Magnetic Monopole, and its Modern Avatars

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 10; Issue 12. Dirac's Conception of the Magnetic Monopole, and its Modern Avatars. Sunil Mukhi. Volume 10 Issue 12 December 2005 pp 193-202. Fulltext. Click here to view fulltext PDF. Permanent link:

  14. Avatar-Based Therapy within Prison Settings: Pilot Evaluation

    Science.gov (United States)

    van Rijn, Biljana; Cooper, Mick; Jackson, Andrew; Wild, Ciara

    2017-01-01

    The paper presents an introduction of a newly developed, avatar-based virtual reality therapy, as an addition to the therapeutic programme, within a therapeutic community prison in the UK. The participants had six group sessions facilitated by a counsellor. The aim of the project was to investigate whether this approach would improve mental health…

  15. [The digital avatar, an assistant in adolescent psychiatry].

    Science.gov (United States)

    Pommereau, Xavier; Deberdt, Jean-Patrick

    2012-01-01

    The digital universe, from the internet to video games, arouses mixed feelings in parents of adolescents. However, it is possible to use the growing "digitisation" of the relationships between young people to develop care tools. Avatars or virtual characters, for example, make it possible to develop a relationship with adolescents hospitalised in child psychiatry units.

  16. Scaffolding of Small Groups' Metacognitive Activities with an Avatar

    Science.gov (United States)

    Molenaar, Inge; Chiu, Ming Ming; Sleegers, Peter; van Boxtel, Carla

    2011-01-01

    Metacognitive scaffolding in a computer-supported learning environment can influence students' metacognitive activities, metacognitive knowledge and domain knowledge. In this study we analyze how metacognitive activities mediate the relationships between different avatar scaffolds on students' learning. Multivariate, multilevel analysis of the…

  17. Representing Bodies in Virtual Space: The Rhetoric of Avatar Design.

    Science.gov (United States)

    Kolko, Beth E.

    1999-01-01

    Discusses the rhetorical aspects of avatars, or virtual selves, within multiuser graphical virtual realities (GVRs). Examines the development of GVRs and questions how representations of selves relate to online communication, focusing particularly on how bodies in GVRs are gendered. (Author/LRW)

  18. On humanoids, avatars and the rest of us

    DEFF Research Database (Denmark)

    Søndergaard, Dorte Marie

    and of swex/gender in the enactment of that imitation. Examples involve avatars from computer games, robots, mainly androids and geminoids and perhaps most importantly the Spaces between imaginaries and their materializations within this broad field of Technologies. Late in the paper, I will include figures...

  19. Virtual reality: Avatars in human spaceflight training

    Science.gov (United States)

    Osterlund, Jeffrey; Lawrence, Brad

    2012-02-01

    familiarize and assess operational processes, allow the ability to train virtually, experiment with "what if" scenarios, and expedite immediate changes to validate the design implementation are all parameters of interest in human spaceflight. Training benefits encompass providing 3D animation for post-training assessment, placement of avatars within 3D replicated work environments in assembling or processing hardware, offering various viewpoints of processes viewed and assessed giving the evaluators the ability to assess task feasibility and identify potential support equipment needs; and provide human factors determinations, such as reach, visibility, and accessibility. Multiple object motion capture technology provides an effective tool to train and assess ergonomic risks, simulations for determination of negative interactions between technicians and their proposed workspaces, and evaluation of spaceflight systems prior to, and as part of, the design process to contain costs and reduce schedule delays.

  20. 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

  1. 8th International Symposium on Intelligent Distributed Computing & Workshop on Cyber Security and Resilience of Large-Scale Systems & 6th International Workshop on Multi-Agent Systems Technology and Semantics

    CERN Document Server

    Braubach, Lars; Venticinque, Salvatore; Badica, Costin

    2015-01-01

    This book represents the combined peer-reviewed proceedings of the Eight International Symposium on Intelligent Distributed Computing - IDC'2014, of the Workshop on Cyber Security and Resilience of Large-Scale Systems - WSRL-2014, and of the Sixth International Workshop on Multi-Agent Systems Technology and Semantics- MASTS-2014. All the events were held in Madrid, Spain, during September 3-5, 2014. The 47 contributions published in this book address several topics related to theory and applications of the intelligent distributed computing and multi-agent systems, including: agent-based data processing, ambient intelligence, collaborative systems, cryptography and security, distributed algorithms, grid and cloud computing, information extraction, knowledge management, big data and ontologies, social networks, swarm intelligence or videogames amongst others.

  2. Clustering avatars behaviours from Virtual Worlds interactions

    OpenAIRE

    Bello Orgaz, Gema; R-Moreno, María Dolores; Camacho, David; Barrero, David F.

    2012-01-01

    This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proceedings of the 4th International Workshop on Web Intelligence & Communities, http://dx.doi.org/10.1145/2189736.2189743 Virtual Worlds (VWs) platforms and applications provide a practical implementation of the Metaverse concept. These applications, as highly inmersive and interactive 3D environments, have become very popular in soci...

  3. Does Avatar Appearance Matter? How Team Visual Similarity and Member–Avatar Similarity Influence Virtual Team Performance

    NARCIS (Netherlands)

    van der Land, S.F.; Schouten, A.P.; Feldberg, J.F.M.; Huysman, M.H.; van den Hooff, B.J.

    2015-01-01

    This multimethod study investigated how avatar appearance influences virtual team performance. This study is the first to integrate the framework of social identity model of de-individuation effects (SIDE) and Self-Identification theory, using "morphing" techniques. Results were obtained from a 2

  4. On the Construction of a Micro-World and the Design of a Path Finding Intelligent Agent with Applications in Robotics and Game Design

    Directory of Open Access Journals (Sweden)

    Cristian Moldovan

    2017-12-01

    Full Text Available This paper presents research regarding the behavior of an IA (Intelligent Agent in a MW (Micro-World, a maze-like environment, when it has to find a path from Start to Target position. The IA’s behavior is controlled via an Informed Search Algorithm. Its perception is limited only to one tile in the N, V, S and E direction, it has no prior knowledge of the search space, it has memory on the co-ordinates of already visited path and we implement a heuristic function to direct the IA to the Target.

  5. Parasocial interaction with my avatar: effects of interdependent self-construal and the mediating role of self-presence in an avatar-based console game, Wii.

    Science.gov (United States)

    Jin, Seung-A Annie; Park, Namkee

    2009-12-01

    The "self" concept has grown increasingly important in interactive media environments. This study investigated self-related processes in an avatar-based game console, Wii. A key feature of the Wii is its motion-sensing capability that empowers players to manipulate and interact with items on-screen via movement. The present study examined the effects of video game players' self-construal on parasocial interaction with their avatars and feelings of self-presence. In this study, parasocial interaction was operationally defined as the extent of game players' interpersonal involvement with their avatar and the extent to which game players perceive themselves as interacting with the avatar. Self-presence was defined as the degree to which video game players feel as if their avatar on the screen were their real self. Based on an experiment, the study discovered that game players with high interdependent self-construal showed closer parasocial interaction and higher level of self-presence than those with low interdependent self-construal. Results also showed that self-presence mediated the effects of interdependent self-construal on the parasocial relationship with game players' avatars. Thus, the study discovered an important individual difference factor, interdependent self-construal, affecting the degree to which people form a parasocial relationship with their virtual self that is visually manifested in the form of an avatar. In addition, the present study added empirical evidence about the mediating role played by self-presence in avatar-based video games.

  6. 2015 Chinese Intelligent Systems Conference

    CERN Document Server

    Du, Junping; Li, Hongbo; Zhang, Weicun; CISC’15

    2016-01-01

    This book presents selected research papers from the 2015 Chinese Intelligent Systems Conference (CISC’15), held in Yangzhou, China. The topics covered include multi-agent systems, evolutionary computation, artificial intelligence, complex systems, computation intelligence and soft computing, intelligent control, advanced control technology, robotics and applications, intelligent information processing, iterative learning control, and machine learning. Engineers and researchers from academia, industry and the government can gain valuable insights into solutions combining ideas from multiple disciplines in the field of intelligent systems.

  7. Animated randomness, avatars, movement, and personalization in risk graphics.

    Science.gov (United States)

    Witteman, Holly O; Fuhrel-Forbis, Andrea; Wijeysundera, Harindra C; Exe, Nicole; Dickson, Mark; Holtzman, Lisa; Kahn, Valerie C; Zikmund-Fisher, Brian J

    2014-03-18

    Risk communication involves conveying two inherently difficult concepts about the nature of risk: the underlying random distribution of outcomes and how a population-based proportion applies to an individual. The objective of this study was to test whether 4 design factors in icon arrays-animated random dispersal of risk events, avatars to represent an individual, personalization (operationalized as choosing the avatar's color), and a moving avatar-might help convey randomness and how a given risk applies to an individual, thereby better aligning risk perceptions with risk estimates. A diverse sample of 3630 adults with no previous heart disease or stroke completed an online nested factorial experiment in which they entered personal health data into a risk calculator that estimated 10-year risk of cardiovascular disease based on a robust and validated model. We randomly assigned them to view their results in 1 of 10 risk graphics that used different combinations of the 4 design factors. We measured participants' risk perceptions as our primary outcome, as well as behavioral intentions and recall of the risk estimate. We also assessed subjective numeracy, whether or not participants knew anyone who had died of cardiovascular causes, and whether or not they knew their blood pressure and cholesterol as potential moderators. Animated randomness was associated with better alignment between risk estimates and risk perceptions (F1,3576=6.12, P=.01); however, it also led to lower scores on healthy lifestyle intentions (F1,3572=11.1, P<.001). Using an avatar increased risk perceptions overall (F1,3576=4.61, P=.03) and most significantly increased risk perceptions among those who did not know a particular person who had experienced the grave outcomes of cardiovascular disease (F1,3576=5.88, P=.02). Using an avatar also better aligned actual risk estimates with intentions to see a doctor (F1,3556=6.38, P=.01). No design factors had main effects on recall, but animated

  8. Simulation based on intelligent agents of the process of negotiation of the electric power market in Colombia

    International Nuclear Information System (INIS)

    Pastrana David, Maria Marcela; Guzman Luna, Jaime A; Ovalle Carranza, Demetrio Arturo

    2005-01-01

    The aim of this paper is describing the phases of analyzing, designing, building and validation of a multi-agent system to simulate the negotiation process of Colombian electric energy market. This project intent to exhibit advantages of multi-agent systems to model simulation processes. Analysis and design phases use MAS-common KADS rnethodology, which is one of the well known for agent-based system modeling. For this purpose, it is modeled the part of negotiation process among market human agents, which is representing by energy buying and selling among energy generators, commercial agents, and consumers

  9. Energy Logic (EL): a novel fusion engine of multi-modality multi-agent data/information fusion for intelligent surveillance systems

    Science.gov (United States)

    Rababaah, Haroun; Shirkhodaie, Amir

    2009-04-01

    The rapidly advancing hardware technology, smart sensors and sensor networks are advancing environment sensing. One major potential of this technology is Large-Scale Surveillance Systems (LS3) especially for, homeland security, battlefield intelligence, facility guarding and other civilian applications. The efficient and effective deployment of LS3 requires addressing number of aspects impacting the scalability of such systems. The scalability factors are related to: computation and memory utilization efficiency, communication bandwidth utilization, network topology (e.g., centralized, ad-hoc, hierarchical or hybrid), network communication protocol and data routing schemes; and local and global data/information fusion scheme for situational awareness. Although, many models have been proposed to address one aspect or another of these issues but, few have addressed the need for a multi-modality multi-agent data/information fusion that has characteristics satisfying the requirements of current and future intelligent sensors and sensor networks. In this paper, we have presented a novel scalable fusion engine for multi-modality multi-agent information fusion for LS3. The new fusion engine is based on a concept we call: Energy Logic. Experimental results of this work as compared to a Fuzzy logic model strongly supported the validity of the new model and inspired future directions for different levels of fusion and different applications.

  10. Avatar DNA Nanohybrid System in Chip-on-a-Phone

    Science.gov (United States)

    Park, Dae-Hwan; Han, Chang Jo; Shul, Yong-Gun; Choy, Jin-Ho

    2014-05-01

    Long admired for informational role and recognition function in multidisciplinary science, DNA nanohybrids have been emerging as ideal materials for molecular nanotechnology and genetic information code. Here, we designed an optical machine-readable DNA icon on microarray, Avatar DNA, for automatic identification and data capture such as Quick Response and ColorZip codes. Avatar icon is made of telepathic DNA-DNA hybrids inscribed on chips, which can be identified by camera of smartphone with application software. Information encoded in base-sequences can be accessed by connecting an off-line icon to an on-line web-server network to provide message, index, or URL from database library. Avatar DNA is then converged with nano-bio-info-cogno science: each building block stands for inorganic nanosheets, nucleotides, digits, and pixels. This convergence could address item-level identification that strengthens supply-chain security for drug counterfeits. It can, therefore, provide molecular-level vision through mobile network to coordinate and integrate data management channels for visual detection and recording.

  11. "I feel more connected to the physically ideal mini me than the mirror-image mini me": theoretical implications of the "malleable self" for speculations on the effects of avatar creation on avatar-self connection in Wii.

    Science.gov (United States)

    Jin, Seung-A Annie

    2010-10-01

    What are the impacts of creating an avatar replicating the actual self versus an avatar projecting the ideal self on game players' avatar-self connection? This study leveraged an avatar-creating game (Mii Channel) within a video-game console (Wii) in a controlled, randomized study. The results of a two-group comparison (actual self-priming vs. ideal self-priming) between-subjects study (N = 76) demonstrated the significant main effect of self-priming via avatar (Mii) creation on avatar-self connection. Game players who were primed to create a Mii reflecting the ideal self felt greater avatar-self connection than those primed to create a replica Mii mirroring the actual self. Theoretical values and implications for a burgeoning body of research on the "malleable self" and the multidimensionality of the self-concept in avatar-based interactive media are discussed.

  12. Quantitative imaging of intracellular signaling for personalized pancreatic cancer therapy in an in vivo avatar (Conference Presentation)

    Science.gov (United States)

    Samkoe, Kimberley S.; Schultz, Emily; Park, Yeonjae; Fischer, Dawn; Pogue, Brian W.; Smith, Kerrington; Tichauer, Kenneth M.; Gibbs, Summer L.

    2017-02-01

    Pancreatic ductal adenocarcinomas (PDAC) are notoriously difficult to treat and in general, molecular targeted therapies have failed even when the targeted protein is overexpressed in the tumor tissue. Genetic mutations in extracellular receptors and downstream signaling proteins (i.e., RAS signaling pathway) and convoluted intracellular cross-talk between cell signaling pathways are likely reasons that these promising therapies fail. Monitoring the complex relationship between intracellular protein signaling is difficult and to-date, standard techniques that are used (Western blot, flow cytometry, immunohistochemistry, etc.) are invasive, static and do not accurately represent in vivo structure-function relationships. Here, we describe the development of an in ovo avatar using patient derived tumors grown on the chicken chorioallantoic membrane (CAM) and the novel fluorescence-based Quantitative Protein Expression Tracking (QUIET) methodology to bridge the gap between oncology, genomics and patient outcomes. Previously developed paired-agent imaging, was extended to a three-compartment model system in QUIET, which utilizes three types of imaging agents: novel fluorophore conjugated cell permeable targeted and untargeted small molecule paired-agents, in addition to a tumor perfusion agent that is not cell membrane permeable. We have demonstrated the ability to quantify the intracellular binding domain of a trans-membrane protein in vitro using cell permeable fluorescent agents (erlotinib-TRITC and control isotype-BODIPY FL). In addition, we have demonstrated imaging protocols to simultaneously image up to 6 spectrally distinct organic fluorophores in in ovo avatars using the Nuance EX (Perkin Elmer) and established proof-of-principle intracellular and extracellular protein concentrations of epidermal growth factor receptor using QUIET and traditional paired-agent imaging.

  13. Intelligent microchip networks: an agent-on-chip synthesis framework for the design of smart and robust sensor networks

    Science.gov (United States)

    Bosse, Stefan

    2013-05-01

    Sensorial materials consisting of high-density, miniaturized, and embedded sensor networks require new robust and reliable data processing and communication approaches. Structural health monitoring is one major field of application for sensorial materials. Each sensor node provides some kind of sensor, electronics, data processing, and communication with a strong focus on microchip-level implementation to meet the goals of miniaturization and low-power energy environments, a prerequisite for autonomous behaviour and operation. Reliability requires robustness of the entire system in the presence of node, link, data processing, and communication failures. Interaction between nodes is required to manage and distribute information. One common interaction model is the mobile agent. An agent approach provides stronger autonomy than a traditional object or remote-procedure-call based approach. Agents can decide for themselves, which actions are performed, and they are capable of flexible behaviour, reacting on the environment and other agents, providing some degree of robustness. Traditionally multi-agent systems are abstract programming models which are implemented in software and executed on program controlled computer architectures. This approach does not well scale to micro-chip level and requires full equipped computers and communication structures, and the hardware architecture does not consider and reflect the requirements for agent processing and interaction. We propose and demonstrate a novel design paradigm for reliable distributed data processing systems and a synthesis methodology and framework for multi-agent systems implementable entirely on microchip-level with resource and power constrained digital logic supporting Agent-On-Chip architectures (AoC). The agent behaviour and mobility is fully integrated on the micro-chip using pipelined communicating processes implemented with finite-state machines and register-transfer logic. The agent behaviour

  14. Social media for intelligence: practical examples of analysis for understanding

    Science.gov (United States)

    Juhlin, Jonas A.; Richardson, John

    2016-05-01

    Social media has become a dominating feature in modern life. Platforms like Facebook, Twitter, and Google have users all over the world. People from all walks of life use social media. For the intelligence services, social media is an element that cannot be ignored. It holds immense amount of information, and the potential to extract useful intelligence cannot be ignored. Social media has been around for sufficient time that most intelligence services recognize the fact that social media needs some form of attention. However, for the intelligence collector and analyst several aspects must be uncovered in order to fully exploit social media for intelligence purposes. This paper will present Project Avatar, an experiment in obtaining effective intelligence from social media sources, and several emerging analytic techniques to expand the intelligence gathered from these sources.

  15. Social Media for Intelligence: Practical Examples of Analysis for Understanding

    DEFF Research Database (Denmark)

    Juhlin, Jonas Alastair

    2016-01-01

    be uncovered in order to fully exploit social media for intelligence purposes. This paper will present Project Avatar, an experiment in obtaining effective intelligence from social media sources, and several emerging analytic techniques to expand the intelligence gathered from these sources.......Social media has become a dominating feature in modern life. Platforms like Facebook, Twitter, and Google have users all over the world. People from all walks of life use social media. For the intelligence services, social media is an element that cannot be ignored. It holds immense amount...... of information, and the potential to extract useful intelligence cannot be ignored. Social media has been around for sufficient time that most intelligence services recognize the fact that social media needs some form of attention. However, for the intelligence collector and analyst several aspects must...

  16. Using Avatars to Model Weight Loss Behaviors: Participant Attitudes and Technology Development

    Science.gov (United States)

    Napolitano, Melissa A.; Hayes, Sharon; Russo, Giuseppe; Muresu, Debora; Giordano, Antonio; Foster, Gary D.

    2013-01-01

    Background: Virtual reality and other avatar-based technologies are potential methods for demonstrating and modeling weight loss behaviors. This study examined avatar-based technology as a tool for modeling weight loss behaviors. Methods: This study consisted of two phases: (1) an online survey to obtain feedback about using avatars for modeling weight loss behaviors and (2) technology development and usability testing to create an avatar-based technology program for modeling weight loss behaviors. Results: Results of phase 1 (n = 128) revealed that interest was high, with 88.3% stating that they would participate in a program that used an avatar to help practice weight loss skills in a virtual environment. In phase 2, avatars and modules to model weight loss skills were developed. Eight women were recruited to participate in a 4-week usability test, with 100% reporting they would recommend the program and that it influenced their diet/exercise behavior. Most women (87.5%) indicated that the virtual models were helpful. After 4 weeks, average weight loss was 1.6 kg (standard deviation = 1.7). Conclusion: This investigation revealed a high level of interest in an avatar-based program, with formative work indicating promise. Given the high costs associated with in vivo exposure and practice, this study demonstrates the potential use of avatar-based technology as a tool for modeling weight loss behaviors. PMID:23911189

  17. Statistical properties of online avatar numbers in a massive multiplayer online role-playing game

    Science.gov (United States)

    Jiang, Zhi-Qiang; Ren, Fei; Gu, Gao-Feng; Tan, Qun-Zhao; Zhou, Wei-Xing

    2010-02-01

    Massive multiplayer online role-playing games (MMORPGs) have been very popular in the past few years. The profit of an MMORPG company is proportional to how many users registered, and the instant number of online avatars is a key factor to assess how popular an MMORPG is. We use the online-offline logs on an MMORPG server to reconstruct the instant number of online avatars per second and investigate its statistical properties. We find that the online avatar number exhibits one-day periodic behavior and clear intraday pattern, the fluctuation distribution of the online avatar numbers has a leptokurtic non-Gaussian shape with power-law tails, and the increments of online avatar numbers after removing the intraday pattern are uncorrelated and the associated absolute values have long-term correlation. In addition, both time series exhibit multifractal nature.

  18. “I am a rogue night elf”: Avatars, gaming and The Big Bang Theory

    Directory of Open Access Journals (Sweden)

    Theo Plothe

    2014-03-01

    Full Text Available CBS’s The Big Bang Theory (TBBT frequently exhibits elements of video games and gaming culture. The author uses subculture theory to consider the representation of video games, gamers, and their avatars within popular culture. This paper investigates the representation of avatars within the characterization of gaming subculture on the TBBT. The author performed a content analysis of the program’s six seasons, examining the relationship between the show’s video game playing characters and their avatars. This investigation found that almost half of the scenes that contained video gaming activities contained some aspect of avatars. TBBT reifies gaming as a subculture through the relationship between the characters and their avatars. Examining the representation of these relationships is essential to understanding the representation of the gaming subculture in the mass media and within culture at large.

  19. Persuasive Embodied Agents: Using Embodied Agents to Change People's Behavior, Beliefs, and Assessments

    Science.gov (United States)

    Pickard, Matthew David

    2012-01-01

    Embodied Conversational Agents (i.e., avatars; ECAs) are appearing in increasingly many everyday contexts, such as e-commerce, occupational training, and airport security. Also common to a typical person's daily life is persuasion. Whether being persuaded or persuading, the ability to change another person's attitude or behavior is a…

  20. Multi-Agent Information Classification Using Dynamic Acquaintance Lists.

    Science.gov (United States)

    Mukhopadhyay, Snehasis; Peng, Shengquan; Raje, Rajeev; Palakal, Mathew; Mostafa, Javed

    2003-01-01

    Discussion of automated information services focuses on information classification and collaborative agents, i.e. intelligent computer programs. Highlights include multi-agent systems; distributed artificial intelligence; thesauri; document representation and classification; agent modeling; acquaintances, or remote agents discovered through…

  1. AVATAR -- Adaptive Visualization Aid for Touring And Recovery

    Energy Technology Data Exchange (ETDEWEB)

    L. O. Hall; K. W. Bowyer; N. Chawla; T. Moore, Jr.; W. P. Kegelmeyer

    2000-01-01

    This document provides a report on the initial development of software which uses a standard visualization tool to determine, label and display salient regions in large 3D physics simulation datasets. This software uses parallel pattern recognition behind the scenes to handle the huge volume of data. This software is called AVATAR (Adaptive Visualization Aid for Touring and Recovery). It integrates approaches to gathering labeled training data, learning from large training sets utilizing parallelism and the final display of salient data in unseen visualization data sets. The paper uses vorticity fields for a large-eddy simulation to illustrate the method.

  2. Intelligence in Artificial Intelligence

    OpenAIRE

    Datta, Shoumen Palit Austin

    2016-01-01

    The elusive quest for intelligence in artificial intelligence prompts us to consider that instituting human-level intelligence in systems may be (still) in the realm of utopia. In about a quarter century, we have witnessed the winter of AI (1990) being transformed and transported to the zenith of tabloid fodder about AI (2015). The discussion at hand is about the elements that constitute the canonical idea of intelligence. The delivery of intelligence as a pay-per-use-service, popping out of ...

  3. Geosimulation of urban growth and demographic decline in the Ruhr: a case study for 2025 using the artificial intelligence of cells and agents

    Science.gov (United States)

    Rienow, Andreas; Stenger, Dirk

    2014-07-01

    The Ruhr is an "old acquaintance" in the discourse of urban decline in old industrialized cities. The agglomeration has to struggle with archetypical problems of former monofunctional manufacturing cities. Surprisingly, the image of a shrinking city has to be refuted if you shift the focus from socioeconomic wealth to its morphological extension. Thus, it is the objective of this study to meet the challenge of modeling urban sprawl and demographic decline by combining two artificial intelligent solutions: The popular urban cellular automaton SLEUTH simulates urban growth using four simple but effective growth rules. In order to improve its performance, SLEUTH has been modified among others by combining it with a robust probability map based on support vector machines. Additionally, a complex multi-agent system is developed to simulate residential mobility in a shrinking city agglomeration: residential mobility and the housing market of shrinking city systems focuses on the dynamic of interregional housing markets implying the development of potential dwelling areas. The multi-agent system comprises the simulation of population patterns, housing prices, and housing demand in shrinking city agglomerations. Both models are calibrated and validated regarding their localization and quantification performance. Subsequently, the urban landscape configuration and composition of the Ruhr 2025 are simulated. A simple spatial join is used to combine the results serving as valuable inputs for future regional planning in the context of multifarious demographic change and preceding urban growth.

  4. Iconic Gestures for Robot Avatars, Recognition and Integration with Speech

    Science.gov (United States)

    Bremner, Paul; Leonards, Ute

    2016-01-01

    Co-verbal gestures are an important part of human communication, improving its efficiency and efficacy for information conveyance. One possible means by which such multi-modal communication might be realized remotely is through the use of a tele-operated humanoid robot avatar. Such avatars have been previously shown to enhance social presence and operator salience. We present a motion tracking based tele-operation system for the NAO robot platform that allows direct transmission of speech and gestures produced by the operator. To assess the capabilities of this system for transmitting multi-modal communication, we have conducted a user study that investigated if robot-produced iconic gestures are comprehensible, and are integrated with speech. Robot performed gesture outcomes were compared directly to those for gestures produced by a human actor, using a within participant experimental design. We show that iconic gestures produced by a tele-operated robot are understood by participants when presented alone, almost as well as when produced by a human. More importantly, we show that gestures are integrated with speech when presented as part of a multi-modal communication equally well for human and robot performances. PMID:26925010

  5. Modeling, Designing, and Implementing an Avatar-based Interactive Map

    Directory of Open Access Journals (Sweden)

    Stefan Andrei

    2016-03-01

    Full Text Available Designing interactive maps has always been a challenge due to the geographical complexity of the earth’s landscape and the difficulty of resolving details to a high resolution. In the past decade or so, one of the most impressive map-based software application, the Global Positioning System (GPS, has probably the highest level of interaction with the user. This article describes an innovative technique for designing an avatar-based virtual interactive map for the Lamar University Campus, which will entail the buildings’ exterior as well as their interiors. Many universities provide 2D or 3D maps and even interactive maps. However, these maps do not provide a complete interaction with the user. To the best of our knowledge, this project is the first avatar-based interaction game that allows 100% interaction with the user. This work provides tremendous help to the freshman students and visitors of Lamar University. As an important marketing tool, the main objective is to get better visibility of the campus worldwide and to increase the number of students attending Lamar University.

  6. Quantifying Engagement: Measuring Player Involvement in Human-Avatar Interactions

    Science.gov (United States)

    Norris, Anne E.; Weger, Harry; Bullinger, Cory; Bowers, Alyssa

    2014-01-01

    This research investigated the merits of using an established system for rating behavioral cues of involvement in human dyadic interactions (i.e., face-to-face conversation) to measure involvement in human-avatar interactions. Gameplay audio-video and self-report data from a Feasibility Trial and Free Choice study of an effective peer resistance skill building simulation game (DRAMA-RAMA™) were used to evaluate reliability and validity of the rating system when applied to human-avatar interactions. The Free Choice study used a revised game prototype that was altered to be more engaging. Both studies involved girls enrolled in a public middle school in Central Florida that served a predominately Hispanic (greater than 80%), low-income student population. Audio-video data were coded by two raters, trained in the rating system. Self-report data were generated using measures of perceived realism, predictability and flow administered immediately after game play. Hypotheses for reliability and validity were supported: Reliability values mirrored those found in the human dyadic interaction literature. Validity was supported by factor analysis, significantly higher levels of involvement in Free Choice as compared to Feasibility Trial players, and correlations between involvement dimension sub scores and self-report measures. Results have implications for the science of both skill-training intervention research and game design. PMID:24748718

  7. Iconic Gestures for Robot Avatars, Recognition and Integration with Speech

    Directory of Open Access Journals (Sweden)

    Paul Adam Bremner

    2016-02-01

    Full Text Available Co-verbal gestures are an important part of human communication, improving its efficiency and efficacy for information conveyance. One possible means by which such multi-modal communication might be realised remotely is through the use of a tele-operated humanoid robot avatar. Such avatars have been previously shown to enhance social presence and operator salience. We present a motion tracking based tele-operation system for the NAO robot platform that allows direct transmission of speech and gestures produced by the operator. To assess the capabilities of this system for transmitting multi-modal communication, we have conducted a user study that investigated if robot-produced iconic gestures are comprehensible, and are integrated with speech. Robot performed gesture outcomes were compared directly to those for gestures produced by a human actor, using a within participant experimental design. We show that iconic gestures produced by a tele-operated robot are understood by participants when presented alone, almost as well as when produced by a human. More importantly, we show that gestures are integrated with speech when presented as part of a multi-modal communication equally well for human and robot performances.

  8. When Virtual Muscularity Enhances Physical Endurance: Masculinity Threat and Compensatory Avatar Customization Among Young Male Adults.

    Science.gov (United States)

    Lee-Won, Roselyn J; Tang, Wai Yen; Kibbe, Mackenzie R

    2017-01-01

    Masculinity-threatened men attempt to resolve the negative states caused by the threat through compensatory behavior such as public display of muscularity, which constitutes one way in which men physically establish masculinity. Avatars serve as a key means for self-presentation in technology-mediated environments, and compensatory motives can drive avatar customization. Noting this, the present research examined whether masculinity-threatened young men engage in compensatory avatar customization and whether such customization can be self-affirming. Specifically, we conducted a laboratory experiment to investigate the effects of masculinity threat on customization of avatar muscularity and physical endurance on a task that represents behavioral self-regulation. Data from 238 male college students revealed that masculinity-threatened young men customized their avatar to have greater muscle definition than did their nonthreatened counterparts, and greater muscle definition of the customized avatar predicted greater physical endurance on a handgrip task. Furthermore, muscle definition of the customized avatar significantly mediated the relationship between masculinity threat and physical endurance. None of these effects were moderated by masculine norm conformity, which suggested that the effects overrode individual differences in the extent to which participants conformed to masculine norms and expectations. Theoretical and practical implications of these findings are discussed.

  9. Beyond Behavioral Inhibition: A Computer Avatar Task Designed to Assess Behavioral Inhibition Extends to Harm Avoidance

    Directory of Open Access Journals (Sweden)

    Michael Todd Allen

    2017-09-01

    Full Text Available Personality factors such as behavioral inhibition (BI, a temperamental tendency for avoidance in the face of unfamiliar situations, have been identified as risk factors for anxiety disorders. Personality factors are generally identified through self-report inventories. However, this tendency to avoid may affect the accuracy of these self-report inventories. Previously, a computer based task was developed in which the participant guides an on-screen “avatar” through a series of onscreen events; performance on the task could accurately predict participants’ BI, measured by a standard paper and pencil questionnaire (Adult Measure of Behavioral Inhibition, or AMBI. Here, we sought to replicate this finding as well as compare performance on the avatar task to another measure related to BI, the harm avoidance (HA scale of the Tridimensional Personality Questionnaire (TPQ. The TPQ includes HA scales as well as scales assessing reward dependence (RD, novelty seeking (NS and persistence. One hundred and one undergraduates voluntarily completed the avatar task and the paper and pencil inventories in a counter-balanced order. Scores on the avatar task were strongly correlated with BI assessed via the AMBI questionnaire, which replicates prior findings. Females exhibited higher HA scores than males, but did not differ on scores on the avatar task. There was a strong positive relationship between scores on the avatar task and HA scores. One aspect of HA, fear of uncertainty was found to moderately mediate the relationship between AMBI scores and avatar scores. NS had a strong negative relationship with scores on the avatar task, but there was no significant relationship between RD and scores on the avatar task. These findings indicate the effectiveness of the avatar task as a behavioral alternative to self-report measures to assess avoidance. In addition, the use of computer based behavioral tasks are a viable alternative to paper and pencil self

  10. A Semiotic Reading of Digital Avatars and Their Role of Uncertainty Reduction in Digital Communication

    Directory of Open Access Journals (Sweden)

    Sercan Şengün

    2014-12-01

    Full Text Available This study tries to explain the role of digital avatars for communication in two distinct ways. In the first part it debates what kinds of meanings avatars have for their users. To answer this question based on semiotic theories of Saussure and Lacan, a new approach will be proposed. Saussure’s theory of signs and Lacan’s theory of chain of signifiers as an entry for self, will be merged to form a new viewpoint. In the second part, the role of avatars in the digital communication for the receivers will be approached by Berger’s uncertainty reduction theory.

  11. Transportability and Presence as Predictors of Avatar Identification Within Narrative Video Games.

    Science.gov (United States)

    Christy, Katheryn R; Fox, Jesse

    2016-04-01

    To understand how narratives may best be implemented in video game design, first we must understand how players respond to and experience narratives in video games, including their reactions to their player character or avatar. This study looks at the relationship that transportability, self-presence, social presence, and physical presence have with identification with one's avatar. Survey data from 302 participants (151 males, 151 females) were analyzed. Both transportability and self-presence explained a significant amount of variance in avatar identification. We discuss the implications of these findings for future narrative video game research.

  12. Bodiless Embodiment: A Descriptive Survey of Avatar Bodily Coherence in First-Wave Consumer VR Applications

    DEFF Research Database (Denmark)

    Murphy, Dooley Joel

    This preliminary study surveys whether/which avatar body parts are visible in first-wave consumer virtual reality (VR) applications for the HTC Vive (n = 200). A simple coding schema for assessing avatar bodily coherence (ABC) is piloted and evaluated. Results provide a snapshot of ABC in popular...... high-end VR applications in Q3 2016. It is reported (Table 1) that 86.5% of sampled items feature fully invisible avatars, 9% depict hands only, and 4.5% feature a head, torso, or legs, but still with some degree of bodily incoherence. Findings suggest that users may experience a sense of ownership and...

  13. How to Improve Artificial Intelligence through Web

    OpenAIRE

    Adrian Lupasc

    2005-01-01

    Intelligent agents, intelligent software applications and artificial intelligent applications from artificial intelligence service providers may make their way onto the Web in greater number as adaptive software, dynamic programming languages and Learning Algorithms are introduced into Web Services. The evolution of Web architecture may allow intelligent applications to run directly on the Web by introducing XML, RDF and logic layer. The Intelligent Wireless Web’s significant potential for ra...

  14. Artificial Intelligence and Moral intelligence

    Directory of Open Access Journals (Sweden)

    Laura Pana

    2008-07-01

    Full Text Available We discuss the thesis that the implementation of a moral code in the behaviour of artificial intelligent systems needs a specific form of human and artificial intelligence, not just an abstract intelligence. We present intelligence as a system with an internal structure and the structural levels of the moral system, as well as certain characteristics of artificial intelligent agents which can/must be treated as 1- individual entities (with a complex, specialized, autonomous or selfdetermined, even unpredictable conduct, 2- entities endowed with diverse or even multiple intelligence forms, like moral intelligence, 3- open and, even, free-conduct performing systems (with specific, flexible and heuristic mechanisms and procedures of decision, 4 – systems which are open to education, not just to instruction, 5- entities with “lifegraphy”, not just “stategraphy”, 6- equipped not just with automatisms but with beliefs (cognitive and affective complexes, 7- capable even of reflection (“moral life” is a form of spiritual, not just of conscious activity, 8 – elements/members of some real (corporal or virtual community, 9 – cultural beings: free conduct gives cultural value to the action of a ”natural” or artificial being. Implementation of such characteristics does not necessarily suppose efforts to design, construct and educate machines like human beings. The human moral code is irremediably imperfect: it is a morality of preference, of accountability (not of responsibility and a morality of non-liberty, which cannot be remedied by the invention of ethical systems, by the circulation of ideal values and by ethical (even computing education. But such an imperfect morality needs perfect instruments for its implementation: applications of special logic fields; efficient psychological (theoretical and technical attainments to endow the machine not just with intelligence, but with conscience and even spirit; comprehensive technical

  15. A multi-agent decentralized energy management system based on distributed intelligence for the design and control of autonomous polygeneration microgrids

    International Nuclear Information System (INIS)

    Karavas, Christos-Spyridon; Kyriakarakos, George; Arvanitis, Konstantinos G.; Papadakis, George

    2015-01-01

    Highlights: • A decentralized energy management system based on multi agent systems theory. • A decentralized energy management system is technically feasible. • A decentralized approach utilizes the devices better than a centralized one. • A decentralized energy management system is economically competitive. - Abstract: The autonomous polygeneration microgrid topology has been developed in order to cover holistically needs in a remote area such as electrical energy, space heating and cooling, potable water through desalination and hydrogen as fuel for transportation. The existence of an advanced energy management system is essential for the operation of an autonomous polygeneration microgrid. So far, energy management systems based on a centralized management and control have been developed for the autonomous polygeneration microgrid topology based on computational intelligence approaches. A decentralized management and control energy management system can have important benefits, when taking into consideration the autonomous character of these microgrids. This paper presents the design and investigation of a decentralized energy management system for the autonomous polygeneration microgrid topology. The decentralized energy management system gives the possibility to control each unit of the microgrid independently. The most important advantage of using a decentralized architecture is that the managed microgrid has much higher chances of partial operation in cases when malfunctions occur at different parts of it, instead of a complete system breakdown. The designed system was based on a multi-agent system and employed Fuzzy Cognitive Maps for its implementation. It was then compared through a case study with an existing centralized energy management system. The technical performance of the decentralized solution performance is on par with the existing centralized one, presenting improvements in financial and operational terms for the implementation and

  16. VirtualizeMe: Real-time avatar creation for Tele-Immersion environments

    KAUST Repository

    Knoblauch, Daniel; Font, Pau Moreno; Kuester, Falko

    2010-01-01

    through lossless compression of the input data and introducing a focused volumetric visual hull reconstruction. The resulting avatar allows eye-to-eye collaboration for remote users. The interaction with the virtual world is facilitated by the volumetric

  17. Following the actors and avatars of massively multi-user online role-playing games

    DEFF Research Database (Denmark)

    Jensen, Sisse Siggaard

    2007-01-01

    held in high esteem by a group, or guild, of avatars and actors, these are activities, which may be conceived of as being complex, reflective practices. To become a skilled, professional, high-level avatar is hard work, it may take months, and only then, can the avatar perform without the many......’ conceptions of the virtual worlds, 2) their choices and constructions of mediating avatars, 3) the diversity of social interactions, 4) the constructions of self experienced and expressed while reflecting on action and communication, and 5) the interplay between the virtual worlds and the actors’ life worlds......In the massively multi-user online role-playing games of e.g. EverQuest I & II and the World of Warcraft, millions of actors inhabit and create new places and spaces for communication and social interaction (Castranova 2001, Gee, 2003, Goffman 1974/86, Jensen 2006a, Qvortrup 2001, 2002). Some...

  18. Le controfigure di Dio. Da Blade Runner ad Avatar

    Directory of Open Access Journals (Sweden)

    Nicoletta Vallorani

    2011-06-01

    Full Text Available The issue of the relationship between the creator and his/her creature has been often dealt with  in dystopia and science fiction films, and in recent times it has taken on a specific flavor, less related to the implications of science and more connected to a symbolic dimension that goes  back to the Bible as a fruitful reservoir of myths and archetypes. The Biblical parable of the creation  in particular flows into narratives recalling familiar names and places, but deeply revising the  creator/creature relationship, that is unfolded through the poetic unacceptability of death in Blade  Runner (1982 and the possibility of a new life in a new body dwelling in the fictional Eden of Avatar (2010.

  19. Accident diagnosis of the Angra-2 nuclear power plant based on intelligent real-time acquisition agents and a logical tree model

    Energy Technology Data Exchange (ETDEWEB)

    Paiva, Gustavo V.; Schirru, Roberto, E-mail: gustavopaiva@poli.ufrj.br, E-mail: schirru@lmp.ufrj.br [Coordenacao de Pos-Graduacao e Pesquisa de Engenharia (COPPE/UFRJ), Rio de Janeiro, RJ (Brazil). Departamento de Engenharia Nuclear

    2017-07-01

    This work aims to create a model and a prototype, using the Python language, which with the application of an Expert System uses production rules to analyze the data obtained in real time from the plant and help the operator to identify the occurrence of transients / accidents. In the event of a transient, the program alerts the operator and indicates which section of the Operation Manual should be consulted to bring the plant back to its normal state. The generic structure used to represent the knowledge of the Expert System was a Fault Tree and the data obtained from the plant was done through intelligent acquisition agents that transform the data obtained from the plant into Boolean values used in the Fault Tree, including the use of Fuzzy Logic. In order to test the program, a simplified model of the Almirante Alvaro Alberto 2 Nuclear Power Plant (Angra-2) manuals was used and with this model, simulations were performed to analyze the program's operation and if it leads to the expected results. The results of the tests presented a quick identification of the events and great accuracy, demonstrating the applicability of the model to the problem. (author)

  20. Accident diagnosis of the Angra-2 nuclear power plant based on intelligent real-time acquisition agents and a logical tree model

    International Nuclear Information System (INIS)

    Paiva, Gustavo V.; Schirru, Roberto

    2017-01-01

    This work aims to create a model and a prototype, using the Python language, which with the application of an Expert System uses production rules to analyze the data obtained in real time from the plant and help the operator to identify the occurrence of transients / accidents. In the event of a transient, the program alerts the operator and indicates which section of the Operation Manual should be consulted to bring the plant back to its normal state. The generic structure used to represent the knowledge of the Expert System was a Fault Tree and the data obtained from the plant was done through intelligent acquisition agents that transform the data obtained from the plant into Boolean values used in the Fault Tree, including the use of Fuzzy Logic. In order to test the program, a simplified model of the Almirante Alvaro Alberto 2 Nuclear Power Plant (Angra-2) manuals was used and with this model, simulations were performed to analyze the program's operation and if it leads to the expected results. The results of the tests presented a quick identification of the events and great accuracy, demonstrating the applicability of the model to the problem. (author)

  1. Modeling Game Avatar Synergy and Opposition through Embedding in Multiplayer Online Battle Arena Games

    OpenAIRE

    Chen, Zhengxing; Xu, Yuyu; Nguyen, Truong-Huy D.; Sun, Yizhou; El-Nasr, Magy Seif

    2018-01-01

    Multiplayer Online Battle Arena (MOBA) games have received increasing worldwide popularity recently. In such games, players compete in teams against each other by controlling selected game avatars, each of which is designed with different strengths and weaknesses. Intuitively, putting together game avatars that complement each other (synergy) and suppress those of opponents (opposition) would result in a stronger team. In-depth understanding of synergy and opposition relationships among game ...

  2. Sociocultural Conventions in Avatar-Mediated Nonverbal Communication: A Cross-Cultural Analysis of Virtual Proxemics

    OpenAIRE

    Hasler B.S.; Friedman D.A.

    2012-01-01

    We examined whether virtual worlds in which participants interact as avatars could be used as a novel instrument for cross cultural and intercultural communication research. We explored differences between Asian and European cultures regarding their social spatial behavior (i.e. proxemics) in dyadic avatar interactions. Asian dyads interacted at larger distances than European dyads which is consistent with the cross cultural differences typically observed in face to face interactions. Mixed c...

  3. Can Customizing an Avatar Motivate Exercise Intentions and Health Behaviors Among Those with Low Health Ideals?

    Science.gov (United States)

    Waddell, T Franklin; Sundar, S Shyam; Auriemma, Joshua

    2015-11-01

    Studies have shown that self-resembling avatars in health games and other applications can heighten exercise intentions, but objective self-awareness (OSA) theory suggests that this effect is likely to be true only for those who believe in the ideal of a healthy self. How can avatars be used to motivate those who do not hold this ideal and may not be motivated by avatars to pursue healthy activities? One possibility is to afford individuals the ability to customize their avatar, so they are not only more self-aware but also feel in control of their persona, both of which are necessary conditions for behavior change according to OSA. In order to test this prediction, participants in an online virtual environment created an avatar of the same sex or opposite sex by choosing among a small or large number of possible traits, then completed a series of items measuring self-awareness, sense of control, health-focused behavior, and ideal internalization. Results show that customizing a same-sex avatar can overcome differences in health intentions and behaviors between individuals with high and low levels of prior health-ideal internalization.

  4. Cells, Agents, and Support Vectors in Interaction - Modeling Urban Sprawl based on Machine Learning and Artificial Intelligence Techniques in a Post-Industrial Region

    Science.gov (United States)

    Rienow, A.; Menz, G.

    2015-12-01

    Since the beginning of the millennium, artificial intelligence techniques as cellular automata (CA) and multi-agent systems (MAS) have been incorporated into land-system simulations to address the complex challenges of transitions in urban areas as open, dynamic systems. The study presents a hybrid modeling approach for modeling the two antagonistic processes of urban sprawl and urban decline at once. The simulation power of support vector machines (SVM), cellular automata (CA) and multi-agent systems (MAS) are integrated into one modeling framework and applied to the largest agglomeration of Central Europe: the Ruhr. A modified version of SLEUTH (short for Slope, Land-use, Exclusion, Urban, Transport, and Hillshade) functions as the CA component. SLEUTH makes use of historic urban land-use data sets and growth coefficients for the purpose of modeling physical urban expansion. The machine learning algorithm of SVM is applied in order to enhance SLEUTH. Thus, the stochastic variability of the CA is reduced and information about the human and ecological forces driving the local suitability of urban sprawl is incorporated. Subsequently, the supported CA is coupled with the MAS ReHoSh (Residential Mobility and the Housing Market of Shrinking City Systems). The MAS models population patterns, housing prices, and housing demand in shrinking regions based on interactions between household and city agents. Semi-explicit urban weights are introduced as a possibility of modeling from and to the pixel simultaneously. Three scenarios of changing housing preferences reveal the urban development of the region in terms of quantity and location. They reflect the dissemination of sustainable thinking among stakeholders versus the steady dream of owning a house in sub- and exurban areas. Additionally, the outcomes are transferred into a digital petri dish reflecting a synthetic environment with perfect conditions of growth. Hence, the generic growth elements affecting the future

  5. Progress and Challenge of Artificial Intelligence

    Institute of Scientific and Technical Information of China (English)

    Zhong-Zhi Shi; Nan-Ning Zheng

    2006-01-01

    Artificial Intelligence (AI) is generally considered to be a subfield of computer science, that is concerned to attempt simulation, extension and expansion of human intelligence. Artificial intelligence has enjoyed tremendous success over the last fifty years. In this paper we only focus on visual perception, granular computing, agent computing, semantic grid. Human-level intelligence is the long-term goal of artificial intelligence. We should do joint research on basic theory and technology of intelligence by brain science, cognitive science, artificial intelligence and others. A new cross discipline intelligence science is undergoing a rapid development. Future challenges are given in final section.

  6. 10th International Symposium on Intelligent Distributed Computing

    CERN Document Server

    Seghrouchni, Amal; Beynier, Aurélie; Camacho, David; Herpson, Cédric; Hindriks, Koen; Novais, Paulo

    2017-01-01

    This book presents the combined peer-reviewed proceedings of the tenth International Symposium on Intelligent Distributed Computing (IDC’2016), which was held in Paris, France from October 10th to 12th, 2016. The 23 contributions address a range of topics related to theory and application of intelligent distributed computing, including: Intelligent Distributed Agent-Based Systems, Ambient Intelligence and Social Networks, Computational Sustainability, Intelligent Distributed Knowledge Representation and Processing, Smart Networks, Networked Intelligence and Intelligent Distributed Applications, amongst others.

  7. Developing Culture-Adaptive Competency Through Experiences with Expressive Avatars

    Science.gov (United States)

    Silverglate, Daniel S.; Sims, Edward M.; Glover, Gerald; Friedman, Harris

    2012-01-01

    Modern Warfighters often find themselves in a variety of non-combat roles such as negotiator, peacekeeper, reconstruction, and disaster relief. They are expected to perform these roles within a culture alien to their own. Each individual they encounter brings their own set of values to the interaction that must be understood and reconciled. To navigate the human terrain of these complex interactions, the Warfighter must not only consider the specifics of the target culture, but also identify the stakeholders, recognize the influencing cultural dimensions, and adapt to the situation to achieve the best possible outcome. Vcom3D is using game-based scenarios to develop culturally adaptive competency. The avatars that represent the stakeholders must be able to portray culturally accurate behavior, display complex emotion, and communicate through verbal and non-verbal cues. This paper will discuss the use of emerging game technologies to better simulate human behavior in cross-cultural dilemmas. Nomenclature: culture, adaptive, values, cultural values dimensions, dilemmas, virtual humans, non-verbal communications

  8. Development of a Remote Consultation System Using Avatar Technology

    Science.gov (United States)

    Ohnishi, Tatsuya; Yajima, Hiroshi; Sawamoto, Jun

    The chance to use the Internet as a communications tool has been increasing, and the consultation businesses for customers at remote places are diversifying in their communication media and forms. In the remote consultation, the lack of non-verbal information is reported as one of the reasons for inefficiency and customer's dissatisfaction compared with the face-to-face consultation. The technique for supplementing non-verbal information with a TV telephone is proposed, and helps to confirm understanding degree or the utterance timing by watching the movement of the face. But the displayed face of the partner causes strong feeling of strain between strangers and the participants also care about background scene displayed on the monitor producing risks in the consultation tasks. In this paper, we propose a remote consultation method that uses avatar technology in the virtual space in order to provide non-verbal information and also avoiding the problem of TV telephone at the same time. The effectiveness of the proposed remote consultation method is confirmed by experiments.

  9. Asymptotically Optimal Agents

    OpenAIRE

    Lattimore, Tor; Hutter, Marcus

    2011-01-01

    Artificial general intelligence aims to create agents capable of learning to solve arbitrary interesting problems. We define two versions of asymptotic optimality and prove that no agent can satisfy the strong version while in some cases, depending on discounting, there does exist a non-computable weak asymptotically optimal agent.

  10. Let the Avatar Brighten Your Smile: Effects of Enhancing Facial Expressions in Virtual Environments.

    Directory of Open Access Journals (Sweden)

    Soo Youn Oh

    Full Text Available Previous studies demonstrated the positive effects of smiling on interpersonal outcomes. The present research examined if enhancing one's smile in a virtual environment could lead to a more positive communication experience. In the current study, participants' facial expressions were tracked and mapped on a digital avatar during a real-time dyadic conversation. The avatar's smile was rendered such that it was either a slightly enhanced version or a veridical version of the participant's actual smile. Linguistic analyses using the Linguistic Inquiry Word Count (LIWC revealed that participants who communicated with each other via avatars that exhibited enhanced smiles used more positive words to describe their interaction experience compared to those who communicated via avatars that displayed smiling behavior reflecting the participants' actual smiles. In addition, self-report measures showed that participants in the 'enhanced smile' condition felt more positive affect after the conversation and experienced stronger social presence compared to the 'normal smile' condition. These results are particularly striking when considering the fact that most participants (>90% were unable to detect the smiling manipulation. This is the first study to demonstrate the positive effects of transforming unacquainted individuals' actual smiling behavior during a real-time avatar-networked conversation.

  11. Conjuring the Ideal Self: an Investigation of Self-Presentation in Video Game Avatars

    Directory of Open Access Journals (Sweden)

    Holly Maxwell Pringle

    2015-06-01

    Full Text Available Self-presentation in online spaces has recently attracted a significant amount of attention in psychological literature. Video games allow players to create a detailed, unique character to represent themselves in the online social world. Research has found that there is a relationship between self-esteem and online self-presentation. However, little research has examined gender differences within this topic. The study aimed to address this gap in the literature by specifically examining gender differences in avatar creation, plus how this extends to gameplay choices, while confirming the previously noted effects of self-esteem on avatar creation. 40 participants created an avatar in The Elder Scrolls Online and completed questionnaires on General Self-Esteem, Body Self-Esteem plus an evaluation of their avatar. Results found that self-esteem predicted perceived avatar similarity, males and females engaged in the same amount of self-presentation, and gender affected class choice. Limitations and directions of future research are discussed.

  12. Social intelligence, human intelligence and niche construction.

    Science.gov (United States)

    Sterelny, Kim

    2007-04-29

    This paper is about the evolution of hominin intelligence. I agree with defenders of the social intelligence hypothesis in thinking that externalist models of hominin intelligence are not plausible: such models cannot explain the unique cognition and cooperation explosion in our lineage, for changes in the external environment (e.g. increasing environmental unpredictability) affect many lineages. Both the social intelligence hypothesis and the social intelligence-ecological complexity hybrid I outline here are niche construction models. Hominin evolution is hominin response to selective environments that earlier hominins have made. In contrast to social intelligence models, I argue that hominins have both created and responded to a unique foraging mode; a mode that is both social in itself and which has further effects on hominin social environments. In contrast to some social intelligence models, on this view, hominin encounters with their ecological environments continue to have profound selective effects. However, though the ecological environment selects, it does not select on its own. Accidents and their consequences, differential success and failure, result from the combination of the ecological environment an agent faces and the social features that enhance some opportunities and suppress others and that exacerbate some dangers and lessen others. Individuals do not face the ecological filters on their environment alone, but with others, and with the technology, information and misinformation that their social world provides.

  13. Are Children with Autism More Responsive to Animated Characters? A Study of Interactions with Humans and Human-Controlled Avatars

    Science.gov (United States)

    Carter, Elizabeth J.; Williams, Diane L.; Hodgins, Jessica K.; Lehman, Jill F.

    2014-01-01

    Few direct comparisons have been made between the responsiveness of children with autism to computer-generated or animated characters and their responsiveness to humans. Twelve 4-to 8-year-old children with autism interacted with a human therapist; a human-controlled, interactive avatar in a theme park; a human actor speaking like the avatar; and…

  14. The Creative Proteus Effect : How Self-Similarity, Embodiment, and Priming of Creative Stereotypes with Avatars Influences Creative Ideation

    NARCIS (Netherlands)

    de Rooij, Alwin

    2017-01-01

    Creative ideation can be enhanced in 3D virtual environments by manipulating the appearance of a user’s avatar so that it primes a creative stereotype. However, not much is known about the factors that influence the effectiveness of using avatars to enhance creativity. In this study we investigate

  15. Minimally Naturalistic Artificial Intelligence

    OpenAIRE

    Hansen, Steven Stenberg

    2017-01-01

    The rapid advancement of machine learning techniques has re-energized research into general artificial intelligence. While the idea of domain-agnostic meta-learning is appealing, this emerging field must come to terms with its relationship to human cognition and the statistics and structure of the tasks humans perform. The position of this article is that only by aligning our agents' abilities and environments with those of humans do we stand a chance at developing general artificial intellig...

  16. Intelligent Lighting Control System

    OpenAIRE

    García, Elena; Rodríguez González, Sara; de Paz Santana, Juan F.; Bajo Pérez, Javier

    2014-01-01

    This paper presents an adaptive architecture that allows centralized control of public lighting and intelligent management, in order to economise on lighting and maintain maximum comfort status of the illuminated areas. To carry out this management, architecture merges various techniques of artificial intelligence (AI) and statistics such as artificial neural networks (ANN), multi-agent systems (MAS), EM algorithm, methods based on ANOVA and a Service Oriented Aproach (SOA). It performs optim...

  17. Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game

    Science.gov (United States)

    Jiang, Zhi-Qiang; Zhou, Wei-Xing; Tan, Qun-Zhao

    2009-11-01

    Massive multiplayer online role-playing games (MMORPGs) are very popular in China, which provides a potential platform for scientific research. We study the online-offline activities of avatars in an MMORPG to understand their game-playing behavior. The statistical analysis unveils that the active avatars can be classified into three types. The avatars of the first type are owned by game cheaters who go online and offline in preset time intervals with the online duration distributions dominated by pulses. The second type of avatars is characterized by a Weibull distribution in the online durations, which is confirmed by statistical tests. The distributions of online durations of the remaining individual avatars differ from the above two types and cannot be described by a simple form. These findings have potential applications in the game industry.

  18. VirtualizeMe: Real-time avatar creation for Tele-Immersion environments

    KAUST Repository

    Knoblauch, Daniel

    2010-03-01

    VirtualizeMe introduces a new design for a fully immersive Tele-Immersion system for remote collaboration and virtual world interaction. This system introduces a new avatar creation approach full-filling four main attributes: high resolution, scalability, flexibility and affordability. This is achieved by a total separation of reconstruction and rendering and exploiting the capabilities of modern graphic cards. The high resolution is achieved by using as much of the input information as possible through lossless compression of the input data and introducing a focused volumetric visual hull reconstruction. The resulting avatar allows eye-to-eye collaboration for remote users. The interaction with the virtual world is facilitated by the volumetric avatar model and allows a fully immersive system. This paper shows a proof of concept based on publicly available pre-recorded data to allow easier comparison. ©2010 IEEE.

  19. Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players.

    Science.gov (United States)

    Yang, Grace S; Huesmann, L Rowell; Bushman, Brad J

    2014-01-01

    Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects-whether the avatar is male or female. One common stereotype is that males are more aggressive than females. Thus, playing a violent video game as a male avatar, compared to a female avatar, should be more likely to prime aggressive thoughts and inclinations in players and lead to more aggressive behavior afterwards. Male and female university students (N = 242) were randomly assigned to play a violent video game as a male or female avatar. After gameplay, participants gave an ostensible partner who hated spicy food hot sauce to eat. The amount of hot sauce given was used to measure aggression. Consistent with priming theory, results showed that both male and female participants who played a violent game as a male avatar behaved more aggressively afterwards than those who played as female avatar. The priming effects of the male avatar were somewhat stronger for male participants than for female participants, suggesting that male participants identified more with the male avatar than did the female participants. These results are particularly noteworthy because they are consistent with another recent experiment showing that playing a violent game as an avatar with a different stereotypically aggressive attribute (black skin color) stimulates more aggression than playing as an avatar without the stereotypically aggressive attribute (Yang et al., 2014, Social Psychological and Personality Science). © 2014 Wiley Periodicals, Inc.

  20. The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response.

    Science.gov (United States)

    Waltemate, Thomas; Gall, Dominik; Roth, Daniel; Botsch, Mario; Latoschik, Marc Erich

    2018-04-01

    This article reports the impact of the degree of personalization and individualization of users' avatars as well as the impact of the degree of immersion on typical psychophysical factors in embodied Virtual Environments. We investigated if and how virtual body ownership (including agency), presence, and emotional response are influenced depending on the specific look of users' avatars, which varied between (1) a generic hand-modeled version, (2) a generic scanned version, and (3) an individualized scanned version. The latter two were created using a state-of-the-art photogrammetry method providing a fast 3D-scan and post-process workflow. Users encountered their avatars in a virtual mirror metaphor using two VR setups that provided a varying degree of immersion, (a) a large screen surround projection (L-shape part of a CAVE) and (b) a head-mounted display (HMD). We found several significant as well as a number of notable effects. First, personalized avatars significantly increase body ownership, presence, and dominance compared to their generic counterparts, even if the latter were generated by the same photogrammetry process and hence could be valued as equal in terms of the degree of realism and graphical quality. Second, the degree of immersion significantly increases the body ownership, agency, as well as the feeling of presence. These results substantiate the value of personalized avatars resembling users' real-world appearances as well as the value of the deployed scanning process to generate avatars for VR-setups where the effect strength might be substantial, e.g., in social Virtual Reality (VR) or in medical VR-based therapies relying on embodied interfaces. Additionally, our results also strengthen the value of fully immersive setups which, today, are accessible for a variety of applications due to the widely available consumer HMDs.

  1. Intelligible Artificial Intelligence

    OpenAIRE

    Weld, Daniel S.; Bansal, Gagan

    2018-01-01

    Since Artificial Intelligence (AI) software uses techniques like deep lookahead search and stochastic optimization of huge neural networks to fit mammoth datasets, it often results in complex behavior that is difficult for people to understand. Yet organizations are deploying AI algorithms in many mission-critical settings. In order to trust their behavior, we must make it intelligible --- either by using inherently interpretable models or by developing methods for explaining otherwise overwh...

  2. Embodying Others in Immersive Virtual Reality: Electro-Cortical Signatures of Monitoring the Errors in the Actions of an Avatar Seen from a First-Person Perspective.

    Science.gov (United States)

    Pavone, Enea Francesco; Tieri, Gaetano; Rizza, Giulia; Tidoni, Emmanuele; Grisoni, Luigi; Aglioti, Salvatore Maria

    2016-01-13

    Brain monitoring of errors in one's own and other's actions is crucial for a variety of processes, ranging from the fine-tuning of motor skill learning to important social functions, such as reading out and anticipating the intentions of others. Here, we combined immersive virtual reality and EEG recording to explore whether embodying the errors of an avatar by seeing it from a first-person perspective may activate the error monitoring system in the brain of an onlooker. We asked healthy participants to observe, from a first- or third-person perspective, an avatar performing a correct or an incorrect reach-to-grasp movement toward one of two virtual mugs placed on a table. At the end of each trial, participants reported verbally how much they embodied the avatar's arm. Ratings were maximal in first-person perspective, indicating that immersive virtual reality can be a powerful tool to induce embodiment of an artificial agent, even through mere visual perception and in the absence of any cross-modal boosting. Observation of erroneous grasping from a first-person perspective enhanced error-related negativity and medial-frontal theta power in the trials where human onlookers embodied the virtual character, hinting at the tight link between early, automatic coding of error detection and sense of embodiment. Error positivity was similar in 1PP and 3PP, suggesting that conscious coding of errors is similar for self and other. Thus, embodiment plays an important role in activating specific components of the action monitoring system when others' errors are coded as if they are one's own errors. Detecting errors in other's actions is crucial for social functions, such as reading out and anticipating the intentions of others. Using immersive virtual reality and EEG recording, we explored how the brain of an onlooker reacted to the errors of an avatar seen from a first-person perspective. We found that mere observation of erroneous actions enhances electrocortical markers of

  3. Mutating the realities in fashion design: virtual clothing for 3D avatars

    OpenAIRE

    Taylor, Andrew; Unver, Ertu

    2007-01-01

    “My fantasy is to be Uma Thurman in Kill Bill…and now I can… I’d pay $10 for her yellow jumpsuit and sword moves and I’m sure other people would too… \\ud Hundreds and thousands of humans living in different time zones around the world are choosing to re-create and express themselves as three dimensional avatars in 3D virtual online worlds: An avatar is defined as an interactive 3D image or character, representing a user in a multi-user virtual world/virtual reality space. 3D virtual online wo...

  4. An investigation into the efficacy of avatar-based systems for student advice

    Directory of Open Access Journals (Sweden)

    E. Currie

    2016-06-01

    Full Text Available Student support is an important function in all universities. Most students expect access to support 24/7, but support staff cannot be available at all times of day. This paper addresses this problem, describing the development of an avatar-based system to guide students through the materials provided by a university student employability service. Firstly, students and staff were surveyed to establish the demand for such a system. The system was then constructed. Finally, the system was evaluated by students and staff, which led to a clearer understanding of the optimal role for avatar-based systems and consequent improvements to the system’s functionality.

  5. Exploration of virtual body-representation in adolescence: the role of age and sex in avatar customization.

    Science.gov (United States)

    Villani, Daniela; Gatti, Elena; Triberti, Stefano; Confalonieri, Emanuela; Riva, Giuseppe

    2016-01-01

    The malleable nature of the self led researchers to investigate the meaning of virtual identity by exploring virtual self-representation through avatars and its association with users' identity. The present study aims to investigate the changes in virtual body-representation in adolescence related to age levels and sex and the association with adolescents' self-esteem and body esteem. Anthropometric features, body esteem and self-esteem were used to assess adolescents' body image and identity. The scoring code of the "Drawing Me" graphical test was used to evaluate the avatars. The sample is composed of 63 adolescents of different ages-early, middle and late adolescence-balanced by sex. Results show that the creation of a digital avatar changes with age and is partially associated with adolescents' perceptions in terms of body esteem and self-esteem. Moreover, the creation of avatars occurs differently for boys, who enrich their avatars with many sexual features, than for girls, who prefer to detail their avatars' clothing to enrich them. Critical reflections and implications for psychological interventions that may use avatars to investigate adolescents' identity in integration with other tools will be discussed.

  6. What role can avatars play in e-mental health interventions? Exploring new models of client-therapist interaction.

    Directory of Open Access Journals (Sweden)

    Imogen C Rehm

    2016-11-01

    Full Text Available In the burgeoning field of e-mental health interventions, avatars are increasingly being utilized to facilitate online communication between clients and therapists, and amongst peers. Avatars are digital self-representations which enable individuals to interact with each other in computer-based virtual environments. In this narrative review, we examine the psychotherapeutic applications of avatars that have been investigated and trialed to date. Five key applications were identified: (1 in the formation of online peer support communities; (2 replicating traditional modes of psychotherapy by using avatars as a vehicle to communicate within a wholly virtual environment; (3 using avatar technology to facilitate or augment face-to-face treatment; (4 as part of serious games, and (5 communication with an autonomous virtual therapist. Across these applications, avatars appeared to serve several functions conducive to treatment engagement: (1 facilitating the development of a virtual therapeutic alliance; (2 reducing communication barriers; (3 promoting treatment-seeking through anonymity; (4 promoting expression and exploration of client identity, and (5 enabling therapists to control and manipulate treatment stimuli. Further research into the feasibility and ethical implementation of avatar-based psychotherapies is required.

  7. What Role Can Avatars Play in e-Mental Health Interventions? Exploring New Models of Client-Therapist Interaction.

    Science.gov (United States)

    Rehm, Imogen C; Foenander, Emily; Wallace, Klaire; Abbott, Jo-Anne M; Kyrios, Michael; Thomas, Neil

    2016-01-01

    In the burgeoning field of e-mental health interventions, avatars are increasingly being utilized to facilitate online communication between clients and therapists, and among peers. Avatars are digital self-representations, which enable individuals to interact with each other in computer-based virtual environments. In this narrative review, we examine the psychotherapeutic applications of avatars that have been investigated and trialed to date. Five key applications were identified (1) in the formation of online peer support communities; (2) replicating traditional modes of psychotherapy by using avatars as a vehicle to communicate within a wholly virtual environment; (3) using avatar technology to facilitate or augment face-to-face treatment; (4) as part of serious games; and (5) communication with an autonomous virtual therapist. Across these applications, avatars appeared to serve several functions conducive to treatment engagement by (1) facilitating the development of a virtual therapeutic alliance; (2) reducing communication barriers; (3) promoting treatment-seeking through anonymity; (4) promoting expression and exploration of client identity; and (5) enabling therapists to control and manipulate treatment stimuli. Further research into the feasibility and ethical implementation of avatar-based psychotherapies is required.

  8. "Whose second life is this?" How avatar-based racial cues shape ethno-racial minorities' perception of virtual worlds.

    Science.gov (United States)

    Lee, Jong-Eun Roselyn; Park, Sung Gwan

    2011-11-01

    Research on social identity contingencies suggests that situational cues, such as a numerical representation of social identities in a given social environment, can trigger identity-associated threat for individuals whose social identity is marginalized. Given that popular virtual worlds (e.g., Second Life [SL]) are often criticized for White-avatar dominance or White bias, we examined the psychological effects of the alleged White dominance in avatar-based virtual worlds by conducting two experiments in which participants read fictitious profiles of SL resident avatars. White and non-White participants were randomly assigned to view either a set of White-dominant avatar profiles or a set of racially diverse ones. After reading the profiles, participants had an opportunity to customize avatars using the SL interface. The findings of Experiment 1 (n=59) revealed that non-White participants exposed to the White-dominant avatar profiles, when compared with those exposed to the racially diverse profiles, reported significantly lower levels of sense of belonging and intention to participate in SL. Experiment 2 (n=64) demonstrated that non-White participants exposed to the White-dominant avatar profiles gave significantly higher estimation of the White user population within SL; the data also showed that exposure to the White-dominant avatar profiles resulted in a greater sense of limitation on skin customization among non-White participants than among White participants. The present research suggests that ethno-racial minorities, when exposed to avatar-based cues that signal White dominance, may perceive the virtual world as identity threatening, thereby feeling psychologically disconnected and detached from it. Implications regarding racial/ethnic diversity in virtual worlds are discussed.

  9. Social media, social avatars and the psyche: is Facebook good for us?

    Science.gov (United States)

    Brunskill, David

    2013-12-01

    This paper aims to explore how social media users represent themselves online, and to consider whether this process has inherent potential to impact upon the psyche of the individual. Advanced thinking around social media may exist on an organizational level, but on an individual level there exists a need to catch up, as the psychological dimensions of going online are significant and deserve consideration. Inherent to the experience of using social media is the self selection of favorable material to represent the individual. This process is cumulative, and effectively creates a socially-derived and socially-driven, composite online image ('social avatar'). Humans notably select their best aspects for presentation to others and the social avatar reflects this tendency, effectively facilitating the creation of a 'gap' between online image (representation) and offline identity (substance). The creation of a social avatar should therefore be an important and conscious consideration for all users of social media, not just those individuals already struggling with the task of integrating the multiple facets which make up modern personal identity. Social avatars appear to be an important factor in understanding the inherent potential for social media to affect the psyche/contribute to psychopathology within the individual.

  10. VIRTUAL AVATAR FOR EMOTION RECOGNITION IN PATIENTS WITH SCHIZOPHRENIA: A PILOT STUDY

    Directory of Open Access Journals (Sweden)

    Samuel Marcos Pablos

    2016-08-01

    Full Text Available Persons who suffer from schizophrenia have difficulties in recognizing emotions in others’ facial expressions, which affects their capabilities for social interaction and hinders their social integration. Photographic images have traditionally been used to explore emotion recognition impairments in schizophrenia patients, which lack of the dynamism that is inherent to face to face social interactions. In order to overcome those inconveniences, in the present work the use of an animated, virtual face is approached. The avatar has the appearance of a highly realistic human face and is able to express different emotions dynamically, introducing some advantages over photograph-based approaches such as its dynamic appearance.We present the results of a pilot study in order to assess the validity of the interface as a tool for clinical psychiatrists. 20 subjects who suffer from schizophrenia of long evolution and 20 control subjects were invited to recognize a set of facial emotions showed by a virtual avatar and images. The objective of the study is to explore the possibilities of using a realistic-looking avatar for the assessment of emotion recognition deficits in patients who suffer schizophrenia. Our results suggest that the proposed avatar may be a suitable tool for the diagnosis and treatment of deficits in the facial recognition of emotions.

  11. Effects of avatar race in violent video games on racial attitudes and aggression

    NARCIS (Netherlands)

    Yang, G.S.; Gibson, B; Lueke, A.K.; Huesmann, L.R.; Bushman, B.J.

    2014-01-01

    The media often link Black characters and violence. This is especially true in video games, in which Black male characters are virtually always violent. This research tested the effects of playing a violent game as a Black (vs. White) avatar on racial stereotypes and aggression. In Experiment 1,

  12. "Avatar" on kõige täiega Gloobuse-film / Andres Laasik

    Index Scriptorium Estoniae

    Laasik, Andres, 1960-2016

    2010-01-01

    Hollywoodi välisajakirjanike assotsiatsiooni jagatud parima draama ja lavastaja Kuldgloobus James Cameron "Avatar", parima komöödia Kuldgloobus Todd Phillips "Pohmakas", parima meeskõrvalosatäitja Kuldgloobus Christoph Waltz Quentin Tarantino "Vääritud tõprad". Cecil B. DeMille auhind Martin Scorsesele. Kuldgloobused 2010 - tähtsamate kategooriate loetelu

  13. Subjective experiences of watching stereoscopic Avatar and U2 3D in a cinema

    Science.gov (United States)

    Pölönen, Monika; Salmimaa, Marja; Takatalo, Jari; Häkkinen, Jukka

    2012-01-01

    A stereoscopic 3-D version of the film Avatar was shown to 85 people who subsequently answered questions related to sickness, visual strain, stereoscopic image quality, and sense of presence. Viewing Avatar for 165 min induced some symptoms of visual strain and sickness, but the symptom levels remained low. A comparison between Avatar and previously published results for the film U2 3D showed that sickness and visual strain levels were similar despite the films' runtimes. The genre of the film had a significant effect on the viewers' opinions and sense of presence. Avatar, which has been described as a combination of action, adventure, and sci-fi genres, was experienced as more immersive and engaging than the music documentary U2 3D. However, participants in both studies were immersed, focused, and absorbed in watching the stereoscopic 3-D (S3-D) film and were pleased with the film environments. The results also showed that previous stereoscopic 3-D experience significantly reduced the amount of reported eye strain and complaints about the weight of the viewing glasses.

  14. Mixed Methods for Mixed Reality: Understanding Users' Avatar Activities in Virtual Worlds

    Science.gov (United States)

    Feldon, David F.; Kafai, Yasmin B.

    2008-01-01

    This paper examines the use of mixed methods for analyzing users' avatar-related activities in a virtual world. Server logs recorded keystroke-level activity for 595 participants over a six-month period in Whyville.net, an informal science website. Participants also completed surveys and participated in interviews regarding their experiences.…

  15. New Grand Narratives: The Metaphysical Worldview of 'Avatar' and 'Cloud Atlas'

    NARCIS (Netherlands)

    Früchtl, J.

    2016-01-01

    Referring to the films Avatar (2009) and Cloud Atlas (2012), the author will demonstrate that a new era of metaphysical holism follows Postmodernism. These films celebrate a resurrection of the flesh with 3-D technology and a reincarnation of souls with the aesthetic technique of morphing. However

  16. Using Avatars and Virtual Environments in Learning: What Do They Have to Offer?

    Science.gov (United States)

    Falloon, Garry

    2010-01-01

    This paper explores and discusses arguments for the use of virtual environments and interactive avatars in supporting the achievement of student learning goals within conventional educational contexts. It describes and evaluates arguments promoted by some authors (eg, van den Brekel, 2007; Deuchar & Nodder, 2003; Dickey, 2003; Facer, 2004; de…

  17. The Creation of a Theoretical Framework for Avatar Creation and Revision

    Science.gov (United States)

    Beck, Dennis; Murphy, Cheryl

    2014-01-01

    Multi-User Virtual Environments (MUVE) are increasingly being used in education and provide environments where users can manipulate minute details of their avatar's appearance including those traditionally associated with gender and race identification. The ability to choose racial and gender characteristics differs from real-world educational…

  18. AVATAR: AdVanced Aerodynamic Tools for lArge Rotors

    DEFF Research Database (Denmark)

    Schepers, J.C.; Ceyhan, O.; Savenije, F.J.

    2015-01-01

    An EERA (European Energy Research Alliance) consortium started an ambitious EU FP7 project AVATAR (AdVanced Aerodynamic Tools of lArge Rotors) in November 2013. The project lasts 4 years and is carried out in a consortium with 11 research institutes and two industry partners. The motivation...

  19. Communication and Education in a Virtual World: Avatar-Mediated Teaching and Learning in Second Life

    Science.gov (United States)

    Mon, Lorri

    2010-01-01

    Education within Second Life frequently recapitulates the "sage on the stage" as students sit their avatars down in chairs in the virtual world and listen to or read an instructor's lecture while watching a slideshow. This conceptual article explores alternative active learning techniques supporting independent and collaborative learning…

  20. Artificial intelligence

    CERN Document Server

    Hunt, Earl B

    1975-01-01

    Artificial Intelligence provides information pertinent to the fundamental aspects of artificial intelligence. This book presents the basic mathematical and computational approaches to problems in the artificial intelligence field.Organized into four parts encompassing 16 chapters, this book begins with an overview of the various fields of artificial intelligence. This text then attempts to connect artificial intelligence problems to some of the notions of computability and abstract computing devices. Other chapters consider the general notion of computability, with focus on the interaction bet

  1. Intelligent mechatronics; Intelligent mechatronics

    Energy Technology Data Exchange (ETDEWEB)

    Hashimoto, H. [The University of Tokyo, Tokyo (Japan). Institute of Industrial Science

    1995-10-01

    Intelligent mechatronics (IM) was explained as follows: a study of IM essentially targets realization of a robot namely, but in the present stage the target is a creation of new values by intellectualization of machine, that is, a combination of the information infrastructure and the intelligent machine system. IM is also thought to be constituted of computers positively used and micromechatronics. The paper next introduces examples of IM study, mainly those the author is concerned with as shown below: sensor gloves, robot hands, robot eyes, tele operation, three-dimensional object recognition, mobile robot, magnetic bearing, construction of remote controlled unmanned dam, robot network, sensitivity communication using neuro baby, etc. 27 figs.

  2. The study of ethnic attitudes during interactions with avatars in virtual environments

    Directory of Open Access Journals (Sweden)

    Galina Ya. Menshikova

    2018-03-01

    Full Text Available Background. Modern technologies provide a wide range of opportunities for studying different types of social processes and phenomena. Currently many original social studies have been done with the use of virtual reality technologies. The effectiveness of their application has been shown for the study of verbal and nonverbal communication; the processes of ethno-cultural identity; and for teaching social skills, as well as correcting social anxiety and ethnic attitudes. One of the very real question concerning spatial behavior during communication with partners from other ethnic groups, however, has not been studied very much. Objective. In our study we explored proxemic behavior in subjects’ face-to-face interactions with avatars of in-group and out-group ethnic appearance. Using the CAVE virtual reality system, we studied preferred interpersonal distances in carrying out memory tasks during interaction with the avatars. Design. Three virtual environments with avatars of different ethnic appearance were developed. Each virtual scene represented a room where three avatars of the same ethnicity were standing. Their appearance was associable with one of three ethnic groups– the Slavic, North Caucasian, or the Central Asian. The participants (all of whom identified themselves as Russians were immersed in the virtual scenes with the help of the CAVE virtual reality system. They were instructed to keep in mind as many details of the avatars’ appearance as they could. During the task’s execution the interpersonal distances between the participants and the avatars were registered. After leaving the CAVE, the participants were asked to answer questions about the details of avatars’ appearance, and to fill out a questionnaire assessing the Presence Effect in virtual environments. The identification accuracy of the avatars’ appearance details and the Presence effect were measured. The interpersonal distances were analyzed for the area around

  3. Challenging problems and solutions in intelligent systems

    CERN Document Server

    Grzegorzewski, Przemysław; Kacprzyk, Janusz; Owsiński, Jan; Penczek, Wojciech; Zadrożny, Sławomir

    2016-01-01

    This volume presents recent research, challenging problems and solutions in Intelligent Systems– covering the following disciplines: artificial and computational intelligence, fuzzy logic and other non-classic logics, intelligent database systems, information retrieval, information fusion, intelligent search (engines), data mining, cluster analysis, unsupervised learning, machine learning, intelligent data analysis, (group) decision support systems, intelligent agents and multi-agent systems, knowledge-based systems, imprecision and uncertainty handling, electronic commerce, distributed systems, etc. The book defines a common ground for sometimes seemingly disparate problems and addresses them by using the paradigm of broadly perceived intelligent systems. It presents a broad panorama of a multitude of theoretical and practical problems which have been successfully dealt with using the paradigm of intelligent computing.

  4. Requirement analysis for autonomous systems and intelligent ...

    African Journals Online (AJOL)

    user

    Danish Power System and a requirement analysis for the use of intelligent agents and ..... tries to make an optimal islanding plan at this state and tries to blackstart. ... 4 Foundation for Physical Intelligent Agents (FIPA): http://www.fipa.org ...

  5. How avatar customizability affects children's arousal and subjective presence during junk food-sponsored online video games.

    Science.gov (United States)

    Bailey, Rachel; Wise, Kevin; Bolls, Paul

    2009-06-01

    The purpose of this study was to determine how children cognitively and emotionally process interactive marketing of snack food products in advergames. Children (N = 30) aged 10 to 12 were asked to play advergames with (a) avatars that were assigned to them, (b) avatars chosen from a pool, and (c) self-designed avatars. The children's skin conductance levels were collected during play. After gameplay, at each customization level, self-reported presence was collected. The results of this study indicate that customization of game avatars can affect both subjective feelings of presence and psychophysiological indicators of emotion during gameplay, which may make the gameplay experience more enjoyable. This may have implications for game sponsors and producers. Self-reported presence had no effect on psychophysiological indicators of emotion during gameplay. Implications of this finding and limitations of this study are discussed.

  6. Talk to the virtual hands: self-animated avatars improve communication in head-mounted display virtual environments.

    Directory of Open Access Journals (Sweden)

    Trevor J Dodds

    Full Text Available BACKGROUND: When we talk to one another face-to-face, body gestures accompany our speech. Motion tracking technology enables us to include body gestures in avatar-mediated communication, by mapping one's movements onto one's own 3D avatar in real time, so the avatar is self-animated. We conducted two experiments to investigate (a whether head-mounted display virtual reality is useful for researching the influence of body gestures in communication; and (b whether body gestures are used to help in communicating the meaning of a word. Participants worked in pairs and played a communication game, where one person had to describe the meanings of words to the other. PRINCIPAL FINDINGS: In experiment 1, participants used significantly more hand gestures and successfully described significantly more words when nonverbal communication was available to both participants (i.e. both describing and guessing avatars were self-animated, compared with both avatars in a static neutral pose. Participants 'passed' (gave up describing significantly more words when they were talking to a static avatar (no nonverbal feedback available. In experiment 2, participants' performance was significantly worse when they were talking to an avatar with a prerecorded listening animation, compared with an avatar animated by their partners' real movements. In both experiments participants used significantly more hand gestures when they played the game in the real world. CONCLUSIONS: Taken together, the studies show how (a virtual reality can be used to systematically study the influence of body gestures; (b it is important that nonverbal communication is bidirectional (real nonverbal feedback in addition to nonverbal communication from the describing participant; and (c there are differences in the amount of body gestures that participants use with and without the head-mounted display, and we discuss possible explanations for this and ideas for future investigation.

  7. Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations

    OpenAIRE

    Nowak, Kristine L.; Fox, Jesse

    2018-01-01

    Avatars are growing in popularity and present in many interfaces used for computer-mediated communication (CMC) including social media, e-commerce, and education. Communication researchers have been investigating avatars for over twenty years, and an examination of this literature reveals similarities but also notable discrepancies in conceptual definitions. The goal of this review is to provide a general overview of current debates, methodological approaches, and trends in findings. Our revi...

  8. A Combination of Outcome and Process Feedback Enhances Performance in Simulations of Child Sexual Abuse Interviews Using Avatars

    OpenAIRE

    Francesco Pompedda; Jan Antfolk; Jan Antfolk; Angelo Zappalà; Angelo Zappalà; Pekka Santtila; Pekka Santtila

    2017-01-01

    Simulated interviews in alleged child sexual abuse (CSA) cases with computer-generated avatars paired with feedback improve interview quality. In the current study, we aimed to understand better the effect of different types of feedback in this context. Feedback was divided into feedback regarding conclusions about what happened to the avatar (outcome feedback) and feedback regarding the appropriateness of question-types used by the interviewer (process feedback). Forty-eight participants eac...

  9. Motivational interviewing in a Web-based physical activity intervention with an avatar: randomized controlled trial.

    Science.gov (United States)

    Friederichs, Stijn; Bolman, Catherine; Oenema, Anke; Guyaux, Janneke; Lechner, Lilian

    2014-02-13

    Developing Web-based physical activity (PA) interventions based on motivational interviewing (MI) could increase the availability and reach of MI techniques for PA promotion. Integrating an avatar in such an intervention could lead to more positive appreciation and higher efficacy of the intervention, compared to an intervention that is purely text-based. The present study aims to determine whether a Web-based PA intervention based on MI with an avatar results in more positive appreciation and higher effectiveness of the intervention, when compared to an intervention that is purely text-based. A three-arm randomized controlled trial was conducted, containing the following research conditions: (1) a Web-based PA intervention based on MI with an avatar, (2) a content-identical intervention without an avatar, and (3) a control condition that received no intervention. Measurements included PA behavior and process variables, measured at baseline, directly following the intervention and 1 month post intervention. Both interventions significantly increased self-reported PA at 1 month, compared to the control condition (beta(AVATARvsCONTROL)=.39, P=.011; beta(TEXTvsCONTROL)=.44, P=.006). No distinctions were found regarding intervention effect on PA between both interventions. Similarly, the results of the process evaluation did not indicate any significant differences between both interventions. Due to the limited relational skills of the avatar in this study, it probably did not succeed in forming a stronger relationship with the user, over and above text alone. The findings suggest that avatars that do not strengthen the social relationship with the user do not enhance the intervention impact. Future research should determine whether Web-based PA interventions based on MI could benefit from inclusion of a virtual coach capable of more complex relational skills than used in the current study, such as responding in gesture to the user's state and input. Dutch Trial

  10. Trading Agents

    CERN Document Server

    Wellman, Michael

    2011-01-01

    Automated trading in electronic markets is one of the most common and consequential applications of autonomous software agents. Design of effective trading strategies requires thorough understanding of how market mechanisms operate, and appreciation of strategic issues that commonly manifest in trading scenarios. Drawing on research in auction theory and artificial intelligence, this book presents core principles of strategic reasoning that apply to market situations. The author illustrates trading strategy choices through examples of concrete market environments, such as eBay, as well as abst

  11. Intelligence Spending: Public Disclosure Issues

    Science.gov (United States)

    2007-02-15

    Intelligence Act, 50 U.S.C. § 403g (1976).57 The plaintiff argued that application of these statutes under the FOIA exemption was violative of the...expenses incurred by the Committee in sending out its “ agents ”.61 When the Committee received information from Arthur Lee, one of its agents , regarding

  12. Artificial Intelligence.

    Science.gov (United States)

    Information Technology Quarterly, 1985

    1985-01-01

    This issue of "Information Technology Quarterly" is devoted to the theme of "Artificial Intelligence." It contains two major articles: (1) Artificial Intelligence and Law" (D. Peter O'Neill and George D. Wood); (2) "Artificial Intelligence: A Long and Winding Road" (John J. Simon, Jr.). In addition, it contains two sidebars: (1) "Calculating and…

  13. Competitive Intelligence.

    Science.gov (United States)

    Bergeron, Pierrette; Hiller, Christine A.

    2002-01-01

    Reviews the evolution of competitive intelligence since 1994, including terminology and definitions and analytical techniques. Addresses the issue of ethics; explores how information technology supports the competitive intelligence process; and discusses education and training opportunities for competitive intelligence, including core competencies…

  14. Intelligence Artificielle Distribuée Et Gestion Des Connaissances : Ontologies Et Systèmes Multi-Agents Pour Un Web Sémantique Organisationnel

    OpenAIRE

    Gandon , Fabien

    2002-01-01

    This work concerns multi-agents systems for the management of a corporate semantic web based on an ontology. It was carried out in the context of the European project CoMMA focusing on two application scenarios: support technology monitoring activities and assist the integration of a new employee to the organisation. Three aspects were essentially developed in this work: the design of a multi-agents architecture supporting both scenarios, and the organisational top-down approach followed to i...

  15. Increasing Physical Activity Amongst Overweight and Obese Cancer Survivors Using an Alexa-Based Intelligent Agent for Patient Coaching: Protocol for the Physical Activity by Technology Help (PATH) Trial.

    Science.gov (United States)

    Hassoon, Ahmed; Schrack, Jennifer; Naiman, Daniel; Lansey, Dina; Baig, Yasmin; Stearns, Vered; Celentano, David; Martin, Seth; Appel, Lawrence

    2018-02-12

    Physical activity has established health benefits, but motivation and adherence remain challenging. We designed and launched a three-arm randomized trial to test artificial intelligence technology solutions to increase daily physical activity in cancer survivors. A single-center, three-arm randomized clinical trial with an allocation ration of 1:1:1: (A) control, in which participants are provided written materials about the benefits of physical activity; (B) text intervention, where participants receive daily motivation from a fully automated, data-driven algorithmic text message via mobile phone (Coachtext); and (C) Voice Assist intervention, where participants are provided with an in-home on demand autonomous Intelligent Agent using data driven Interactive Digital Voice Assist on the Amazon Alexa/Echo (MyCoach). The study runs for 5 weeks: a one-week run-in to establish baseline, followed by 4 weeks of intervention. Data for study outcomes is collected automatically through a wearable sensor, and data are transferred in real-time to the study server. The recruitment goal is 42 participants, 14 in each arm. Electronic health records are used to prescreen candidates, with 39 participants recruited to date. This study aims to investigate the effects of different types of intelligent technology solutions on promoting physical activity in cancer survivors. This innovative approach can easily be expanded and customized to other interventions. Early lessons from our initial participants are helping us develop additional advanced solutions to improve health outcomes. Retrospectively registered on July 10, 2017 at ClinicalTrials.gov: NCT03212079; https://clinicaltrials.gov/ct2/show/NCT03212079 (Archived by WebCite at http://www.webcitation.org/6wgvqjTji). ©Ahmed Hassoon, Jennifer Schrack, Daniel Naiman, Dina Lansey, Yasmin Baig, Vered Stearns, David Celentano, Seth Martin, Lawrence Appel. Originally published in JMIR Research Protocols (http

  16. Performance-driven facial animation: basic research on human judgments of emotional state in facial avatars.

    Science.gov (United States)

    Rizzo, A A; Neumann, U; Enciso, R; Fidaleo, D; Noh, J Y

    2001-08-01

    Virtual reality is rapidly evolving into a pragmatically usable technology for mental health (MH) applications. As the underlying enabling technologies continue to evolve and allow us to design more useful and usable structural virtual environments (VEs), the next important challenge will involve populating these environments with virtual representations of humans (avatars). This will be vital to create mental health VEs that leverage the use of avatars for applications that require human-human interaction and communication. As Alessi et al.1 pointed out at the 8th Annual Medicine Meets Virtual Reality Conference (MMVR8), virtual humans have mainly appeared in MH applications to "serve the role of props, rather than humans." More believable avatars inhabiting VEs would open up possibilities for MH applications that address social interaction, communication, instruction, assessment, and rehabilitation issues. They could also serve to enhance realism that might in turn promote the experience of presence in VR. Additionally, it will soon be possible to use computer-generated avatars that serve to provide believable dynamic facial and bodily representations of individuals communicating from a distance in real time. This could support the delivery, in shared virtual environments, of more natural human interaction styles, similar to what is used in real life between people. These techniques could enhance communication and interaction by leveraging our natural sensing and perceiving capabilities and offer the potential to model human-computer-human interaction after human-human interaction. To enhance the authenticity of virtual human representations, advances in the rendering of facial and gestural behaviors that support implicit communication will be needed. In this regard, the current paper presents data from a study that compared human raters' judgments of emotional expression between actual video clips of facial expressions and identical expressions rendered on a

  17. Producing patient-avatar identification in animation video information on spinal anesthesia by different narrative strategies.

    Science.gov (United States)

    Høybye, Mette Terp; Vesterby, Martin; Jørgensen, Lene Bastrup

    2016-06-01

    Visual approaches to health information reduce complexity and may bridge challenges in health literacy. But the mechanisms and meanings of using animated video in communication with patients undergoing surgery are not well described. By comparing two versions of a two-dimensional animated video on spinal anesthesia, this study tested the patient-avatar identification within two different narrative models. To explore the perspectives of total hip arthroplasty, we employed qualitative methods of interviews and ethnographic observation. The animated presentation of the spinal anesthesia procedure was immediately recognized by all participants as reflecting their experience of the procedure independent of the narrative form. The avatar gender did not affect this identification. We found no preference for either narrative form. This study supports the potential of animation video in health informatics as a didactic model for qualifying patient behavior. Animation video creates a high degree of identification that may work to reduce pre-surgical anxiety. © The Author(s) 2014.

  18. Avatar-mediation and transformation of practice in a 3D virtual world

    DEFF Research Database (Denmark)

    Riis, Marianne

    2016-01-01

    The purpose of this study is to understand and conceptualize the transformation of a particular community of pedagogical practice based on the implementation of the 3D virtual world, Second Life™. The community setting is a course at the Danish online postgraduate Master's programme on ICT...... and Learning, which is formally situated at Aalborg University. The study is guided by two research questions focusing on the participants' responses to the avatar phenomenon and the design of the course. In order to conduct and theorize about the transformation of this community of practice due to the 3D....... In summary, the study contributes with knowledge about 3D Virtual Worlds, the influence of the avatar phenomenon and the consequences of 3D-remediation in relation to teaching and learning in online education. Based on the findings, a conceptual design model, a set of design principles, and a design...

  19. Intelligence Ethics:

    DEFF Research Database (Denmark)

    Rønn, Kira Vrist

    2016-01-01

    Questions concerning what constitutes a morally justified conduct of intelligence activities have received increased attention in recent decades. However, intelligence ethics is not yet homogeneous or embedded as a solid research field. The aim of this article is to sketch the state of the art...... of intelligence ethics and point out subjects for further scrutiny in future research. The review clusters the literature on intelligence ethics into two groups: respectively, contributions on external topics (i.e., the accountability of and the public trust in intelligence agencies) and internal topics (i.......e., the search for an ideal ethical framework for intelligence actions). The article concludes that there are many holes to fill for future studies on intelligence ethics both in external and internal discussions. Thus, the article is an invitation – especially, to moral philosophers and political theorists...

  20. Avatar, Identification, Pornography [by John Frow, with responses from Tony Bennett and Stephen Muecke

    Directory of Open Access Journals (Sweden)

    Katrina Schlunke (intro.

    2012-12-01

    Full Text Available Fictional character is textually constructed in the play between positions of enunciation and figural constructs in the storyworld, and these positions are cumulatively and complexly filled during the course of a prose narrative or a lyric or a film or gameplay. This article explores that work through a discussion of the role of avatars in digital gaming and of the inscription of the reader or viewer into pornography.

  1. Do casual gaming environments evoke stereotype threat? Examining the effects of explicit priming and avatar gender

    OpenAIRE

    Kaye, L. K.; Pennington, C.; McCann, J. J.

    2018-01-01

    Despite relatively equal participation rates between females and males in casual gaming, females often report stigmatisation and prejudice towards their gaming competency within this sub-domain. Applying the theoretical framework of “stereotype threat”, this research examined the influence of explicit stereotype priming on females’ casual gameplay performance and related attitudes. It also investigated whether the gender of the game avatar heightens susceptibility to stereotype threat. One hu...

  2. Virtual medicine: Utilization of the advanced cardiac imaging patient avatar for procedural planning and facilitation.

    Science.gov (United States)

    Shinbane, Jerold S; Saxon, Leslie A

    Advances in imaging technology have led to a paradigm shift from planning of cardiovascular procedures and surgeries requiring the actual patient in a "brick and mortar" hospital to utilization of the digitalized patient in the virtual hospital. Cardiovascular computed tomographic angiography (CCTA) and cardiovascular magnetic resonance (CMR) digitalized 3-D patient representation of individual patient anatomy and physiology serves as an avatar allowing for virtual delineation of the most optimal approaches to cardiovascular procedures and surgeries prior to actual hospitalization. Pre-hospitalization reconstruction and analysis of anatomy and pathophysiology previously only accessible during the actual procedure could potentially limit the intrinsic risks related to time in the operating room, cardiac procedural laboratory and overall hospital environment. Although applications are specific to areas of cardiovascular specialty focus, there are unifying themes related to the utilization of technologies. The virtual patient avatar computer can also be used for procedural planning, computational modeling of anatomy, simulation of predicted therapeutic result, printing of 3-D models, and augmentation of real time procedural performance. Examples of the above techniques are at various stages of development for application to the spectrum of cardiovascular disease processes, including percutaneous, surgical and hybrid minimally invasive interventions. A multidisciplinary approach within medicine and engineering is necessary for creation of robust algorithms for maximal utilization of the virtual patient avatar in the digital medical center. Utilization of the virtual advanced cardiac imaging patient avatar will play an important role in the virtual health care system. Although there has been a rapid proliferation of early data, advanced imaging applications require further assessment and validation of accuracy, reproducibility, standardization, safety, efficacy, quality

  3. Intelligence Naturelle et Intelligence Artificielle

    OpenAIRE

    Dubois, Daniel

    2011-01-01

    Cet article présente une approche systémique du concept d’intelligence naturelle en ayant pour objectif de créer une intelligence artificielle. Ainsi, l’intelligence naturelle, humaine et animale non-humaine, est une fonction composée de facultés permettant de connaître et de comprendre. De plus, l'intelligence naturelle reste indissociable de la structure, à savoir les organes du cerveau et du corps. La tentation est grande de doter les systèmes informatiques d’une intelligence artificielle ...

  4. Intelligent Distributed Computing VI : Proceedings of the 6th International Symposium on Intelligent Distributed Computing

    CERN Document Server

    Badica, Costin; Malgeri, Michele; Unland, Rainer

    2013-01-01

    This book represents the combined peer-reviewed proceedings of the Sixth International Symposium on Intelligent Distributed Computing -- IDC~2012, of the International Workshop on Agents for Cloud -- A4C~2012 and of the Fourth International Workshop on Multi-Agent Systems Technology and Semantics -- MASTS~2012. All the events were held in Calabria, Italy during September 24-26, 2012. The 37 contributions published in this book address many topics related to theory and applications of intelligent distributed computing and multi-agent systems, including: adaptive and autonomous distributed systems, agent programming, ambient assisted living systems, business process modeling and verification, cloud computing, coalition formation, decision support systems, distributed optimization and constraint satisfaction, gesture recognition, intelligent energy management in WSNs, intelligent logistics, machine learning, mobile agents, parallel and distributed computational intelligence, parallel evolutionary computing, trus...

  5. A Novel Framework for Characterizing Exposure-Related Behaviors Using Agent-Based Models Embedded with Needs-Based Artificial Intelligence (CSSSA2016)

    Science.gov (United States)

    Descriptions of where and how individuals spend their time are important for characterizing exposures to chemicals in consumer products and in indoor environments. Herein we create an agent-based model (ABM) that is able to simulate longitudinal patterns in behaviors. By basing o...

  6. Combined Intelligent Control (CIC an Intelligent Decision Making Algorithm

    Directory of Open Access Journals (Sweden)

    Moteaal Asadi Shirzi

    2007-03-01

    Full Text Available The focus of this research is to introduce the concept of combined intelligent control (CIC as an effective architecture for decision-making and control of intelligent agents and multi-robot sets. Basically, the CIC is a combination of various architectures and methods from fields such as artificial intelligence, Distributed Artificial Intelligence (DAI, control and biological computing. Although any intelligent architecture may be very effective for some specific applications, it could be less for others. Therefore, CIC combines and arranges them in a way that the strengths of any approach cover the weaknesses of others. In this paper first, we introduce some intelligent architectures from a new aspect. Afterward, we offer the CIC by combining them. CIC has been executed in a multi-agent set. In this set, robots must cooperate to perform some various tasks in a complex and nondeterministic environment with a low sensory feedback and relationship. In order to investigate, improve, and correct the combined intelligent control method, simulation software has been designed which will be presented and considered. To show the ability of the CIC algorithm as a distributed architecture, a central algorithm is designed and compared with the CIC.

  7. Does the mask govern the mind?: effects of arbitrary gender representation on quantitative task performance in avatar-represented virtual groups.

    Science.gov (United States)

    Lee, Jong-Eun Roselyn; Nass, Clifford I; Bailenson, Jeremy N

    2014-04-01

    Virtual environments employing avatars for self-representation-including the opportunity to represent or misrepresent social categories-raise interesting and intriguing questions as to how one's avatar-based social category shapes social identity dynamics, particularly when stereotypes prevalent in the offline world apply to the social categories visually represented by avatars. The present experiment investigated how social category representation via avatars (i.e., graphical representations of people in computer-mediated environments) affects stereotype-relevant task performance. In particular, building on and extending the Proteus effect model, we explored whether and how stereotype lift (i.e., a performance boost caused by the awareness of a domain-specific negative stereotype associated with outgroup members) occurred in virtual group settings in which avatar-based gender representation was arbitrary. Female and male participants (N=120) were randomly assigned either a female avatar or a male avatar through a process masked as a random drawing. They were then placed in a numerical minority status with respect to virtual gender-as the only virtual female (male) in a computer-mediated triad with two opposite-gendered avatars-and performed a mental arithmetic task either competitively or cooperatively. The data revealed that participants who were arbitrarily represented by a male avatar and competed against two ostensible female avatars showed strongest performance compared to others on the arithmetic task. This pattern occurred regardless of participants' actual gender, pointing to a virtual stereotype lift effect. Additional mediation tests showed that task motivation partially mediated the effect. Theoretical and practical implications for social identity dynamics in avatar-based virtual environments are discussed.

  8. Artificial intelligence and the future.

    Science.gov (United States)

    Clocksin, William F

    2003-08-15

    We consider some of the ideas influencing current artificial-intelligence research and outline an alternative conceptual framework that gives priority to social relationships as a key component and constructor of intelligent behaviour. The framework starts from Weizenbaum's observation that intelligence manifests itself only relative to specific social and cultural contexts. This is in contrast to a prevailing view, which sees intelligence as an abstract capability of the individual mind based on a mechanism for rational thought. The new approach is not based on the conventional idea that the mind is a rational processor of symbolic information, nor does it require the idea that thought is a kind of abstract problem solving with a semantics that is independent of its embodiment. Instead, priority is given to affective and social responses that serve to engage the whole agent in the life of the communities in which it participates. Intelligence is seen not as the deployment of capabilities for problem solving, but as constructed by the continual, ever-changing and unfinished engagement with the social group within the environment. The construction of the identity of the intelligent agent involves the appropriation or 'taking up' of positions within the conversations and narratives in which it participates. Thus, the new approach argues that the intelligent agent is shaped by the meaning ascribed to experience, by its situation in the social matrix, and by practices of self and of relationship into which intelligent life is recruited. This has implications for the technology of the future, as, for example, classic artificial intelligence models such as goal-directed problem solving are seen as special cases of narrative practices instead of as ontological foundations.

  9. Complexity Intelligence and Cultural Coaching:

    Directory of Open Access Journals (Sweden)

    Jan Inglis

    2005-06-01

    Full Text Available In this article, we present the term complexity intelligence as a useful moniker to describe the reasoning ability, emotional capacity and social cognition necessary to meet the challenges of our prevailing life conditions. We suggest that, as a society and as individuals, we develop complexity intelligence as we navigate the gap between our current capacities and the capacities needed to respond to the next stage of complex challenges in our lives. We further suggest that it is possible to stimulate and support the emergence of complexity intelligence in a society, but we need a new form of social change agent - a cultural coach, to midwife its emergence.

  10. Holograms as Teaching Agents

    Science.gov (United States)

    Walker, Robin A.

    2013-02-01

    Hungarian physicist Dennis Gabor won the Pulitzer Prize for his 1947 introduction of basic holographic principles, but it was not until the invention of the laser in 1960 that research scientists, physicians, technologists and the general public began to seriously consider the interdisciplinary potentiality of holography. Questions around whether and when Three-Dimensional (3-D) images and systems would impact American entertainment and the arts would be answered before educators, instructional designers and students would discover how much Three-Dimensional Hologram Technology (3DHT) would affect teaching practices and learning environments. In the following International Symposium on Display Holograms (ISDH) poster presentation, the author features a traditional board game as well as a reflection hologram to illustrate conventional and evolving Three-Dimensional representations and technology for education. Using elements from the American children's toy Operation® (Hasbro, 2005) as well as a reflection hologram of a human brain (Ko, 1998), this poster design highlights the pedagogical effects of 3-D images, games and systems on learning science. As teaching agents, holograms can be considered substitutes for real objects, (human beings, organs, and animated characters) as well as agents (pedagogical, avatars, reflective) in various learning environments using many systems (direct, emergent, augmented reality) and electronic tools (cellphones, computers, tablets, television). In order to understand the particular importance of utilizing holography in school, clinical and public settings, the author identifies advantages and benefits of using 3-D images and technology as instructional tools.

  11. Baby, Where Did You Get Those Eyes?: IEEE Pulse talks with Mark Sagar about the new face of artificial intelligence.

    Science.gov (United States)

    Campbell, Sarah

    2015-01-01

    Mark Sagar is changing the way we look at computers by giving them faces?disconcertingly realistic human faces. Sagar first gained widespread recognition for his pioneering work in rendering faces for Hollywood movies, including Avatar and King Kong. With a Ph.D. degree in bioengineering and two Academy Awards under his belt, Sagar now directs a research lab at the University of Auckland, New Zealand, a combinatorial hub where artificial intelligence (AI), neuroscience, computer science, philosophy, and cognitive psychology intersect in creating interactive, intelligent technologies.

  12. Review of A* (A Star Navigation Mesh Pathfinding as the Alternative of Artificial Intelligent for Ghosts Agent on the Pacman Game

    Directory of Open Access Journals (Sweden)

    Moh. Zikky

    2016-08-01

    Full Text Available Shortest pathfinding problem has become a populer issue in Game’s Artificial Intelligent (AI. This paper discussed the effective way to optimize the shortest pathfinding problem, namely Navigation Mesh (NavMesh. This method is very interesting because it has a large area of implementation, especially in games world. In this paper, NavMesh was implemented by using A* (A star algorithm and examined in Unity 3D game engine. A* was an effective algorithm in shortest pathfinding problem because its optimization was made with effective tracing using segmentation line. Pac-Man game was chosen as the example of the shortest pathfinding by using NavMesh in Unity 3D. A* algorithm was implemented on the enemies of Pac-Man (three ghosts,  which path was designed by using NavMesh concept. Thus, the movement of ghosts in catching Pac-Man was the result of this review of the effectiveness of this concept. In further research, this method could be implemented on several optimization programmes, such as Geographic Information System (GIS, robotics, and statistics.

  13. 7th International Symposium on Intelligent Distributed Computing

    CERN Document Server

    Jung, Jason; Badica, Costin

    2014-01-01

    This book represents the combined peer-reviewed proceedings of the Seventh International Symposium on Intelligent Distributed Computing - IDC-2013, of the Second Workshop on Agents for Clouds - A4C-2013, of the Fifth International Workshop on Multi-Agent Systems Technology and Semantics - MASTS-2013, and of the International Workshop on Intelligent Robots - iR-2013. All the events were held in Prague, Czech Republic during September 4-6, 2013. The 41 contributions published in this book address many topics related to theory and applications of intelligent distributed computing and multi-agent systems, including: agent-based data processing, ambient intelligence, bio-informatics, collaborative systems, cryptography and security, distributed algorithms, grid and cloud computing, information extraction, intelligent robotics, knowledge management, linked data, mobile agents, ontologies, pervasive computing, self-organizing systems, peer-to-peer computing, social networks and trust, and swarm intelligence.  .

  14. Artificial Intelligence.

    Science.gov (United States)

    Wash, Darrel Patrick

    1989-01-01

    Making a machine seem intelligent is not easy. As a consequence, demand has been rising for computer professionals skilled in artificial intelligence and is likely to continue to go up. These workers develop expert systems and solve the mysteries of machine vision, natural language processing, and neural networks. (Editor)

  15. Intelligent Design

    DEFF Research Database (Denmark)

    Hjorth, Poul G.

    2005-01-01

    Forestillingen om at naturen er designet af en guddommelig 'intelligens' er et smukt filosofisk princip. Teorier om Intelligent Design som en naturvidenskabeligt baseret teori er derimod helt forfærdelig.......Forestillingen om at naturen er designet af en guddommelig 'intelligens' er et smukt filosofisk princip. Teorier om Intelligent Design som en naturvidenskabeligt baseret teori er derimod helt forfærdelig....

  16. Intelligence amplification framework for enhancing scheduling processes

    NARCIS (Netherlands)

    Dobrkovic, Andrej; Liu, Luyao; Iacob, Maria Eugenia; van Hillegersberg, Jos

    2016-01-01

    The scheduling process in a typical business environment consists of predominantly repetitive tasks that have to be completed in limited time and often containing some form of uncertainty. The intelligence amplification is a symbiotic relationship between a human and an intelligent agent. This

  17. Get immersed in the Soil Sciences: the first community of avatars in the EGU Assembly 2015!

    Science.gov (United States)

    Castillo, Sebastian; Alarcón, Purificación; Beato, Mamen; Emilio Guerrero, José; José Martínez, Juan; Pérez, Cristina; Ortiz, Leovigilda; Taguas, Encarnación V.

    2015-04-01

    Virtual reality and immersive worlds refer to artificial computer-generated environments, with which users act and interact as in a known environment by the use of figurative virtual individuals (avatars). Virtual environments will be the technology of the early twenty-first century that will most dramatically change the way we live, particularly in the areas of training and education, product development and entertainment (Schmorrow, 2009). The usefulness of immersive worlds has been proved in different fields. They reduce geographic and social barriers between different stakeholders and create virtual social spaces which can positively impact learning and discussion outcomes (Lorenzo et al. 2012). In this work we present a series of interactive meetings in a virtual building to celebrate the International Year of Soil to promote the importance of soil functions and its conservation. In a virtual room, the avatars of different senior researchers will meet young scientist avatars to talk about: 1) what remains to be done in Soil Sciences; 2) which are their main current limitations and difficulties and 3) which are the future hot research lines. The interactive participation does not require physically attend to the EGU Assembly 2015. In addition, this virtual building inspired in Soil Sciences can be completed with different teaching resources from different locations around the world and it will be used to improve the learning of Soil Sciences in a multicultural context. REFERENCES: Lorenzo C.M., Sicilia, M.A., Sánchez S. 2012. Studying the effectiveness of multi-user immersive environments for collaborative evaluation tasks. Computers & Education 59 (2012) 1361-1376 Schmorrow D.D. 2009. "Why virtual?" Theoretical Issues in Ergonomics Science 10(3): 279-282.

  18. E-Learning Agents

    Science.gov (United States)

    Gregg, Dawn G.

    2007-01-01

    Purpose: The purpose of this paper is to illustrate the advantages of using intelligent agents to facilitate the location and customization of appropriate e-learning resources and to foster collaboration in e-learning environments. Design/methodology/approach: This paper proposes an e-learning environment that can be used to provide customized…

  19. Avatar-mediation and Transformation of Practice in a 3D Virtual World

    DEFF Research Database (Denmark)

    Riis, Marianne

    The purpose of this study is to understand and conceptualize the transformation of a particular community of pedagogical practice based on the implementation of the 3D virtual world, Second Life™. The community setting is a course at the Master's programme on ICT and Learning (MIL), Aalborg...... with knowledge about 3D Virtual Worlds, the influence of the avatar phenomenon and the consequences of 3D-remediation in relation to teaching and learning in online education. Based on the findings, a conceptual design model, a set of design principles, and a design framework has been developed....

  20. Avatar Weight Estimates based on Footstep Sounds in Three Presentation Formats

    DEFF Research Database (Denmark)

    Sikström, Erik; Götzen, Amalia De; Serafin, Stefania

    2015-01-01

    When evaluating a sound design for virtual environment, the context where it is to be implemented in may have an influence on how it may be perceived. In this paper we perform an experiment comparing three presentation formats (audio only, video with audio and an interactive immersive VR format......) and their influences on a sound design evaluation task concerning footstep sounds. The evaluation involved estimating the perceived weight of a virtual avatar seen from a first person perspective, as well as the suitability of the sound effect relative to the context. The results show significant differences for three...

  1. My avatar, my self identity in video role-playing games

    CERN Document Server

    Waggoner, Zach

    2009-01-01

    With videogames now one of the world's most popular diversions, the virtual world has increasing psychological influence on real-world players. This book examines the relationships between virtual and non-virtual identity in visual role-playing games. Utilizing James Gee's theoretical constructs of real-world identity, virtual-world identity, and projective identity, this research shows dynamic, varying and complex relationships between the virtual avatar and the player's sense of self and makes recommendations of terminology for future identity researchers.

  2. Utilization of the NASA Robonaut as a Surgical Avatar in Telemedicine

    Science.gov (United States)

    Dean, Marc; Diftler, Myron

    2015-01-01

    The concept of teleoperated robotic surgery is not new; however, most of the work to date has utilized specialized robots designed for specific set of surgeries. This activity explores the use of a humanoid robot to perform surgical procedures using the same hand held instruments that a human surgeon employs. For this effort, the tele-operated Robonaut (R2) was selected due to its dexterity, its ability to perform a wide range of tasks, and its adaptability to changing environments. To evaluate this concept, a series of challenges was designed with the goal of assessing the feasibility of utilizing Robonaut as a telemedicine based surgical avatar.

  3. 2nd International Conference on Intelligent Computing, Communication & Devices

    CERN Document Server

    Popentiu-Vladicescu, Florin

    2017-01-01

    The book presents high quality papers presented at 2nd International Conference on Intelligent Computing, Communication & Devices (ICCD 2016) organized by Interscience Institute of Management and Technology (IIMT), Bhubaneswar, Odisha, India, during 13 and 14 August, 2016. The book covers all dimensions of intelligent sciences in its three tracks, namely, intelligent computing, intelligent communication and intelligent devices. intelligent computing track covers areas such as intelligent and distributed computing, intelligent grid and cloud computing, internet of things, soft computing and engineering applications, data mining and knowledge discovery, semantic and web technology, hybrid systems, agent computing, bioinformatics, and recommendation systems. Intelligent communication covers communication and network technologies, including mobile broadband and all optical networks that are the key to groundbreaking inventions of intelligent communication technologies. This covers communication hardware, soft...

  4. 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.

  5. Intelligent playgrounds

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    2009-01-01

    This paper examines play, gaming and learning in regard to intelligent playware developed for outdoor use. The key questions are how does these novel artefacts influence the concept of play, gaming and learning. Up until now play and game have been understood as different activities. This paper...... examines if the sharp differentiation between the two can be uphold in regard to intelligent playware for outdoor use. Play and game activities will be analysed and viewed in conjunction with learning contexts. This paper will stipulate that intelligent playware facilitates rapid shifts in contexts...

  6. Artificial intelligence

    CERN Document Server

    Ennals, J R

    1987-01-01

    Artificial Intelligence: State of the Art Report is a two-part report consisting of the invited papers and the analysis. The editor first gives an introduction to the invited papers before presenting each paper and the analysis, and then concludes with the list of references related to the study. The invited papers explore the various aspects of artificial intelligence. The analysis part assesses the major advances in artificial intelligence and provides a balanced analysis of the state of the art in this field. The Bibliography compiles the most important published material on the subject of

  7. Artificial Intelligence

    CERN Document Server

    Warwick, Kevin

    2011-01-01

    if AI is outside your field, or you know something of the subject and would like to know more then Artificial Intelligence: The Basics is a brilliant primer.' - Nick Smith, Engineering and Technology Magazine November 2011 Artificial Intelligence: The Basics is a concise and cutting-edge introduction to the fast moving world of AI. The author Kevin Warwick, a pioneer in the field, examines issues of what it means to be man or machine and looks at advances in robotics which have blurred the boundaries. Topics covered include: how intelligence can be defined whether machines can 'think' sensory

  8. Agent planning in AgScala

    Science.gov (United States)

    Tošić, Saša; Mitrović, Dejan; Ivanović, Mirjana

    2013-10-01

    Agent-oriented programming languages are designed to simplify the development of software agents, especially those that exhibit complex, intelligent behavior. This paper presents recent improvements of AgScala, an agent-oriented programming language based on Scala. AgScala includes declarative constructs for managing beliefs, actions and goals of intelligent agents. Combined with object-oriented and functional programming paradigms offered by Scala, it aims to be an efficient framework for developing both purely reactive, and more complex, deliberate agents. Instead of the Prolog back-end used initially, the new version of AgScala relies on Agent Planning Package, a more advanced system for automated planning and reasoning.

  9. A development framework for distributed artificial intelligence

    Science.gov (United States)

    Adler, Richard M.; Cottman, Bruce H.

    1989-01-01

    The authors describe distributed artificial intelligence (DAI) applications in which multiple organizations of agents solve multiple domain problems. They then describe work in progress on a DAI system development environment, called SOCIAL, which consists of three primary language-based components. The Knowledge Object Language defines models of knowledge representation and reasoning. The metaCourier language supplies the underlying functionality for interprocess communication and control access across heterogeneous computing environments. The metaAgents language defines models for agent organization coordination, control, and resource management. Application agents and agent organizations will be constructed by combining metaAgents and metaCourier building blocks with task-specific functionality such as diagnostic or planning reasoning. This architecture hides implementation details of communications, control, and integration in distributed processing environments, enabling application developers to concentrate on the design and functionality of the intelligent agents and agent networks themselves.

  10. 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…

  11. Intelligent Advertising

    OpenAIRE

    Díaz Pinedo, Edilfredo Eliot

    2012-01-01

    Intelligent Advertisement diseña e implementa un sistema de publicidad para dispositivos móviles en un centro comercial, donde los clientes reciben publicidad de forma pasiva en sus dispositivos mientras están dentro.

  12. BUSINESS INTELLIGENCE

    OpenAIRE

    Bogdan Mohor Dumitrita

    2011-01-01

    The purpose of this work is to present business intelligence systems. These systems can be extremely complex and important in modern market competition. Its effectiveness also reflects in price, so we have to exlore their financial potential before investment. The systems have 20 years long history and during that time many of such tools have been developed, but they are rarely still in use. Business intelligence system consists of three main areas: Data Warehouse, ETL tools and tools f...

  13. Intelligent indexing

    International Nuclear Information System (INIS)

    Farkas, J.

    1992-01-01

    In this paper we discuss the relevance of artificial intelligence to the automatic indexing of natural language text. We describe the use of domain-specific semantically-based thesauruses and address the problem of creating adequate knowledge bases for intelligent indexing systems. We also discuss the relevance of the Hilbert space ι 2 to the compact representation of documents and to the definition of the similarity of natural language texts. (author). 17 refs., 2 figs

  14. Intelligent indexing

    Energy Technology Data Exchange (ETDEWEB)

    Farkas, J

    1993-12-31

    In this paper we discuss the relevance of artificial intelligence to the automatic indexing of natural language text. We describe the use of domain-specific semantically-based thesauruses and address the problem of creating adequate knowledge bases for intelligent indexing systems. We also discuss the relevance of the Hilbert space {iota}{sup 2} to the compact representation of documents and to the definition of the similarity of natural language texts. (author). 17 refs., 2 figs.

  15. A Comparison of Avatar, Video, and Robot-Mediated Interaction on Users' Trust in Expertise

    Directory of Open Access Journals (Sweden)

    Ye ePan

    2016-03-01

    Full Text Available Communication technologies are becoming increasingly diverse in form and functionality. A central concern is the ability to detect whether others are trustworthy. Judgments of trustworthiness rely, in part, on assessments of nonverbal cues, which are affected by media representations. In this research, we compared trust formation on three media representations. We presented 24 participants with advisors represented by two of three alternate formats: video, avatar, or robot. Unknown to the participants, one was an expert and the other was a non-expert. We observed participants' advice seeking behaviour under risk as an indicator of their trust in the advisor. We found that most participants preferred seeking advice from the expert, but we also found a tendency for seeking robot or video advice. Avatar advice, in contrast, was more rarely sought. Users' self-reports support these findings. These results suggest that when users make trust assessments the physical presence of the robot representation might compensate for the lack of identity cues.

  16. Personality Perception of Robot Avatar Teleoperators in Solo and Dyadic Tasks

    Directory of Open Access Journals (Sweden)

    Paul Adam Bremner

    2017-05-01

    Full Text Available Humanoid robot avatars are a potential new telecommunication tool, whereby a user is remotely represented by a robot that replicates their arm, head, and possible face movements. They have been shown to have a number of benefits over more traditional media such as phones or video calls. However, using a teleoperated humanoid as a communication medium inherently changes the appearance of the operator, and appearance-based stereotypes are used in interpersonal judgments (whether consciously or unconsciously. One such judgment that plays a key role in how people interact is personality. Hence, we have been motivated to investigate if and how using a robot avatar alters the perceived personality of teleoperators. To do so, we carried out two studies where participants performed 3 communication tasks, solo in study one and dyadic in study two, and were recorded on video both with and without robot mediation. Judges recruited using online crowdsourcing services then made personality judgments of the participants in the video clips. We observed that judges were able to make internally consistent trait judgments in both communication conditions. However, judge agreement was affected by robot mediation, although which traits were affected was highly task dependent. Our most important finding was that in dyadic tasks personality trait perception was shifted to incorporate cues relating to the robot’s appearance when it was used to communicate. Our findings have important implications for telepresence robot design and personality expression in autonomous robots.

  17. Bridging the gap between measurements and modelling: a cardiovascular functional avatar.

    Science.gov (United States)

    Casas, Belén; Lantz, Jonas; Viola, Federica; Cedersund, Gunnar; Bolger, Ann F; Carlhäll, Carl-Johan; Karlsson, Matts; Ebbers, Tino

    2017-07-24

    Lumped parameter models of the cardiovascular system have the potential to assist researchers and clinicians to better understand cardiovascular function. The value of such models increases when they are subject specific. However, most approaches to personalize lumped parameter models have thus far required invasive measurements or fall short of being subject specific due to a lack of the necessary clinical data. Here, we propose an approach to personalize parameters in a model of the heart and the systemic circulation using exclusively non-invasive measurements. The personalized model is created using flow data from four-dimensional magnetic resonance imaging and cuff pressure measurements in the brachial artery. We term this personalized model the cardiovascular avatar. In our proof-of-concept study, we evaluated the capability of the avatar to reproduce pressures and flows in a group of eight healthy subjects. Both quantitatively and qualitatively, the model-based results agreed well with the pressure and flow measurements obtained in vivo for each subject. This non-invasive and personalized approach can synthesize medical data into clinically relevant indicators of cardiovascular function, and estimate hemodynamic variables that cannot be assessed directly from clinical measurements.

  18. Using postural synergies to animate a low-dimensional hand avatar in haptic simulation.

    Science.gov (United States)

    Mulatto, Sara; Formaglio, Alessandro; Malvezzi, Monica; Prattichizzo, Domenico

    2013-01-01

    A technique to animate a realistic hand avatar with 20 DoFs based on the biomechanics of the human hand is presented. The animation does not use any sensor glove or advanced tracker with markers. The proposed approach is based on the knowledge of a set of kinematic constraints on the model of the hand, referred to as postural synergies, which allows to represent the hand posture using a number of variables lower than the number of joints of the hand model. This low-dimensional set of parameters is estimated from direct measurement of the motion of thumb and index finger tracked using two haptic devices. A kinematic inversion algorithm has been developed, which takes synergies into account and estimates the kinematic configuration of the whole hand, i.e., also of the fingers whose end tips are not directly tracked by the two haptic devices. The hand skin is deformable and its deformation is computed using a linear vertex blending technique. The proposed synergy-based animation of the hand avatar involves only algebraic computations and is suitable for real-time implementation as required in haptics.

  19. Halting HIV/AIDS with avatars and havatars: a virtual world approach to modelling epidemics

    Directory of Open Access Journals (Sweden)

    Smith? Robert J

    2009-11-01

    Full Text Available Abstract Background A major deficit of all approaches to epidemic modelling to date has been the need to approximate or guess at human behaviour in disease-transmission-related contexts. Avatars are generally human-like figures in virtual computer worlds controlled by human individuals. Methods We introduce the concept of a "havatar", which is a (human, avatar pairing. Evidence is mounting that this pairing behaves in virtual contexts much like the human in the pairing might behave in analogous real-world contexts. Results We propose that studies of havatars, in a virtual world, may give a realistic approximation of human behaviour in real-world contexts. If the virtual world approximates the real world in relevant details (geography, transportation, etc., virtual epidemics in that world could accurately simulate real-world epidemics. Havatar modelling of epidemics therefore offers a complementary tool for tackling how best to halt epidemics, including perhaps HIV/AIDS, since sexual behaviour is a significant component of some virtual worlds, such as Second Life. Conclusion Havatars place the control parameters of an epidemic in the hands of each individual. By providing tools that everyone can understand and use, we could democratise epidemiology.

  20. Elderly Healthcare Monitoring Using an Avatar-Based 3D Virtual Environment

    Directory of Open Access Journals (Sweden)

    Matti Pouke

    2013-12-01

    Full Text Available Homecare systems for elderly people are becoming increasingly important due to both economic reasons as well as patients’ preferences. Sensor-based surveillance technologies are an expected future trend, but research so far has devoted little attention to the User Interface (UI design of such systems and the user-centric design approach. In this paper, we explore the possibilities of an avatar-based 3D visualization system, which exploits wearable sensors and human activity simulations. We present a technical prototype and the evaluation of alternative concept designs for UIs based on a 3D virtual world. The evaluation was conducted with homecare providers through focus groups and an online survey. Our results show firstly that systems taking advantage of 3D virtual world visualization techniques have potential especially due to the privacy preserving and simplified information presentation style, and secondly that simple representations and glancability should be emphasized in the design. The identified key use cases highlight that avatar-based 3D presentations can be helpful if they provide an overview as well as details on demand.

  1. Student Modeling in an Intelligent Tutoring System

    Science.gov (United States)

    1996-12-17

    Multi-Agent Architecture." Advances in Artificial Intelligence : Proceedings of the 12 th Brazilian Symposium on Aritificial Intelligence , edited by...STUDENT MODELING IN AN INTELLIGENT TUTORING SYSTEM THESIS Jeremy E. Thompson Captain, USAF AFIT/GCS/ENG/96D-27 DIMTVMON* fCKAJWINT A Appr"v*d t=i...Air Force Base, Ohio AFIT/GCS/ENG/96D-27 STUDENT MODELING IN AN INTELLIGENT TUTORING SYSTEM THESIS Jeremy E. Thompson Captain, USAF AFIT/GCS/ENG/96D

  2. Intelligent Decision Technologies : Proceedings of the 4th International Conference on Intelligent Decision Technologies

    CERN Document Server

    Watanabe, Toyohide; Phillips-Wren, Gloria; Howlett, Robert; Jain, Lakhmi

    2012-01-01

    The Intelligent Decision Technologies (IDT) International Conference encourages an interchange of research on intelligent systems and intelligent technologies that enhance or improve decision making. The focus of IDT is interdisciplinary and includes research on all aspects of intelligent decision technologies, from fundamental development to real applications. IDT has the potential to expand their support of decision making in such areas as finance, accounting, marketing, healthcare, medical and diagnostic systems, military decisions, production and operation, networks, traffic management, crisis response, human-machine interfaces, financial and stock market monitoring and prediction, and robotics. Intelligent decision systems implement advances in intelligent agents, fuzzy logic, multi-agent systems, artificial neural networks, and genetic algorithms, among others.  Emerging areas of active research include virtual decision environments, social networking, 3D human-machine interfaces, cognitive interfaces,...

  3. Collective intelligent wireless sensor networks

    NARCIS (Netherlands)

    Mihaylov, M.; Nowe, A.; Tuyls, K.P.; Nijholt, A.; Pantic, M.

    2008-01-01

    In this paper we apply the COllective INtelligence (COIN) framework ofWolpert et al. toWireless Sensor Networks (WSNs) with the aim to increase the autonomous lifetime of the network in a decentralized manner. COIN describes how selfish agents can learn to optimize their own performance, so that the

  4. A Virtual Reality avatar interaction (VRai) platform to assess residual executive dysfunction in active military personnel with previous mild traumatic brain injury: proof of concept.

    Science.gov (United States)

    Robitaille, Nicolas; Jackson, Philip L; Hébert, Luc J; Mercier, Catherine; Bouyer, Laurent J; Fecteau, Shirley; Richards, Carol L; McFadyen, Bradford J

    2017-10-01

    This proof of concept study tested the ability of a dual task walking protocol using a recently developed avatar-based virtual reality (VR) platform to detect differences between military personnel post mild traumatic brain injury (mTBI) and healthy controls. The VR platform coordinated motion capture, an interaction and rendering system, and a projection system to present first (participant-controlled) and third person avatars within the context of a specific military patrol scene. A divided attention task was also added. A healthy control group was compared to a group with previous mTBI (both groups comprised of six military personnel) and a repeated measures ANOVA tested for differences between conditions and groups based on recognition errors, walking speed and fluidity and obstacle clearance. The VR platform was well tolerated by both groups. Walking fluidity was degraded for the control group within the more complex navigational dual tasking involving avatars, and appeared greatest in the dual tasking with the interacting avatar. This navigational behaviour was not seen in the mTBI group. The present findings show proof of concept for using avatars, particularly more interactive avatars, to expose differences in executive functioning when applying context-specific protocols (here for the military). Implications for rehabilitation Virtual reality provides a means to control context-specific factors for assessment and intervention. Adding human interaction and agency through avatars increases the ecologic nature of the virtual environment. Avatars in the present application of the Virtual Reality avatar interaction platform appear to provide a better ability to reveal differences between trained, military personal with and without mTBI.

  5. Creating an Avatar to Become a "Spect-Actor" of One's Learning of English for Specific Purposes

    Science.gov (United States)

    Privas-Bréauté, Virginie

    2016-01-01

    In this article, we shall examine why the creation of avatars in virtual worlds facilitates the learning of business English. We are committed to determining the factors that enable students in a French business school to consolidate their skills in English (from linguistic, socio-linguistic and pragmatic standpoints) and to develop more general…

  6. Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players

    NARCIS (Netherlands)

    Yang, G.S.; Huesmann, L.R.; Bushman, B.J.

    2014-01-01

    Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects-whether the avatar is male or female. One common stereotype is

  7. Are Pediatricians "Game"? Reducing Childhood Obesity by Training Clinicians to Use Motivational Interviewing Through Role-Play Simulations with Avatars.

    Science.gov (United States)

    Radecki, Linda; Goldman, Ron; Baker, Alison; Lindros, Jeanne; Boucher, Jenelle

    2013-06-01

    The results of a feasibility study funded by a National Institutes of Health Small Business Innovation Research Phase 1 grant to assess the potential of using online, avatar-based simulation technology to increase pediatricians' use of motivational interviewing techniques to reduce childhood obesity are promising, with potentially positive implications for individual and public health outcomes.

  8. The Use of Avatars in Gender Segregated Online Learning within MOOCs in Saudi Arabia--A Rwaq Case Study

    Science.gov (United States)

    Adham, Raniah; Parslow, Pat; Dimitriadi, Yota; Lundqvist, Karsten Øster

    2018-01-01

    In Saudi Arabia, gender-segregation is a known issue within higher education that often deprives female tutors from providing online learning and Massive Open Online Courses (MOOCs). As well, students may not be getting the benefit of their experience and teaching. The purpose of this study is to develop an Avatar tool to represent a female tutor…

  9. Dependence of plant biometrics of cutting lettuce (Lactuca sativa L. varietis on the concentration of microfertilizer Avatar-1

    Directory of Open Access Journals (Sweden)

    В. Б. Кутовенко

    2017-09-01

    Full Text Available Purpose. To investigate the variability of plant biometrics of cutting lettuce (Lactuca sativa L. varieties depending on the concentration of microfertilizer Avatar-1. Methods. Field study, biometric technique, comparative approach, statistical evaluation, generalization. Results. Dependence of the plant height, the diameter of the leaf rosette, the number of leaves per plant, the leaf area of plants on the concentration of microfertilizer Avatar-1 was defined. Investigations of cutting lettuce ‘Afitsyon’ and ‘Concord’ varieties by Dutch breeding were conducted in 2016–2017 in the collection sites of the department of vegetable growing in the scientific-experimental field  “Fruit and vegetable garden” of the National University of Life and Environmental Sciences of Ukraine. In order to determine dependence of plant biometrics of cutting lettuce varieties on the concentration of complex microfertilizer Avatar-1, the following scheme was used for the both varieties: variant 1 – water (control; variant 2 – 0,10% solution; variant 3 – 0,25% solution; variant 4 – 0,50% solution. Plants were treated with microfertilizer three times during the vegetative period. Alterations of plant biometrics of cutting lettuce ‘Afitsyon’ and ‘Concord’ varieties  depending on the concentration of complex microfertilizer Avatar-1 was studied. Conclusions. It was found that in case of three-time plant treatment with complex microfertilizer Avatar-1 at the time of harvesting, the best plant biometrics was registered in variant 3 (concentration 0,25% for the both ‘Afitsyon’ and ‘Concord’ varie­ties of cutting lettuce. The height of plants of the cutting lettuce in ‘Afitsyon’ variety exceeded this figure in ‘Concord variety by 1,1–1,4 cm. The concentration of microfertilizer had no significant effect on the diameter of the leaf rosette of ‘Concord’ variety (25,1–25,9 см. The diame­ter of the leaf rosette of

  10. Effects of a Pedagogical Agent's Emotional Expressiveness on Learner Perceptions

    Science.gov (United States)

    Romero, Enilda J.; Watson, Ginger S.

    2012-01-01

    The use of animated pedagogical agents or avatars in instruction has lagged behind their use in entertainment. This is due in part to the cost and complexity of development and implementation of agents in educational settings, but also results from a lack of research to understand how emotions from animated agents influence instructional effectiveness. The phenomenological study presented here assesses the perceptions of eight learners interacting with low and high intensity emotionally expressive pedagogical agents in a computer-mediated environment. Research methods include maximum variation and snowball sampling with random assignment to treatment. The resulting themes incorporate perceptions of importance, agent humanness, enjoyment, implementation barriers, and suggested improvements. Design recommendations and implications for future research are presented.

  11. 14th International Conference on Practical Applications of Agents and Multi-Agent Systems : Special Sessions

    CERN Document Server

    Escalona, María; Corchuelo, Rafael; Mathieu, Philippe; Vale, Zita; Campbell, Andrew; Rossi, Silvia; Adam, Emmanuel; Jiménez-López, María; Navarro, Elena; Moreno, María

    2016-01-01

    PAAMS, the International Conference on Practical Applications of Agents and Multi-Agent Systems is an evolution of the International Workshop on Practical Applications of Agents and Multi-Agent Systems. PAAMS is an international yearly tribune to present, to discuss, and to disseminate the latest developments and the most important outcomes related to real-world applications. It provides a unique opportunity to bring multi-disciplinary experts, academics and practitioners together to exchange their experience in the development of Agents and Multi-Agent Systems. This volume presents the papers that have been accepted for the 2016 in the special sessions: Agents Behaviours and Artificial Markets (ABAM); Advances on Demand Response and Renewable Energy Sources in Agent Based Smart Grids (ADRESS); Agents and Mobile Devices (AM); Agent Methodologies for Intelligent Robotics Applications (AMIRA); Learning, Agents and Formal Languages (LAFLang); Multi-Agent Systems and Ambient Intelligence (MASMAI); Web Mining and ...

  12. Agent-Based Health Monitoring System, Phase II

    Data.gov (United States)

    National Aeronautics and Space Administration — We propose combination of software intelligent agents to achieve decentralized reasoning, with fault detection and diagnosis using PCA, neural nets, and maximum...

  13. Fault Reconnaissance Agent for Sensor Networks

    Directory of Open Access Journals (Sweden)

    Elhadi M. Shakshuki

    2010-01-01

    Full Text Available One of the key prerequisite for a scalable, effective and efficient sensor network is the utilization of low-cost, low-overhead and high-resilient fault-inference techniques. To this end, we propose an intelligent agent system with a problem solving capability to address the issue of fault inference in sensor network environments. The intelligent agent system is designed and implemented at base-station side. The core of the agent system – problem solver – implements a fault-detection inference engine which harnesses Expectation Maximization (EM algorithm to estimate fault probabilities of sensor nodes. To validate the correctness and effectiveness of the intelligent agent system, a set of experiments in a wireless sensor testbed are conducted. The experimental results show that our intelligent agent system is able to precisely estimate the fault probability of sensor nodes.

  14. Modelling User Preferences and Mediating Agents in Electronic Commerce

    NARCIS (Netherlands)

    Dastani, M.M.; Jacobs, N.; Jonker, C.M.; Treur, J.

    2005-01-01

    An important ingredient in agent-mediated electronic commerce is the presence of intelligent mediating agents that assist electronic commerce participants (e.g. individual users, other agents, organisations). These mediating agents are in principle autonomous agents that interact with their

  15. Modeling User Preferences and Mediating Agents in Electronic Commerce

    NARCIS (Netherlands)

    Dastani, M.M.; Jacobs, N.; Jonker, C.M.; Treur, J.; Dignum, F.; Sierra, C.

    2001-01-01

    An important ingredient in agent-mediated Electronic Commerce is the presence of intelligent mediating agents that assist Electronic Commerce participants (e.g., individual users, other agents, organisations). These mediating agents are in principle autonomous agents that will interact with their

  16. Intelligent systems

    CERN Document Server

    Irwin, J David

    2011-01-01

    Technology has now progressed to the point that intelligent systems are replacing humans in the decision making processes as well as aiding in the solution of very complex problems. In many cases intelligent systems are already outperforming human activities. Artificial neural networks are not only capable of learning how to classify patterns, such images or sequence of events, but they can also effectively model complex nonlinear systems. Their ability to classify sequences of events is probably more popular in industrial applications where there is an inherent need to model nonlinear system

  17. Intelligent Universe

    Energy Technology Data Exchange (ETDEWEB)

    Hoyle, F

    1983-01-01

    The subject is covered in chapters, entitled: chance and the universe (synthesis of proteins; the primordial soup); the gospel according to Darwin (discussion of Darwin theory of evolution); life did not originate on earth (fossils from space; life in space); the interstellar connection (living dust between the stars; bacteria in space falling to the earth; interplanetary dust); evolution by cosmic control (microorganisms; genetics); why aren't the others here (a cosmic origin of life); after the big bang (big bang and steady state); the information rich universe; what is intelligence up to; the intelligent universe.

  18. Artificial intelligence

    International Nuclear Information System (INIS)

    Perret-Galix, D.

    1992-01-01

    A vivid example of the growing need for frontier physics experiments to make use of frontier technology is in the field of artificial intelligence and related themes. This was reflected in the second international workshop on 'Software Engineering, Artificial Intelligence and Expert Systems in High Energy and Nuclear Physics' which took place from 13-18 January at France Telecom's Agelonde site at La Londe des Maures, Provence. It was the second in a series, the first having been held at Lyon in 1990

  19. Belief Change in Reasoning Agents

    OpenAIRE

    Jin, Yi

    2007-01-01

    The capability of changing beliefs upon new information in a rational and efficient way is crucial for an intelligent agent. Belief change therefore is one of the central research fields in Artificial Intelligence (AI) for over two decades. In the AI literature, two different kinds of belief change operations have been intensively investigated: belief update, which deal with situations where the new information describes changes of the world; and belief revision, which assumes the world is st...

  20. On Humanoids, Avatars and the Rest of Us - gender and the designing of our new Others

    DEFF Research Database (Denmark)

    Søndergaard, Dorte Marie

    2017-01-01

    by robot companies; in the video games featuring avatars, which again intertwine the imaginaries and conceptualizations of humans and their humanoid designs; and in the imaginaries, ambitions and ideas in fiction, not least in science fiction, which for years has inspired robot designers. I will bring......Human-like robots are still relatively simple technological devices. However, the ambitions and imaginaries, as well as the economy, feeding the production of robots point in directions, which scope and character are hard to determine. Designers, researchers, politicians and different kinds...... examples from all three areas into my reflections. The focus is in particular directed to the norms, hopes, and ideas about the human, which are built into these products and representations, and which not only form a range of claims about humanness, but also influence human social and subjective becoming...

  1. Using Patient Avatars to Promote Health Data Sharing Applications: Perspectives and Regulatory Challenges.

    Science.gov (United States)

    Dahi, Alan; Forgó, Nikolaus; Jensen, Sarah; Stauch, Marc

    2016-04-01

    The potential of ICT to address problems in modern healthcare is considerable, and an ICT-driven revolution in healthcare appears imminent. Such developments maybe viewed largely in positive terms. Thus they should result in enhanced treatment and care options, empowering patients--including by permitting greater self-management of illness outside hospital, while offering economic benefits and costs savings over traditional healthcare provision. However, the new possibilities also present manifold risks, such as of data breaches, encroachments on subject autonomy, as well as of other harms. This article considers some of the key regulatory challenges against the background of the progress of the current EU Commission-sponsored 'MyHealthAvatar' project.

  2. La simplexité, ultime avatar de la complexité ?

    OpenAIRE

    Demongeot, Jacques; Amor, Hedi Ben; Hazgui, Hana; Lontos, Athanasios

    2014-01-01

    1. Introduction La simplexité peut être considérée comme l’émergence de nouvelles fonctionnalités, issues des interactions entre sous-systèmes (ou modules) d’un système complexe : elle apparaît ainsi comme l’ultime avatar de la complexité, ce qui permet de la définir, sans rupture épistémologique avec le courant scientifique des systèmes complexes, comme la tendance qu’a la nature de sélectionner les fonctions vitales des êtres vivants, en particulier celles les plus utiles à la spécificité e...

  3. Self-discrepancy and regulatory fit in avatar-based exergames.

    Science.gov (United States)

    Jin, Seung-A Annie

    2012-12-01

    Drawing from Higgins's self-discrepancy theory and regulatory focus theory, this study examined the use of activated selves and regulatory foci in health games. Utilizing the Wii's avatar-creating and exergaming features, a 2 (activated self: actual self versus ideal self) x 2 (regulatory focus: promotion versus prevention) x 2 (efficacy appeals: self-efficacy versus response-efficacy) between-subjects experiment tested the interactions of activated selves, regulatory foci, and efficacy appeals on low-calorie dieting intentions after health game playing. Results from an experiment with 156 participants demonstrated that a fit between regulatory focus and efficacy appeals induced greater dieting intentions when the actual self was activated while the opposite effect occurred when the ideal self was activated. Theoretical contributions to basic and applied social psychology as well as managerial implications for consumer behavior research are considered.

  4. Plant intelligence

    Science.gov (United States)

    Lipavská, Helena; Žárský, Viktor

    2009-01-01

    The concept of plant intelligence, as proposed by Anthony Trewavas, has raised considerable discussion. However, plant intelligence remains loosely defined; often it is either perceived as practically synonymous to Darwinian fitness, or reduced to a mere decorative metaphor. A more strict view can be taken, emphasizing necessary prerequisites such as memory and learning, which requires clarifying the definition of memory itself. To qualify as memories, traces of past events have to be not only stored, but also actively accessed. We propose a criterion for eliminating false candidates of possible plant intelligence phenomena in this stricter sense: an “intelligent” behavior must involve a component that can be approximated by a plausible algorithmic model involving recourse to stored information about past states of the individual or its environment. Re-evaluation of previously presented examples of plant intelligence shows that only some of them pass our test. “You were hurt?” Kumiko said, looking at the scar. Sally looked down. “Yeah.” “Why didn't you have it removed?” “Sometimes it's good to remember.” “Being hurt?” “Being stupid.”—(W. Gibson: Mona Lisa Overdrive) PMID:19816094

  5. Speech Intelligibility

    Science.gov (United States)

    Brand, Thomas

    Speech intelligibility (SI) is important for different fields of research, engineering and diagnostics in order to quantify very different phenomena like the quality of recordings, communication and playback devices, the reverberation of auditoria, characteristics of hearing impairment, benefit using hearing aids or combinations of these things.

  6. Machine Ethics: Creating an Ethical Intelligent Agent

    OpenAIRE

    Anderson, Michael; Anderson, Susan Leigh

    2007-01-01

    The newly emerging field of machine ethics (Anderson and Anderson 2006) is concerned with adding an ethical dimension to machines. Unlike computer ethics -- which has traditionally focused on ethical issues surrounding humans' use of machines -- machine ethics is concerned with ensuring that the behavior of machines toward human users, and perhaps other machines as well, is ethically acceptable. In this article we discuss the importance of machine ethics, the need for machines that represent ...

  7. Behavioural domain knowledge transfer for autonomous agents

    CSIR Research Space (South Africa)

    Rosman, Benjamin S

    2014-11-01

    Full Text Available , and Behavior Transfer in Autonomous Robots, AAAI 2014 Fall Symposium Series, 13-15 November 2014 Behavioural Domain Knowledge Transfer for Autonomous Agents Benjamin Rosman Mobile Intelligent Autonomous Systems Modelling and Digital Science Council...

  8. Onto-Agents-Enabling Intelligent Agents on the Web

    Science.gov (United States)

    2005-05-01

    Manual annotation is tedious, and often done poorly. Even within the funded DAML project fewer pages were annotated than was hoped. In eCommerce , there...been overcome, congratulations! The DAML project was initiated at the birth of the semantic web. It contributed greatly to define a new research

  9. Avatar = Pinotxo 2.0 o «La fi de la societat de l’espectacle»

    Directory of Open Access Journals (Sweden)

    Derrick de Kerckhove

    2010-05-01

    Full Text Available A partir de la pel·lícula Avatar, s'analitza el concepte que titula la pel·lícula com a part d'un imaginari objectiu i compartit i com una forma al·legòrica de la lluita del bé contra el mal. A aquesta anàlisi se li suma un repàs de les pel·lícules més recents de la història del cinema que tracten aquesta dimensió i es fa una analogia de l'avatar com el Pinotxo reinventat per a l'era electrònica. Alhora, s'analitza la nova experiència participativa del públic davant de la tecnologia 3D i d'una nova realitat virtual, amb plataformes com Second Life.

  10. Foundations of Intelligent Systems : Proceedings of the Sixth International Conference on Intelligent Systems and Knowledge Engineering

    CERN Document Server

    Li, Tianrui

    2012-01-01

    Proceedings of The Sixth International Conference on Intelligent System and Knowledge Engineering presents selected papers from the conference ISKE 2011, held December 15-17 in Shanghai, China. This proceedings doesn’t only examine original research and approaches in the broad areas of intelligent systems and knowledge engineering, but also present new methodologies and practices in intelligent computing paradigms. The book introduces the current scientific and technical advances in the fields of artificial intelligence, machine learning, pattern recognition, data mining, information retrieval, knowledge-based systems, knowledge representation and reasoning, multi-agent systems, natural-language processing, etc. Furthermore, new computing methodologies are presented, including cloud computing, service computing and pervasive computing with traditional intelligent methods. The proceedings will be beneficial for both researchers and practitioners who want to utilize intelligent methods in their specific resea...

  11. An Architectural Modelfor Intelligent Network Management

    Institute of Scientific and Technical Information of China (English)

    罗军舟; 顾冠群; 费翔

    2000-01-01

    Traditional network management approach involves the management of each vendor's equipment and network segment in isolation through its own proprietary element management system. It is necessary to set up a new network management architecture that calls for operation consolidation across vendor and technology boundaries. In this paper, an architectural model for Intelligent Network Management (INM) is presented. The INM system includes a manager system, which controls all subsystems and coordinates different management tasks; an expert system, which is responsible for handling particularly difficult problems, and intelligent agents, which bring the management closer to applications and user requirements by spreading intelligent agents through network segments or domain. In the expert system model proposed, especially an intelligent fault management system is given.The architectural model is to build the INM system to meet the need of managing modern network systems.

  12. New challenges in computational collective intelligence

    Energy Technology Data Exchange (ETDEWEB)

    Nguyen, Ngoc Thanh; Katarzyniak, Radoslaw Piotr [Wroclaw Univ. of Technology (Poland). Inst. of Informatics; Janiak, Adam (eds.) [Wroclaw Univ. of Technology (Poland). Inst. of Computer Engineering, Control and Robotics

    2009-07-01

    The book consists of 29 chapters which have been selected and invited from the submissions to the 1{sup st} International Conference on Collective Intelligence - Semantic Web, Social Networks and Multiagent Systems (ICCCI 2009). All chapters in the book discuss various examples of applications of computational collective intelligence and related technologies to such fields as semantic web, information systems ontologies, social networks, agent and multiagent systems. The editors hope that the book can be useful for graduate and Ph.D. students in Computer Science, in particular participants to courses on Soft Computing, Multi-Agent Systems and Robotics. This book can also be useful for researchers working on the concept of computational collective intelligence in artificial populations. It is the hope of the editors that readers of this volume can find many inspiring ideas and use them to create new cases intelligent collectives. Many such challenges are suggested by particular approaches and models presented in particular chapters of this book. (orig.)

  13. Artificial Intelligence.

    Science.gov (United States)

    Lawrence, David R; Palacios-González, César; Harris, John

    2016-04-01

    It seems natural to think that the same prudential and ethical reasons for mutual respect and tolerance that one has vis-à-vis other human persons would hold toward newly encountered paradigmatic but nonhuman biological persons. One also tends to think that they would have similar reasons for treating we humans as creatures that count morally in our own right. This line of thought transcends biological boundaries-namely, with regard to artificially (super)intelligent persons-but is this a safe assumption? The issue concerns ultimate moral significance: the significance possessed by human persons, persons from other planets, and hypothetical nonorganic persons in the form of artificial intelligence (AI). This article investigates why our possible relations to AI persons could be more complicated than they first might appear, given that they might possess a radically different nature to us, to the point that civilized or peaceful coexistence in a determinate geographical space could be impossible to achieve.

  14. Automatic Generation of Agents using Reusable Soft Computing Code Libraries to develop Multi Agent System for Healthcare

    OpenAIRE

    Priti Srinivas Sajja

    2015-01-01

    This paper illustrates architecture for a multi agent system in healthcare domain. The architecture is generic and designed in form of multiple layers. One of the layers of the architecture contains many proactive, co-operative and intelligent agents such as resource management agent, query agent, pattern detection agent and patient management agent. Another layer of the architecture is a collection of libraries to auto-generate code for agents using soft computing techni...

  15. Intelligent Tutor

    Science.gov (United States)

    1990-01-01

    NASA also seeks to advance American education by employing the technology utilization process to develop a computerized, artificial intelligence-based Intelligent Tutoring System (ITS) to help high school and college physics students. The tutoring system is designed for use with the lecture and laboratory portions of a typical physics instructional program. Its importance lies in its ability to observe continually as a student develops problem solutions and to intervene when appropriate with assistance specifically directed at the student's difficulty and tailored to his skill level and learning style. ITS originated as a project of the Johnson Space Center (JSC). It is being developed by JSC's Software Technology Branch in cooperation with Dr. R. Bowen Loftin at the University of Houston-Downtown. Program is jointly sponsored by NASA and ACOT (Apple Classrooms of Tomorrow). Other organizations providing support include Texas Higher Education Coordinating Board, the National Research Council, Pennzoil Products Company and the George R. Brown Foundation. The Physics I class of Clear Creek High School, League City, Texas are providing the classroom environment for test and evaluation of the system. The ITS is a spinoff product developed earlier to integrate artificial intelligence into training/tutoring systems for NASA astronauts flight controllers and engineers.

  16. Aspects of agents for safeguards

    International Nuclear Information System (INIS)

    Kotte, U.

    1999-01-01

    With the development of the Internet and the WWW, information treatment has gained a new dimension. (Intelligent) software agents are one of the means expected to relieve human staff of the burden of information overload, and in the future to contribute to safeguards data acquisition, data evaluation and decision-making. An overview is given for the categories of Internet, intranet and desktop agents. Aspects of the potential application of agents are described in three fields: information access and delivery, collaboration and workflow management, adaptive interfaces and learning assistants. Routine application of agents is not yet in sight, but the scientific and technical progress seems to be encouraging. (author)

  17. 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)

  18. A Framework For Agent-Based Educational Guidance And ...

    African Journals Online (AJOL)

    This work applies principles of artificial intelligence and agent development of educational guidance and counselling. An agent – based expert system is developed. The system supports the storage and intelligent interactive processing of the knowledge acquired by study and experience of the human expert in the domain ...

  19. New trends in computational collective intelligence

    CERN Document Server

    Kim, Sang-Wook; Trawiński, Bogdan

    2015-01-01

    This book consists of 20 chapters in which the authors deal with different theoretical and practical aspects of new trends in Collective Computational Intelligence techniques. Computational Collective Intelligence methods and algorithms are one the current trending research topics from areas related to Artificial Intelligence, Soft Computing or Data Mining among others. Computational Collective Intelligence is a rapidly growing field that is most often understood as an AI sub-field dealing with soft computing methods which enable making group decisions and processing knowledge among autonomous units acting in distributed environments. Web-based Systems, Social Networks, and Multi-Agent Systems very often need these tools for working out consistent knowledge states, resolving conflicts and making decisions. The chapters included in this volume cover a selection of topics and new trends in several domains related to Collective Computational Intelligence: Language and Knowledge Processing, Data Mining Methods an...

  20. A DISTRIBUTED SMART HOME ARTIFICIAL INTELLIGENCE SYSTEM

    DEFF Research Database (Denmark)

    Lynggaard, Per

    2013-01-01

    A majority of the research performed today explore artificial intelligence in smart homes by using a centralized approach where a smart home server performs the necessary calculations. This approach has some disadvantages that can be overcome by shifting focus to a distributed approach where...... the artificial intelligence system is implemented as distributed as agents running parts of the artificial intelligence system. This paper presents a distributed smart home architecture that distributes artificial intelligence in smart homes and discusses the pros and cons of such a concept. The presented...... distributed model is a layered model. Each layer offers a different complexity level of the embedded distributed artificial intelligence. At the lowest layer smart objects exists, they are small cheap embedded microcontroller based smart devices that are powered by batteries. The next layer contains a more...

  1. A Profound Survey on Swarm Intelligence

    OpenAIRE

    Manish Mahant; Bharat Choudhary; Abhishek Kesharwani; Kalyani Singh Rathore

    2012-01-01

    Swarm Intelligence (SI) is the collective behavior of decentralized, self-organized systems, natural or artificial. The concept is employed in work on artificial intelligence. The inspiration often comes from nature, especially biological systems. The expression was introduced by Gerardo Beni and Jing Wang in 1989, in the context of cellular robotic systems. SI systems are typically made up of a population of simple agents or boids interacting locally with one another and their environment. T...

  2. Integration of the virtual model of a Stewart platform with the avatar of a vehicle in a virtual reality

    Science.gov (United States)

    Herbuś, K.; Ociepka, P.

    2016-08-01

    The development of methods of computer aided design and engineering allows conducting virtual tests, among others concerning motion simulation of technical means. The paper presents a method of integrating an object in the form of a virtual model of a Stewart platform with an avatar of a vehicle moving in a virtual environment. The area of the problem includes issues related to the problem of fidelity of mapping the work of the analyzed technical mean. The main object of investigations is a 3D model of a Stewart platform, which is a subsystem of the simulator designated for driving learning for disabled persons. The analyzed model of the platform, prepared for motion simulation, was created in the “Motion Simulation” module of a CAD/CAE class system Siemens PLM NX. Whereas the virtual environment, in which the moves the avatar of the passenger car, was elaborated in a VR class system EON Studio. The element integrating both of the mentioned software environments is a developed application that reads information from the virtual reality (VR) concerning the current position of the car avatar. Then, basing on the accepted algorithm, it sends control signals to respective joints of the model of the Stewart platform (CAD).

  3. A Combination of Outcome and Process Feedback Enhances Performance in Simulations of Child Sexual Abuse Interviews Using Avatars

    Directory of Open Access Journals (Sweden)

    Francesco Pompedda

    2017-09-01

    Full Text Available Simulated interviews in alleged child sexual abuse (CSA cases with computer-generated avatars paired with feedback improve interview quality. In the current study, we aimed to understand better the effect of different types of feedback in this context. Feedback was divided into feedback regarding conclusions about what happened to the avatar (outcome feedback and feedback regarding the appropriateness of question-types used by the interviewer (process feedback. Forty-eight participants each interviewed four different avatars. Participants were divided into four groups (no feedback, outcome feedback, process feedback, and a combination of both feedback types. Compared to the control group, interview quality was generally improved in all the feedback groups on all outcome variables included. Combined feedback produced the strongest effect on increasing recommended questions and correct conclusions. For relevant and neutral details elicited by the interviewers, no statistically significant differences were found between feedback types. For wrong details, the combination of feedback produced the strongest effect, but this did not differ from the other two feedback groups. Nevertheless, process feedback produced a better result compared to outcome feedback. The present study replicated previous findings regarding the effect of feedback in improving interview quality, and provided new knowledge on feedback characteristics that maximize training effects. A combination of process and outcome feedback showed the strongest effect in enhancing training in simulated CSA interviews. Further research is, however, needed.

  4. Avatar (A’: Contrasting Lacan’s Theory and 3D Virtual Worlds.A Case Study In Second Life

    Directory of Open Access Journals (Sweden)

    Carlos Hernán González-Campo

    2013-01-01

    Full Text Available Lacan no propuso un sujeto totalizado, pero propuso uno dividido cuya representación se estructura en cada interacción con sus pares a través del lenguaje argumentativo de Saussure. Esto demuestra lo real, lo imaginario y lo simbólico como (a, (a ‘ o (A. Este estudio trata de proponer y discutir que es posible actualmente establecer cuestiones virtuales, teniendo en cuenta los efectos sociales y psicológicos del ci- berespacio y la capacidad de decidir y ejecutar acciones. Prácticamente, la representación es dada por el Avatar conocido como (A ‘, ya que es una evolución de las otras (A. Esta interacción se lleva a cabo mediante el uso del lenguaje, con la construcción de significados y significantes. Significados son concebidos en el mundo virtual y significantes en la real, pero el último podría permitir al primero materializar el Otro (A en el Avatar (A ‘. Second Life es un metaverso, un juego del rol multi- jugador masivo en línea (MMORPG, que muestra mundos virtuales en 3D en el que cada sujeto es capaz de crear sus avatares caracterizar su propia identidad a través de los deseos del sujeto.

  5. 5th International Conference on Computational Collective Intelligence

    CERN Document Server

    Trawinski, Bogdan; Nguyen, Ngoc

    2014-01-01

    The book consists of 19 extended and revised chapters based on original works presented during a poster session organized within the 5th International Conference on Computational Collective Intelligence that was held between 11 and 13 of September 2013 in Craiova, Romania. The book is divided into three parts. The first part is titled “Agents and Multi-Agent Systems” and consists of 8 chapters that concentrate on many problems related to agent and multi-agent systems, including: formal models, agent autonomy, emergent properties, agent programming, agent-based simulation and planning. The second part of the book is titled “Intelligent Computational Methods” and consists of 6 chapters. The authors present applications of various intelligent computational methods like neural networks, mathematical optimization and multistage decision processes in areas like cooperation, character recognition, wireless networks, transport, and metal structures. The third part of the book is titled “Language and Knowled...

  6. Intelligent Design and Intelligent Failure

    Science.gov (United States)

    Jerman, Gregory

    2015-01-01

    Good Evening, my name is Greg Jerman and for nearly a quarter century I have been performing failure analysis on NASA's aerospace hardware. During that time I had the distinct privilege of keeping the Space Shuttle flying for two thirds of its history. I have analyzed a wide variety of failed hardware from simple electrical cables to cryogenic fuel tanks to high temperature turbine blades. During this time I have found that for all the time we spend intelligently designing things, we need to be equally intelligent about understanding why things fail. The NASA Flight Director for Apollo 13, Gene Kranz, is best known for the expression "Failure is not an option." However, NASA history is filled with failures both large and small, so it might be more accurate to say failure is inevitable. It is how we react and learn from our failures that makes the difference.

  7. Neurobiological correlates of physical self-concept and self-identification with avatars in addicted players of Massively Multiplayer Online Role-Playing Games (MMORPGs).

    Science.gov (United States)

    Leménager, Tagrid; Dieter, Julia; Hill, Holger; Koopmann, Anne; Reinhard, Iris; Sell, Madlen; Kiefer, Falk; Vollstädt-Klein, Sabine; Mann, Karl

    2014-12-01

    MMORPG addiction has been associated with self-concept impairments and increased identification with the own avatar. Yet, the underlying neurobiological mechanisms of self-identification with avatars, especially reflected in the left angular gyrus (AG), have only been assessed in regular gamers. Therefore, the study aims to examine neurobiological processes in addicted MMORPG players while evaluating their own and their personal avatar's body image (physical self-concept). Sixteen addicted and seventeen non-addicted gamers underwent functional Magnetic Resonance Imaging (fMRI) while viewing images of themselves, their own avatar and unfamiliar persons. The Body Image Questionnaire (FKB-20) and Visual Analog Scales (VAS) assessing the degree of attractiveness, sympathy and gender identity of the self, of the avatar as well as of the unfamiliar persons were applied. Addicts showed a significantly extended negative body image and lower gender identity levels as well as decreased bilateral brain activations in the AG and the middle occipital gyrus during self-perception. They further exhibited higher activations in the left AG during avatar-perception. Regression analyses in the overall group and in addicted gamers indicated a significant positive correlation between gender identity and brain activation in the left AG during self-perception. Our results confirm addicted MMORPG players to have physical self-concept deficits which may be related to hypoactivations in the AG. The findings further indicate addicted gamers to have a tendency to identify themselves easier with their own avatar than with their real self. Lower gender identity levels might be associated with physical self-concept deficits in MMORPG addiction. Copyright © 2014 Elsevier Ltd. All rights reserved.

  8. Logical Theories for Agent Introspection

    DEFF Research Database (Denmark)

    Bolander, Thomas

    2004-01-01

    Artificial intelligence systems (agents) generally have models of the environments they inhabit which they use for representing facts, for reasoning about these facts and for planning actions. Much intelligent behaviour seems to involve an ability to model not only one's external environment...... by self-reference. In the standard approach taken in artificial intelligence, the model that an agent has of its environment is represented as a set of beliefs. These beliefs are expressed as logical formulas within a formal, logical theory. When the logical theory is expressive enough to allow...... introspective reasoning, the presence of self-reference causes the theory to be prone to inconsistency. The challenge therefore becomes to construct logical theories supporting introspective reasoning while at the same time ensuring that consistency is retained. In the thesis, we meet this challenge by devising...

  9. Humor and Embodied Conversational Agents

    NARCIS (Netherlands)

    Nijholt, Antinus

    This report surveys the role of humor in human-to-human interaction and the possible role of humor in human-computer interaction. The aim is to see whether it is useful for embodied conversational agents to integrate humor capabilities in their internal model of intelligence, emotions and

  10. El dibujo de la figura humana “Avatar” como elemento para el desarrollo de la creatividad y aprendizaje a través de la gamificación en Educación Primaria = The drawing of the human figure "Avatar" as an element for the development of creativity and learning through gamification techniques in Primary Education

    Directory of Open Access Journals (Sweden)

    Felipe García Gaitero

    2016-07-01

    Full Text Available Resumen En el contexto actual donde los cambios tecnológicos y sociales crecen a pasos nunca vistos hasta la fecha la mejora del proceso educativo debe ser una tarea continua. Las nuevas exigencias de la sociedad del conocimiento a la educación requieren de nuevas soluciones y herramientas. Por esta razón los agentes educativos cuentan cada vez más con recursos y apoyos ofrecidos desde ámbitos tradicionalmente no vinculados a los mismos pero que en el contexto actual resultan de vital importancia. Ejemplo de ello es la gamificación, concepto vinculado al mundo del juego y los videojuegos pero que aplicado en un contexto no lúdico como es el aula se convierte en una gran herramienta para incrementar la atención y motivación de los alumnos. Además la gamificación permite introducir las nuevas tecnologías en el aula desde niveles educativos tempranos siendo común el uso de plataformas virtuales en las que los alumnos asumen un determinado rol y disfrutan sintiéndose inmersos dentro de una historia. En esta inmersión cobra un papel de vital importancia el avatar o representación del jugador dentro del mundo virtual. Existen herramientas informáticas que permiten a un jugador diseñar y personalizar su propio avatar pero también es posible que el alumno dibuje su representación manual del que será su avatar tecnológico. En general las representaciones que los alumnos hacen de sí mismos sobre el papel quedan imprimadas con un halo especial difícilmente alcanzable con otros medios. Durante el presente artículo se muestran algunos ejemplos de ello y se analizaran la importancia del uso de la representación y la creación manual propias en este tipo de tecnología. Abstract In today's context with its unprecedented technological and social changes, the educational process must be an ongoing task. Accordingly, society's new demands for knowledge in the educational domain require new solutions and tools. As such, educational agents

  11. Artificial Intelligence and Urbanization: The Rise of the Elysium City

    OpenAIRE

    MUNOZ, J. Mark; NAQVI, Al

    2017-01-01

    Abstract. From ancient times, Greek religion introduced Elysium as a heavenly place to which admission was exclusively reserved for mortals related to gods, heroes, and those blessed by gods. We argue that the rise of artificial intelligence technology will lead to the creation of Elysium cities. Elysium cities agents will be technologists, technocrats, intelligent machines, and wealthy capitalists. These cities will be the first embracers of the artificial intelligence technology and will do...

  12. 2015 Special Sessions of the 13th International Conference on Practical Applications of Agents and Multi-Agent Systems

    CERN Document Server

    Hernández, Josefa; Mathieu, Philippe; Campbell, Andrew; Fernández-Caballero, Antonio; Moreno, María; Julián, Vicente; Alonso-Betanzos, Amparo; Jiménez-López, María; Botti, Vicente; Trends in Practical Applications of Agents, Multi-Agent Systems and Sustainability : the PAAMS Collection

    2015-01-01

    This volume presents the papers that have been accepted for the 2015 special sessions of the 13th International Conference on Practical Applications of Agents and Multi-Agent Systems, held at University of Salamanca, Spain, at 3rd-5th June, 2015: Agents Behaviours and Artificial Markets (ABAM); Agents and Mobile Devices (AM); Multi-Agent Systems and Ambient Intelligence (MASMAI); Web Mining and Recommender systems (WebMiRes); Learning, Agents and Formal Languages (LAFLang); Agent-based Modeling of Sustainable Behavior and Green Economies (AMSBGE); Emotional Software Agents (SSESA) and Intelligent Educational Systems (SSIES). The volume also includes the paper accepted for the Doctoral Consortium in PAAMS 2015. PAAMS, the International Conference on Practical Applications of Agents and Multi-Agent Systems is an evolution of the International Workshop on Practical Applications of Agents and Multi-Agent Systems. PAAMS is an international yearly tribune to present, to discuss, and to disseminate the latest develo...

  13. Self-recognition of avatar motion: how do I know it's me?

    Science.gov (United States)

    Cook, Richard; Johnston, Alan; Heyes, Cecilia

    2012-02-22

    When motion is isolated from form cues and viewed from third-person perspectives, individuals are able to recognize their own whole body movements better than those of friends. Because we rarely see our own bodies in motion from third-person viewpoints, this self-recognition advantage may indicate a contribution to perception from the motor system. Our first experiment provides evidence that recognition of self-produced and friends' motion dissociate, with only the latter showing sensitivity to orientation. Through the use of selectively disrupted avatar motion, our second experiment shows that self-recognition of facial motion is mediated by knowledge of the local temporal characteristics of one's own actions. Specifically, inverted self-recognition was unaffected by disruption of feature configurations and trajectories, but eliminated by temporal distortion. While actors lack third-person visual experience of their actions, they have a lifetime of proprioceptive, somatosensory, vestibular and first-person-visual experience. These sources of contingent feedback may provide actors with knowledge about the temporal properties of their actions, potentially supporting recognition of characteristic rhythmic variation when viewing self-produced motion. In contrast, the ability to recognize the motion signatures of familiar others may be dependent on configural topographic cues.

  14. Realizing Loose Communication with Tangible Avatar to Facilitate Recipient’s Imagination

    Directory of Open Access Journals (Sweden)

    Shinichi Endo

    2018-02-01

    Full Text Available Social network services (SNSs allow users to share their daily experiences and significant life events with family, friends, and colleagues. However, excessive use of SNSs or dependence upon them can cause a problem known as “SNS fatigue” that is associated with feelings of anxiety and loneliness. In other words, the tighter and stronger the social bonds are through SNSs, the more users feel anxiety and loneliness. We propose a method for providing users with a sense of security and connectedness with others by facilitating loose communication. Loose communication is defined by the presentation of abstract information and passive (one-way communication. By focusing on the physicality and anthropomorphic characteristics of tangible avatars, we investigated a communication support system, Palco, that displays three types of contextual information with respect to the communication partner—emotional state, activity, and location—in a loose manner. Our approach contrasts with typical SNS interaction methods characterized by tight communication with interactivity and concrete information. This paper describes the design and implementation of Palco, as well as its usefulness as a communication tool. The emotional effects on the users are evaluated through a user study with 10 participants over four days. The results imply that Palco can effectively communicate the context of the communication partner, and provide a sense of security.

  15. Learning from avatars: Learning assistants practice physics pedagogy in a classroom simulator

    Science.gov (United States)

    Chini, Jacquelyn J.; Straub, Carrie L.; Thomas, Kevin H.

    2016-06-01

    [This paper is part of the Focused Collection on Preparing and Supporting University Physics Educators.] Undergraduate students are increasingly being used to support course transformations that incorporate research-based instructional strategies. While such students are typically selected based on strong content knowledge and possible interest in teaching, they often do not have previous pedagogical training. The current training models make use of real students or classmates role playing as students as the test subjects. We present a new environment for facilitating the practice of physics pedagogy skills, a highly immersive mixed-reality classroom simulator, and assess its effectiveness for undergraduate physics learning assistants (LAs). LAs prepared, taught, and reflected on a lesson about motion graphs for five highly interactive computer generated student avatars in the mixed-reality classroom simulator. To assess the effectiveness of the simulator for this population, we analyzed the pedagogical skills LAs intended to practice and exhibited during their lessons and explored LAs' descriptions of their experiences with the simulator. Our results indicate that the classroom simulator created a safe, effective environment for LAs to practice a variety of skills, such as questioning styles and wait time. Additionally, our analysis revealed areas for improvement in our preparation of LAs and use of the simulator. We conclude with a summary of research questions this environment could facilitate.

  16. Digital patient: Personalized and translational data management through the MyHealthAvatar EU project.

    Science.gov (United States)

    Kondylakis, Haridimos; Spanakis, Emmanouil G; Sfakianakis, Stelios; Sakkalis, Vangelis; Tsiknakis, Manolis; Marias, Kostas; Xia Zhao; Hong Qing Yu; Feng Dong

    2015-08-01

    The advancements in healthcare practice have brought to the fore the need for flexible access to health-related information and created an ever-growing demand for the design and the development of data management infrastructures for translational and personalized medicine. In this paper, we present the data management solution implemented for the MyHealthAvatar EU research project, a project that attempts to create a digital representation of a patient's health status. The platform is capable of aggregating several knowledge sources relevant for the provision of individualized personal services. To this end, state of the art technologies are exploited, such as ontologies to model all available information, semantic integration to enable data and query translation and a variety of linking services to allow connecting to external sources. All original information is stored in a NoSQL database for reasons of efficiency and fault tolerance. Then it is semantically uplifted through a semantic warehouse which enables efficient access to it. All different technologies are combined to create a novel web-based platform allowing seamless user interaction through APIs that support personalized, granular and secure access to the relevant information.

  17. The wildgeographer avatar shows how to measure soil erosion rates by means of a rainfall simulator

    Science.gov (United States)

    Cerdà, Artemi; González Pelayo, Óscar; Pereira, Paulo; Novara, Agata; Iserloh, Thomas; Prosdocimi, Massimo

    2015-04-01

    This contribution to the immersed worlds wish to develop the avatar that will teach the students and other scientists how to develop measurements of soil erosion, surface runoff and wetting fronts by means of simulated rainfall experiments. Rainfall simulation is a well established and knows methodology to measure the soil erosion rates and soil hydrology under controlled conditions (Cerdà 1998a; Cerdà, 1998b; Cerdà and Jurgensen, 2011; Dunkerley, 2012; Iserloh et al., 2012; Iserloh et al., 2013; Ziadat and Taimeh, 2013; Butzen et al., 2014). However, is a method that requires a long training and expertise to avoid mismanagement and mistaken. To use and avatar can help in the teaching of the technique and the dissemination of the findings. This contribution will show to other avatars how to develop an experiment with simulated rainfall and will help to take the right decision in the design of the experiments. Following the main parts of the experiments and measurements the Wildgeographer avatar must develop: 1. Determine the objectives and decide which rainfall intensity and distribution, and which plot size to be used. Choose between a laboratory or a field rainfall simulation. 2. Design of the rainfall simulator to achieve the objectives: type of rainfall simulator (sprayer or drop former) and calibrate. 3. The experiments are carried out. 4. The results are show. Acknowledgements To the "Ministerio de Economía and Competitividad" of Spanish Government for finance the POSTFIRE project (CGL2013- 47862-C2-1-R). The research projects GL2008-02879/BTE, LEDDRA 243857 and PREVENTING AND REMEDIATING DEGRADATION OF SOILS IN EUROPE THROUGH LAND CARE (RECARE)FP7-ENV-2013- supported this research. References Butzen, V., Seeger, M., Wirtz, S., Huemann, M., Mueller, C., Casper, M., Ries, J. B. 2014. Quantification of Hortonian overland flow generation and soil erosion in a Central European low mountain range using rainfall experiments. Catena, 113, 202-212. Cerdà, A

  18. Business Intelligence

    OpenAIRE

    Petersen, Anders

    2001-01-01

    Cílem této bakalářské práce je seznámení s Business Intelligence a zpracování vývojového trendu, který ovlivňuje podobu řešení Business Intelligence v podniku ? Business Activity Monitoring. Pro zpracování tohoto tématu byla použita metoda studia odborných pramenů, a to jak v českém, tak v anglickém jazyce. Hlavním přínosem práce je ucelený, v českém jazyce zpracovaný materiál pojednávající o Business Activity Monitoring. Práce je rozdělena do šesti hlavních kapitol. Prvních pět je věnováno p...

  19. Web Intelligence and Artificial Intelligence in Education

    Science.gov (United States)

    Devedzic, Vladan

    2004-01-01

    This paper surveys important aspects of Web Intelligence (WI) in the context of Artificial Intelligence in Education (AIED) research. WI explores the fundamental roles as well as practical impacts of Artificial Intelligence (AI) and advanced Information Technology (IT) on the next generation of Web-related products, systems, services, and…

  20. Eighth International Conference on Intelligent Systems and Knowledge Engineering

    CERN Document Server

    Li, Tianrui; ISKE 2013; Foundations of Intelligent Systems; Knowledge Engineering and Management; Practical Applications of Intelligent Systems

    2014-01-01

    "Foundations of Intelligent Systems" presents selected papers from the 2013 International Conference on Intelligent Systems and Knowledge Engineering (ISKE2013). The aim of this conference is to bring together experts from different expertise areas to discuss the state-of-the-art in Intelligent Systems and Knowledge Engineering, and to present new research results and perspectives on future development. The topics in this volume include, but not limited to: Artificial Intelligence Theories, Pattern Recognition, Intelligent System Models, Speech Recognition, Computer Vision, Multi-Agent Systems, Machine Learning, Soft Computing and Fuzzy Systems, Biological Inspired Computation, Game Theory, Cognitive Systems and Information Processing, Computational Intelligence, etc. The proceedings are benefit for both researchers and practitioners who want to utilize intelligent methods in their specific research fields. Dr. Zhenkun Wen is a Professor at the College of Computer and Software Engineering, Shenzhen University...

  1. 9th International Symposium on Intelligent Distributed Computing

    CERN Document Server

    Camacho, David; Analide, Cesar; Seghrouchni, Amal; Badica, Costin

    2016-01-01

    This book represents the combined peer-reviewed proceedings of the ninth International Symposium on Intelligent Distributed Computing – IDC’2015, of the Workshop on Cyber Security and Resilience of Large-Scale Systems – WSRL’2015, and of the International Workshop on Future Internet and Smart Networks – FI&SN’2015. All the events were held in Guimarães, Portugal during October 7th-9th, 2015. The 46 contributions published in this book address many topics related to theory and applications of intelligent distributed computing, including: Intelligent Distributed Agent-Based Systems, Ambient Intelligence and Social Networks, Computational Sustainability, Intelligent Distributed Knowledge Representation and Processing, Smart Networks, Networked Intelligence and Intelligent Distributed Applications, amongst others.

  2. Using FML and fuzzy technology in adaptive ambient intelligent environments

    NARCIS (Netherlands)

    Acampora, G.; Loia, V.

    2005-01-01

    Ambient Intelligence (AmI, shortly) gathers best re-sults from three key technologies, Ubiquitous Computing, Ubiq-uitous Communication, and Intelligent User Friendly Inter-faces. The functional and spatial distribution of tasks is a natu-ral thrust to employ multi-agent paradigm to design and

  3. Intelligent Counseling System: A 24 x 7 Academic Advisor

    Science.gov (United States)

    Leung, Chun Ming; Tsang, Eva Y. M.; Lam, S. S.; Pang, Dominic C. W.

    2010-01-01

    Universities are increasingly looking into self-service systems with intelligent digital agents to supplement or replace labor-intensive services, such as academic counseling. The Open University of Hong Kong has developed an intelligent online system that instantly responds to enquiries about career development, learning modes, program/course…

  4. Competitive intelligence and national development: the role of ...

    African Journals Online (AJOL)

    Competitive intelligence (CI) is the process of developing actionable foresight regarding competitive dynamics and non-market factors that can ... It is a relevant tool for strategic decision making which in return impacts national ... archives, resource centers, etc are yet to realize their position as Competitive Intelligent Agents.

  5. Biological Agents

    Science.gov (United States)

    ... E-Tools Safety and Health Topics / Biological Agents Biological Agents This page requires that javascript be enabled ... 202) 693-2300 if additional assistance is required. Biological Agents Menu Overview In Focus: Ebola Frederick A. ...

  6. 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.

  7. 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

  8. Intelligence and negotiating

    International Nuclear Information System (INIS)

    George, D.G.

    1990-01-01

    This paper discusses the role of US intelligence during arms control negotiations between 1982 and 1987. It also covers : the orchestration of intelligence projects; an evaluation of the performance of intelligence activities; the effect intelligence work had on actual arms negotiations; and suggestions for improvements in the future

  9. Intelligent products : A survey

    NARCIS (Netherlands)

    Meyer, G.G.; Främling, K.; Holmström, J.

    This paper presents an overview of the field of Intelligent Products. As Intelligent Products have many facets, this paper is mainly focused on the concept behind Intelligent Products, the technical foundations, and the achievable practical goals of Intelligent Products. A novel classification of

  10. Intelligence Issues for Congress

    Science.gov (United States)

    2013-04-23

    open source information— osint (newspapers...by user agencies. Section 1052 of the Intelligence Reform Act expressed the sense of Congress that there should be an open source intelligence ...center to coordinate the collection, analysis, production, and dissemination of open source intelligence to other intelligence agencies. An Open Source

  11. Intelligent Governmentality

    Directory of Open Access Journals (Sweden)

    Willem de Lint

    2008-10-01

    Full Text Available Recently, within liberal democracies, the post-Westphalian consolidation of security and intelligence has ushered in the normalization not only of security in ‘securitization’ but also of intelligence in what is proposed here as ‘intelligencification.’ In outlining the features of intelligencified governance, my aim is to interrogate the view that effects or traces, and productivity rather than negation is as persuasive as commonly thought by the constructivists. After all, counter-intelligence is both about purging and reconstructing the archive for undisclosed values. In practice, what is being normalized is the authorized and legalized use of release and retention protocols of politically actionable information. The intelligencification of governmentality affords a sovereignty shell-game or the instrumentalization of sovereign power by interests that are dependent on, yet often inimical to, the power of state, national, and popular sovereignty. On voit le politique et le social comme dépendant de contingences exclusives. Récemment, au sein des démocraties libérales, la consolidation de la sécurité et des services de renseignements de sécurité qui a suivi les traités de la Westphalie a donné lieu à la normalisation non seulement de la sécurité en «sécurisation» mais aussi des services de renseignements de sécurité en ce qui est proposé ici comme «intelligencification» [terme anglais créé par l’auteur, dérivé du mot anglais «intelligence» dans le sens de renseignements des écurité]. En particulier, ce que l’on normalise dans le but de contourner des contingences exclusives est l’utilisation autorisée et légalisée de protocoles de communication et de rétention d’information qui, politiquement, pourrait mener à des poursuites. En esquissant les traits de la gouvernance «intelligencifiée», mon but est d’interroger le point de vue que les effets ou les traces, et la productivité plutôt que la

  12. Pathogen intelligence

    Directory of Open Access Journals (Sweden)

    Michael eSteinert

    2014-01-01

    Full Text Available Different species inhabit different sensory worlds and thus have evolved diverse means of processing information, learning and memory. In the escalated arms race with host defense, each pathogenic bacterium not only has evolved its individual cellular sensing and behaviour, but also collective sensing, interbacterial communication, distributed information processing, joint decision making, dissociative behaviour, and the phenotypic and genotypic heterogeneity necessary for epidemiologic success. Moreover, pathogenic populations take advantage of dormancy strategies and rapid evolutionary speed, which allow them to save co-generated intelligent traits in a collective genomic memory. This review discusses how these mechanisms add further levels of complexity to bacterial pathogenicity and transmission, and how mining for these mechanisms could help to develop new anti-infective strategies.

  13. Intelligent Routines

    CERN Document Server

    Anastassiou, George A

    Intelligent Routines II: Solving Linear Algebra and Differential Geometry with Sage” contains numerous of examples and problems as well as many unsolved problems. This book extensively applies the successful software Sage, which can be found free online http://www.sagemath.org/. Sage is a recent and popular software for mathematical computation, available freely and simple to use. This book is useful to all applied scientists in mathematics, statistics and engineering, as well for late undergraduate and graduate students of above subjects. It is the first such book in solving symbolically with Sage problems in Linear Algebra and Differential Geometry. Plenty of SAGE applications are given at each step of the exposition.

  14. Seventh International Conference on Intelligent Systems and Knowledge Engineering - Foundations and Applications of Intelligent Systems

    CERN Document Server

    Li, Tianrui; Li, Hongbo

    2014-01-01

    These proceedings present technical papers selected from the 2012 International Conference on Intelligent Systems and Knowledge Engineering (ISKE 2012), held on December 15-17 in Beijing. The aim of this conference is to bring together experts from different fields of expertise to discuss the state-of-the-art in Intelligent Systems and Knowledge Engineering, and to present new findings and perspectives on future developments. The proceedings introduce current scientific and technical advances in the fields of artificial intelligence, machine learning, pattern recognition, data mining, knowledge engineering, information retrieval, information theory, knowledge-based systems, knowledge representation and reasoning, multi-agent systems, and natural-language processing, etc. Furthermore they include papers on new intelligent computing paradigms, which combine new computing methodologies, e.g., cloud computing, service computing and pervasive computing with traditional intelligent methods. By presenting new method...

  15. Intelligence: Real or artificial?

    OpenAIRE

    Schlinger, Henry D.

    1992-01-01

    Throughout the history of the artificial intelligence movement, researchers have strived to create computers that could simulate general human intelligence. This paper argues that workers in artificial intelligence have failed to achieve this goal because they adopted the wrong model of human behavior and intelligence, namely a cognitive essentialist model with origins in the traditional philosophies of natural intelligence. An analysis of the word “intelligence” suggests that it originally r...

  16. Computational intelligence in nuclear engineering

    International Nuclear Information System (INIS)

    Uhrig, Robert E.; Hines, J. Wesley

    2005-01-01

    Approaches to several recent issues in the operation of nuclear power plants using computational intelligence are discussed. These issues include 1) noise analysis techniques, 2) on-line monitoring and sensor validation, 3) regularization of ill-posed surveillance and diagnostic measurements, 4) transient identification, 5) artificial intelligence-based core monitoring and diagnostic system, 6) continuous efficiency improvement of nuclear power plants, and 7) autonomous anticipatory control and intelligent-agents. Several Changes to the focus of Computational Intelligence in Nuclear Engineering have occurred in the past few years. With earlier activities focusing on the development of condition monitoring and diagnostic techniques for current nuclear power plants, recent activities have focused on the implementation of those methods and the development of methods for next generation plants and space reactors. These advanced techniques are expected to become increasingly important as current generation nuclear power plants have their licenses extended to 60 years and next generation reactors are being designed to operate for extended fuel cycles (up to 25 years), with less operator oversight, and especially for nuclear plants operating in severe environments such as space or ice-bound locations

  17. Avatar in the Amazon - Narratives of Cultural Conversion and Environmental Salvation between Cultural Theory and Popular Culture

    Directory of Open Access Journals (Sweden)

    John Ødemark

    2015-10-01

    Full Text Available In 2010 the New York Times reported that '[t]ribes of Amazon Find an Ally Out of "Avatar"', James Cameron. The alliance was against the building of Belo Monte, a hydroelectricdam in the Xingu River in Brazil. Cameron made a documentary about Belo Monte, A Message from Pandora. Here he states that Avatar becomes real in the struggle against the dam. This appears to confirm U. K. Heise's observation that the 'Amazon rainforest has long functioned as a complex symbol of exotic natural abundance, global ecological connectedness, and environmental crisis'. This construal, however, downplays the 'symbols' cultural components. In this article I show that the image of an ecological 'rainforest Indian' and a particular kind of culture constitutes a crucial part of the Amazon as 'a complex' cross-disciplinary 'symbol'. Firstly, I examine how an Amazonian topology (closeness to nature, natural cultures is both a product of an interdisciplinary history, and a place to speak from for ethno-political activist. Next I analyze how Amazonian cultures have been turned into 'ethnological isolates' representing a set of grand theoretical problems in anthropology, not least concerning the nature/culture-distinction, and how environmentalism has deployed the same topology. Finally I examine how Avatar and one of its cinematic intertexts, John Boorman's The Emerald Forest, is used as a model to understand the struggle over the Belo Monte. In a paradoxical way the symbolic power of indigenous people in ecological matters here appears to be dependent upon a non-relation, and a reestablishment of clear cut cultural boundaries, where 'the tribal' is also associated with the human past. Disturbingly such symbolic exportation of solutions is consonant with current exportations of the solution of ecological problems to 'other places'.

  18. Projective simulation for artificial intelligence

    Science.gov (United States)

    Briegel, Hans J.; de Las Cuevas, Gemma

    2012-05-01

    We propose a model of a learning agent whose interaction with the environment is governed by a simulation-based projection, which allows the agent to project itself into future situations before it takes real action. Projective simulation is based on a random walk through a network of clips, which are elementary patches of episodic memory. The network of clips changes dynamically, both due to new perceptual input and due to certain compositional principles of the simulation process. During simulation, the clips are screened for specific features which trigger factual action of the agent. The scheme is different from other, computational, notions of simulation, and it provides a new element in an embodied cognitive science approach to intelligent action and learning. Our model provides a natural route for generalization to quantum-mechanical operation and connects the fields of reinforcement learning and quantum computation.

  19. 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...

  20. Intelligent autonomous systems 12. Vol. 2. Proceedings

    Energy Technology Data Exchange (ETDEWEB)

    Lee, Sukhan [Sungkyunkwan Univ., Gyeonggi-Do (Korea, Republic of). College of Information and Communication Engineering; Yoon, Kwang-Joon [Konkuk Univ., Seoul (Korea, Republic of); Cho, Hyungsuck [Daegu Gyeongbuk Institute of Science and Technology, Daegu (Korea, Republic of); Lee, Jangmyung (eds.) [Pusan National Univ. (Korea, Republic of). Dept. of Electronics Engineering

    2013-02-01

    Recent research in Intelligent and Autonomous Systems. Volume 2 of the proceedings of the 12th International Conference IAS-12, held June 26-29, 2012, jeju Island, Korea. Written by leading experts in the field. Intelligent autonomous systems are emerged as a key enabler for the creation of a new paradigm of services to humankind, as seen by the recent advancement of autonomous cars licensed for driving in our streets, of unmanned aerial and underwater vehicles carrying out hazardous tasks on-site, and of space robots engaged in scientific as well as operational missions, to list only a few. This book aims at serving the researchers and practitioners in related fields with a timely dissemination of the recent progress on intelligent autonomous systems, based on a collection of papers presented at the 12th International Conference on Intelligent Autonomous Systems, held in Jeju, Korea, June 26-29, 2012. With the theme of ''Intelligence and Autonomy for the Service to Humankind, the conference has covered such diverse areas as autonomous ground, aerial, and underwater vehicles, intelligent transportation systems, personal/domestic service robots, professional service robots for surgery/rehabilitation, rescue/security and space applications, and intelligent autonomous systems for manufacturing and healthcare. This volume 2 includes contributions devoted to Service Robotics and Human-Robot Interaction and Autonomous Multi-Agent Systems and Life Engineering.

  1. How to Improve Artificial Intelligence through Web

    Directory of Open Access Journals (Sweden)

    Adrian LUPASC

    2005-10-01

    Full Text Available Intelligent agents, intelligent software applications and artificial intelligent applications from artificial intelligence service providers maymake their way onto the Web in greater number as adaptive software, dynamic programming languages and Learning Algorithms are introduced intoWeb Services. The evolution of Web architecture may allow intelligent applications to run directly on the Web by introducing XML, RDF and logiclayer. The Intelligent Wireless Web’s significant potential for rapidly completing information transactions may take an important contribution toglobal worker productivity. Artificial intelligence can be defined as the study of the ways in which computers can be made to perform cognitivetasks. Examples of such tasks include understanding natural language statements, recognizing visual patterns or scenes, diagnosing diseases orillnesses, solving mathematical problems, performing financial analyses, learning new procedures for solving problems. The term expert system canbe considered to be a particular type of knowledge-based system. An expert system is a system in which the knowledge is deliberately represented“as it is”. Expert systems are applications that make decisions in real-life situations that would otherwise be performed by a human expert. They areprograms designed to mimic human performance at specialized, constrained problem-solving tasks. They are constructed as a collection of IF-THENproduction rules combined with a reasoning engine that applies those rules, either in a forward or backward direction, to specific problems.

  2. Learning geosciences from science fictions movies: A quantitative analysis of Pando-magnetism in Avatar.

    Science.gov (United States)

    Martin-Hernandez, F.; Negredo, A. M.; Salguero, J. M.

    2015-12-01

    Many storylines presenting a geoscientific background are portrayed in science fiction movies. However, this background is often discussed only in qualitative terms in outreach books and forums. Here we report a mentoring experience of an end of degree project carried out in the fourth year of the degree in Physics in the Complutense University of Madrid (Spain). The supervisors intended to take advantage of the students' passion for science fiction movies to foster learning by assessing a robust, quantitative and critical analysis of the main geoscientific phenomena appearing in Avatar movie by James Cameron (2009). The student was supposed to consult abundant scientific literature. Much interest was paid to analyze the conditions for the levitation of Hallelujah floating mountains in Pandora, the imaginary satellite where the movie action takes place. Pandora was assumed to be an Earth-like astronomical object where the same physical laws as in the Earth could be applied. Hallelujah Mountains are made of unobtanium, an electrical superconductor at room-temperature and therefore diamagnetic material and they are assumed to be located over a magnetic field pole. The numerical values of the magnetic susceptibility and the required field to make the material levitate at the Pandora's gravity conditions were estimated. For this purpose, the magnetic susceptibility of the superconductor with the highest critical temperature existing today on Earth, the cuprate YBa2Cu3O7 was estimated. Results were compared with the magnetic susceptibility of two diamagnetic and abundant materials in the Earth's crust, namely quartz and calcite, and with the water susceptibility. The magnetic field required to levitate cuprates was almost 9 T, about six orders of magnitude higher than the Earth's magnetic field. On the basis of the quantitative analysis of magnetic and gravity field in Pandora, the student provided a list of suggestions to improve the scientific basis for futures

  3. Controlling an avatar by thought using real-time fMRI

    Science.gov (United States)

    Cohen, Ori; Koppel, Moshe; Malach, Rafael; Friedman, Doron

    2014-06-01

    Objective. We have developed a brain-computer interface (BCI) system based on real-time functional magnetic resonance imaging (fMRI) with virtual reality feedback. The advantage of fMRI is the relatively high spatial resolution and the coverage of the whole brain; thus we expect that it may be used to explore novel BCI strategies, based on new types of mental activities. However, fMRI suffers from a low temporal resolution and an inherent delay, since it is based on a hemodynamic response rather than electrical signals. Thus, our objective in this paper was to explore whether subjects could perform a BCI task in a virtual environment using our system, and how their performance was affected by the delay. Approach. The subjects controlled an avatar by left-hand, right-hand and leg motion or imagery. The BCI classification is based on locating the regions of interest (ROIs) related with each of the motor classes, and selecting the ROI with maximum average values online. The subjects performed a cue-based task and a free-choice task, and the analysis includes evaluation of the performance as well as subjective reports. Main results. Six subjects performed the task with high accuracy when allowed to move their fingers and toes, and three subjects achieved high accuracy using imagery alone. In the cue-based task the accuracy was highest 8-12 s after the trigger, whereas in the free-choice task the subjects performed best when the feedback was provided 6 s after the trigger. Significance. We show that subjects are able to perform a navigation task in a virtual environment using an fMRI-based BCI, despite the hemodynamic delay. The same approach can be extended to other mental tasks and other brain areas.

  4. Mujeres de Edipo y los avatares de lo femenino en la mentalidad de occidente

    Directory of Open Access Journals (Sweden)

    María del Refugio Navarro-Hernández

    2013-08-01

    Full Text Available La crítica a la modernidad plantea una intervención a la centralidad misma del paradigma del sistema patriarcal, para develar la relación elíptica entre masculino-femenino como ontologías equidistantes entre sí, y enlazadas no solo como una complementariedad clásica, sino como la estructura de la simbolización de lo masculino desde el silencio de la madre. Se analiza, desde la construcción de lo simbólico de las estructu-ras del mito, hacia una explicación hermenéutica de las apreciaciones de las conductas más estandarizadas de las mujeres mexicanas, que pueden ser un modelo comprensivo de la interioridad femenina. Así se encuentra que la sexualidad materna y sus implicaciones en el Edipo nos ofrecen un cuestionamiento esencial a la cultura occidental y una nueva perspectiva para aprehender los avatares de la mentalidad. Una topolo-gía desmanteladora del proceso edípico y una tesis epistémica de la fe-minidad. Juego de desplazamientos y trampas de espejismos en las es-trategias de las relaciones, la trama de la red, la funcionalidad del siste-ma patriarcal y una exposición de relatos claves de la conformación del ente masculino de occidente, hasta convertirse en un ser integral (Edipo-Job que se define en la perversidad o monstruosidad de sus dominaciones y poderes, que lo hacen errar ciego y sostenido por Antígonas; estas herederas de todas las mujeres de Edipo, esfinges o pedazos que, de ideal en ideal, se adhieren a la persona de Edipo mientras vaga en las sombras, en el silencio de su amante y madre.

  5. Requirement analysis for autonomous systems and intelligent ...

    African Journals Online (AJOL)

    First we review innovative control architectures in electric power systems such as Microgrids, Virtual power plants and Cell based systems. We evaluate application of autonomous systems and intelligent agents in each of these control architectures particularly in the context of Denmark's strategic energy plans. The second ...

  6. The Lovelace 2.0 Test of Artificial Creativity and Intelligence

    OpenAIRE

    Riedl, Mark O.

    2014-01-01

    Observing that the creation of certain types of artistic artifacts necessitate intelligence, we present the Lovelace 2.0 Test of creativity as an alternative to the Turing Test as a means of determining whether an agent is intelligent. The Lovelace 2.0 Test builds off prior tests of creativity and additionally provides a means of directly comparing the relative intelligence of different agents.

  7. Building Multi-Agent Systems Using Jason

    DEFF Research Database (Denmark)

    Boss, Niklas Skamriis; Jensen, Andreas Schmidt; Villadsen, Jørgen

    2010-01-01

    We provide a detailed description of the Jason-DTU system, including the used methodology, tools as well as team strategy. We also discuss the experience gathered in the contest. In spring 2009 the course “Artificial Intelligence and Multi- Agent Systems” was held for the first time...... on the Technical University of Denmark (DTU). A part of this course was a short introduction to the multi-agent framework Jason, which is an interpreter for AgentSpeak, an agent-oriented programming language. As the final project in this course a solution to the Multi-Agent Programming Contest from 2007, the Gold...

  8. Educational Programs for Intelligence Professionals.

    Science.gov (United States)

    Miller, Jerry P.

    1994-01-01

    Discusses the need for education programs for competitive intelligence professionals. Highlights include definitions of intelligence functions, focusing on business intelligence; information utilization by decision makers; information sources; competencies for intelligence professionals; and the development of formal education programs. (38…

  9. A New Dimension of Business Intelligence: Location-based Intelligence

    OpenAIRE

    Zeljko Panian

    2012-01-01

    Through the course of this paper we define Locationbased Intelligence (LBI) which is outgrowing from process of amalgamation of geolocation and Business Intelligence. Amalgamating geolocation with traditional Business Intelligence (BI) results in a new dimension of BI named Location-based Intelligence. LBI is defined as leveraging unified location information for business intelligence. Collectively, enterprises can transform location data into business intelligence applic...

  10. Beyond symptom self-report: use of a computer "avatar" to assess post-traumatic stress disorder (PTSD) symptoms.

    Science.gov (United States)

    Myers, Catherine E; Radell, Milen L; Shind, Christine; Ebanks-Williams, Yasheca; Beck, Kevin D; Gilbertson, Mark W

    2016-11-01

    Post-traumatic stress disorder (PTSD) can occur in the wake of exposure to a traumatic event. Currently, PTSD symptoms are assessed mainly through self-report in the form of questionnaire or clinical interview. Self-report has inherent limitations, particularly in psychiatric populations who may have limited awareness of deficit, reduced attention span, or poor vocabulary and/or literacy skills. Diagnosis and evaluation of treatment efficacy would be aided by behavioral measures. A viable alternative may be virtual environments, in which the participant guides an on-screen "avatar" through a series of onscreen events meant to simulate real-world situations. Here, a sample of 82 veterans, self-assessed for PTSD symptoms was administered such a task, in which the avatar was confronted with situations that might evoke avoidant behavior, a core feature of PTSD. Results showed a strong correlation between PTSD symptom burden and task performance; in fact, the ability to predict PTSD symptom burden based on simple demographic variables (age, sex, combat exposure) was significantly improved by adding task score as a predictor variable. The results therefore suggest that virtual environments may provide a new way to assess PTSD symptoms, while avoiding at least some of the limitations associated with symptom self-report, and thus might be a useful complement to questionnaire or clinical interview, potentially facilitating both diagnosis and evaluation of treatment efficacy.

  11. Intelligent Extruder

    Energy Technology Data Exchange (ETDEWEB)

    AlperEker; Mark Giammattia; Paul Houpt; Aditya Kumar; Oscar Montero; Minesh Shah; Norberto Silvi; Timothy Cribbs

    2003-04-24

    ''Intelligent Extruder'' described in this report is a software system and associated support services for monitoring and control of compounding extruders to improve material quality, reduce waste and energy use, with minimal addition of new sensors or changes to the factory floor system components. Emphasis is on process improvements to the mixing, melting and de-volatilization of base resins, fillers, pigments, fire retardants and other additives in the :finishing'' stage of high value added engineering polymer materials. While GE Plastics materials were used for experimental studies throughout the program, the concepts and principles are broadly applicable to other manufacturers materials. The project involved a joint collaboration among GE Global Research, GE Industrial Systems and Coperion Werner & Pleiderer, USA, a major manufacturer of compounding equipment. Scope of the program included development of a algorithms for monitoring process material viscosity without rheological sensors or generating waste streams, a novel detection scheme for rapid detection of process upsets and an adaptive feedback control system to compensate for process upsets where at line adjustments are feasible. Software algorithms were implemented and tested on a laboratory scale extruder (50 lb/hr) at GE Global Research and data from a production scale system (2000 lb/hr) at GE Plastics was used to validate the monitoring and detection software. Although not evaluated experimentally, a new concept for extruder process monitoring through estimation of high frequency drive torque without strain gauges is developed and demonstrated in simulation. A plan to commercialize the software system is outlined, but commercialization has not been completed.

  12. An Immune Agent for Web-Based AI Course

    Science.gov (United States)

    Gong, Tao; Cai, Zixing

    2006-01-01

    To overcome weakness and faults of a web-based e-learning course such as Artificial Intelligence (AI), an immune agent was proposed, simulating a natural immune mechanism against a virus. The immune agent was built on the multi-dimension education agent model and immune algorithm. The web-based AI course was comprised of many files, such as HTML…

  13. Concurrent Learning of Control in Multi agent Sequential Decision Tasks

    Science.gov (United States)

    2018-04-17

    Concurrent Learning of Control in Multi-agent Sequential Decision Tasks The overall objective of this project was to develop multi-agent reinforcement... learning (MARL) approaches for intelligent agents to autonomously learn distributed control policies in decentral- ized partially observable... learning of policies in Dec-POMDPs, established performance bounds, evaluated these algorithms both theoretically and empirically, The views

  14. Practical Applications of Intelligent Systems : Proceedings of the Sixth International Conference on Intelligent Systems and Knowledge Engineering

    CERN Document Server

    Li, Tianrui

    2012-01-01

    Proceedings of The Sixth International Conference on Intelligent System and Knowledge Engineering presents selected papers from the conference ISKE 2011, held December 15-17 in Shanghai, China. This proceedings doesn’t only examine original research and approaches in the broad areas of intelligent systems and knowledge engineering, but also present new methodologies and practices in intelligent computing paradigms. The book introduces the current scientific and technical advances in the fields of artificial intelligence, machine learning, pattern recognition, data mining, information retrieval, knowledge-based systems, knowledge representation and reasoning, multi-agent systems, natural-language processing, etc. Furthermore, new computing methodologies are presented, including cloud computing, service computing and pervasive computing with traditional intelligent methods. The proceedings will be beneficial for both researchers and practitioners who want to utilize intelligent methods in their specific res...

  15. Intelligent Mission Controller Node

    National Research Council Canada - National Science Library

    Perme, David

    2002-01-01

    The goal of the Intelligent Mission Controller Node (IMCN) project was to improve the process of translating mission taskings between real-world Command, Control, Communications, Computers, and Intelligence (C41...

  16. Algorithms in ambient intelligence

    NARCIS (Netherlands)

    Aarts, E.H.L.; Korst, J.H.M.; Verhaegh, W.F.J.; Verhaegh, W.F.J.; Aarts, E.H.L.; Korst, J.H.M.

    2004-01-01

    In this chapter, we discuss the new paradigm for user-centered computing known as ambient intelligence and its relation with methods and techniques from the field of computational intelligence, including problem solving, machine learning, and expert systems.

  17. Advanced intelligent systems

    CERN Document Server

    Ryoo, Young; Jang, Moon-soo; Bae, Young-Chul

    2014-01-01

    Intelligent systems have been initiated with the attempt to imitate the human brain. People wish to let machines perform intelligent works. Many techniques of intelligent systems are based on artificial intelligence. According to changing and novel requirements, the advanced intelligent systems cover a wide spectrum: big data processing, intelligent control, advanced robotics, artificial intelligence and machine learning. This book focuses on coordinating intelligent systems with highly integrated and foundationally functional components. The book consists of 19 contributions that features social network-based recommender systems, application of fuzzy enforcement, energy visualization, ultrasonic muscular thickness measurement, regional analysis and predictive modeling, analysis of 3D polygon data, blood pressure estimation system, fuzzy human model, fuzzy ultrasonic imaging method, ultrasonic mobile smart technology, pseudo-normal image synthesis, subspace classifier, mobile object tracking, standing-up moti...

  18. Cardiopulmonary resuscitation training in high school using avatars in virtual worlds: an international feasibility study.

    Science.gov (United States)

    Creutzfeldt, Johan; Hedman, Leif; Heinrichs, LeRoy; Youngblood, Patricia; Felländer-Tsai, Li

    2013-01-14

    Approximately 300,000 people suffer sudden cardiac arrest (SCA) annually in the United States. Less than 30% of out-of-hospital victims receive cardiopulmonary resuscitation (CPR) despite the American Heart Association training over 12 million laypersons annually to conduct CPR. New engaging learning methods are needed for CPR education, especially in schools. Massively multiplayer virtual worlds (MMVW) offer platforms for serious games that are promising learning methods that take advantage of the computer capabilities of today's youth (ie, the digital native generation). Our main aim was to assess the feasibility of cardiopulmonary resuscitation training in high school students by using avatars in MMVM. We also analyzed experiences, self-efficacy, and concentration in response to training. In this prospective international collaborative study, an e-learning method was used with high school students in Sweden and the United States. A software game platform was modified for use as a serious game to train in emergency medical situations. Using MMVW technology, participants in teams of 3 were engaged in virtual-world scenarios to learn how to treat victims suffering cardiac arrest. Short debriefings were carried out after each scenario. A total of 36 high school students (Sweden, n=12; United States, n=24) participated. Their self-efficacy and concentration (task motivation) were assessed. An exit questionnaire was used to solicit experiences and attitudes toward this type of training. Among the Swedish students, a follow-up was carried out after 6 months. Depending on the distributions, t tests or Mann-Whitney tests were used. Correlation between variables was assessed by using Spearman rank correlation. Regression analyses were used for time-dependent variables. The participants enjoyed the training and reported a self-perceived benefit as a consequence of training. The mean rating for self-efficacy increased from 5.8/7 (SD 0.72) to 6.5/7 (SD 0.57, Ponline MMVWs

  19. Quantum Speedup for Active Learning Agents

    Directory of Open Access Journals (Sweden)

    Giuseppe Davide Paparo

    2014-07-01

    Full Text Available Can quantum mechanics help us build intelligent learning agents? A defining signature of intelligent behavior is the capacity to learn from experience. However, a major bottleneck for agents to learn in real-life situations is the size and complexity of the corresponding task environment. Even in a moderately realistic environment, it may simply take too long to rationally respond to a given situation. If the environment is impatient, allowing only a certain time for a response, an agent may then be unable to cope with the situation and to learn at all. Here, we show that quantum physics can help and provide a quadratic speedup for active learning as a genuine problem of artificial intelligence. This result will be particularly relevant for applications involving complex task environments.

  20. Artificial Intelligence Project

    Science.gov (United States)

    1990-01-01

    Symposium on Aritificial Intelligence and Software Engineering Working Notes, March 1989. Blumenthal, Brad, "An Architecture for Automating...Artificial Intelligence Project Final Technical Report ARO Contract: DAAG29-84-K-OGO Artificial Intelligence LaboratO"ry The University of Texas at...Austin N>.. ~ ~ JA 1/I 1991 n~~~ Austin, Texas 78712 ________k A,.tificial Intelligence Project i Final Technical Report ARO Contract: DAAG29-84-K-0060

  1. Orchestrating Multiple Intelligences

    Science.gov (United States)

    Moran, Seana; Kornhaber, Mindy; Gardner, Howard

    2006-01-01

    Education policymakers often go astray when they attempt to integrate multiple intelligences theory into schools, according to the originator of the theory, Howard Gardner, and his colleagues. The greatest potential of a multiple intelligences approach to education grows from the concept of a profile of intelligences. Each learner's intelligence…

  2. Algorithms in ambient intelligence

    NARCIS (Netherlands)

    Aarts, E.H.L.; Korst, J.H.M.; Verhaegh, W.F.J.; Weber, W.; Rabaey, J.M.; Aarts, E.

    2005-01-01

    We briefly review the concept of ambient intelligence and discuss its relation with the domain of intelligent algorithms. By means of four examples of ambient intelligent systems, we argue that new computing methods and quantification measures are needed to bridge the gap between the class of

  3. Designing with computational intelligence

    CERN Document Server

    Lopes, Heitor; Mourelle, Luiza

    2017-01-01

    This book discusses a number of real-world applications of computational intelligence approaches. Using various examples, it demonstrates that computational intelligence has become a consolidated methodology for automatically creating new competitive solutions to complex real-world problems. It also presents a concise and efficient synthesis of different systems using computationally intelligent techniques.

  4. Reflection on robotic intelligence

    NARCIS (Netherlands)

    Bartneck, C.

    2006-01-01

    This paper reflects on the development or robots, both their physical shape as well as their intelligence. The later strongly depends on the progress made in the artificial intelligence (AI) community which does not yet provide the models and tools necessary to create intelligent robots. It is time

  5. Economic reasoning and artificial intelligence.

    Science.gov (United States)

    Parkes, David C; Wellman, Michael P

    2015-07-17

    The field of artificial intelligence (AI) strives to build rational agents capable of perceiving the world around them and taking actions to advance specified goals. Put another way, AI researchers aim to construct a synthetic homo economicus, the mythical perfectly rational agent of neoclassical economics. We review progress toward creating this new species of machine, machina economicus, and discuss some challenges in designing AIs that can reason effectively in economic contexts. Supposing that AI succeeds in this quest, or at least comes close enough that it is useful to think about AIs in rationalistic terms, we ask how to design the rules of interaction in multi-agent systems that come to represent an economy of AIs. Theories of normative design from economics may prove more relevant for artificial agents than human agents, with AIs that better respect idealized assumptions of rationality than people, interacting through novel rules and incentive systems quite distinct from those tailored for people. Copyright © 2015, American Association for the Advancement of Science.

  6. Crowd-Sourced Intelligence Agency: Prototyping counterveillance

    Directory of Open Access Journals (Sweden)

    Jennifer Gradecki

    2017-02-01

    Full Text Available This paper discusses how an interactive artwork, the Crowd-Sourced Intelligence Agency (CSIA, can contribute to discussions of Big Data intelligence analytics. The CSIA is a publicly accessible Open Source Intelligence (OSINT system that was constructed using information gathered from technical manuals, research reports, academic papers, leaked documents, and Freedom of Information Act files. Using a visceral heuristic, the CSIA demonstrates how the statistical correlations made by automated classification systems are different from human judgment and can produce false-positives, as well as how the display of information through an interface can affect the judgment of an intelligence agent. The public has the right to ask questions about how a computer program determines if they are a threat to national security and to question the practicality of using statistical pattern recognition algorithms in place of human judgment. Currently, the public’s lack of access to both Big Data and the actual datasets intelligence agencies use to train their classification algorithms keeps the possibility of performing effective sous-dataveillance out of reach. Without this data, the results returned by the CSIA will not be identical to those of intelligence agencies. Because we have replicated how OSINT is processed, however, our results will resemble the type of results and mistakes made by OSINT systems. The CSIA takes some initial steps toward contributing to an informed public debate about large-scale monitoring of open source, social media data and provides a prototype for counterveillance and sousveillance tools for citizens.

  7. Overview of Intelligent Systems and Operations Development

    Science.gov (United States)

    Pallix, Joan; Dorais, Greg; Penix, John

    2004-01-01

    To achieve NASA's ambitious mission objectives for the future, aircraft and spacecraft will need intelligence to take the correct action in a variety of circumstances. Vehicle intelligence can be defined as the ability to "do the right thing" when faced with a complex decision-making situation. It will be necessary to implement integrated autonomous operations and low-level adaptive flight control technologies to direct actions that enhance the safety and success of complex missions despite component failures, degraded performance, operator errors, and environment uncertainty. This paper will describe the array of technologies required to meet these complex objectives. This includes the integration of high-level reasoning and autonomous capabilities with multiple subsystem controllers for robust performance. Future intelligent systems will use models of the system, its environment, and other intelligent agents with which it interacts. They will also require planners, reasoning engines, and adaptive controllers that can recommend or execute commands enabling the system to respond intelligently. The presentation will also address the development of highly dependable software, which is a key component to ensure the reliability of intelligent systems.

  8. Synergy between Software Product Line and Intelligent Mobile Middleware

    DEFF Research Database (Denmark)

    Zhang, Weishan; Hansen, Klaus Marius

    2007-01-01

    with OWL ontology reasoning enhanced BDI (belief-desire-intention) agents in an ongoing research project called PLIMM (product line enabled intelligent mobile middleware), in which Frame based software product line techniques are applied. Besides the advantages of a software product line, our approach can...... handle ontology evolution and keep all related assets in a consistent state. Ontology evolution is a problem that has not been addressed by current mobile middleware. Another advantage is the ability to configure Jadex BDI agents for different purpose and enhance agent intelligence by adding logic...

  9. Exploring the Neural Basis of Avatar Identification in Pathological Internet Gamers and of Self-Reflection in Pathological Social Network Users.

    Science.gov (United States)

    Leménager, Tagrid; Dieter, Julia; Hill, Holger; Hoffmann, Sabine; Reinhard, Iris; Beutel, Martin; Vollstädt-Klein, Sabine; Kiefer, Falk; Mann, Karl

    2016-09-01

    Background and aims Internet gaming addiction appears to be related to self-concept deficits and increased angular gyrus (AG)-related identification with one's avatar. For increased social network use, a few existing studies suggest striatal-related positive social feedback as an underlying factor. However, whether an impaired self-concept and its reward-based compensation through the online presentation of an idealized version of the self are related to pathological social network use has not been investigated yet. We aimed to compare different stages of pathological Internet game and social network use to explore the neural basis of avatar and self-identification in addictive use. Methods About 19 pathological Internet gamers, 19 pathological social network users, and 19 healthy controls underwent functional magnetic resonance imaging while completing a self-retrieval paradigm, asking participants to rate the degree to which various self-concept-related characteristics described their self, ideal, and avatar. Self-concept-related characteristics were also psychometrically assessed. Results Psychometric testing indicated that pathological Internet gamers exhibited higher self-concept deficits generally, whereas pathological social network users exhibit deficits in emotion regulation only. We observed left AG hyperactivations in Internet gamers during avatar reflection and a correlation with symptom severity. Striatal hypoactivations during self-reflection (vs. ideal reflection) were observed in social network users and were correlated with symptom severity. Discussion and conclusion Internet gaming addiction appears to be linked to increased identification with one's avatar, evidenced by high left AG activations in pathological Internet gamers. Addiction to social networks seems to be characterized by emotion regulation deficits, reflected by reduced striatal activation during self-reflection compared to during ideal reflection.

  10. Exploring the Neural Basis of Avatar Identification in Pathological Internet Gamers and of Self-Reflection in Pathological Social Network Users

    Science.gov (United States)

    Leménager, Tagrid; Dieter, Julia; Hill, Holger; Hoffmann, Sabine; Reinhard, Iris; Beutel, Martin; Vollstädt-Klein, Sabine; Kiefer, Falk; Mann, Karl

    2016-01-01

    Background and aims Internet gaming addiction appears to be related to self-concept deficits and increased angular gyrus (AG)-related identification with one’s avatar. For increased social network use, a few existing studies suggest striatal-related positive social feedback as an underlying factor. However, whether an impaired self-concept and its reward-based compensation through the online presentation of an idealized version of the self are related to pathological social network use has not been investigated yet. We aimed to compare different stages of pathological Internet game and social network use to explore the neural basis of avatar and self-identification in addictive use. Methods About 19 pathological Internet gamers, 19 pathological social network users, and 19 healthy controls underwent functional magnetic resonance imaging while completing a self-retrieval paradigm, asking participants to rate the degree to which various self-concept-related characteristics described their self, ideal, and avatar. Self-concept-related characteristics were also psychometrically assessed. Results Psychometric testing indicated that pathological Internet gamers exhibited higher self-concept deficits generally, whereas pathological social network users exhibit deficits in emotion regulation only. We observed left AG hyperactivations in Internet gamers during avatar reflection and a correlation with symptom severity. Striatal hypoactivations during self-reflection (vs. ideal reflection) were observed in social network users and were correlated with symptom severity. Discussion and conclusion Internet gaming addiction appears to be linked to increased identification with one’s avatar, evidenced by high left AG activations in pathological Internet gamers. Addiction to social networks seems to be characterized by emotion regulation deficits, reflected by reduced striatal activation during self-reflection compared to during ideal reflection. PMID:27415603

  11. Seventh Scandinavian Conference on Artificial Intelligence

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Mayoh, Brian Henry; Perram, John

    2001-01-01

    The book covers the seventh Scandinavian Conference on Artificial Intelligence, held at the Maersk Mc-Kinney Moller Institute for Production Technology at the University of Southern Denmark during the period 20-21 February, 2001. It continues the tradition established by SCAI of being one...... of the most important regional AI conferences in Europe, attracting high quality submissions from Scandinavia and the rest of the world, including the Baltic countries. The contents include robotics, sensor/motor intelligence, evolutionary robotics, behaviour-based systems, multi-agent systems, applications...

  12. 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

  13. Modeling of Agile Intelligent Manufacturing-oriented Production Scheduling System

    Institute of Scientific and Technical Information of China (English)

    Zhong-Qi Sheng; Chang-Ping Tang; Ci-Xing Lv

    2010-01-01

    Agile intelligent manufacturing is one of the new manufacturing paradigms that adapt to the fierce globalizing market competition and meet the survival needs of the enterprises, in which the management and control of the production system have surpassed the scope of individual enterprise and embodied some new features including complexity, dynamicity, distributivity, and compatibility. The agile intelligent manufacturing paradigm calls for a production scheduling system that can support the cooperation among various production sectors, the distribution of various resources to achieve rational organization, scheduling and management of production activities. This paper uses multi-agents technology to build an agile intelligent manufacturing-oriented production scheduling system. Using the hybrid modeling method, the resources and functions of production system are encapsulated, and the agent-based production system model is established. A production scheduling-oriented multi-agents architecture is constructed and a multi-agents reference model is given in this paper.

  14. Agent-Based Collaborative Traffic Flow Management, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — We propose agent-based game-theoretic approaches for simulation of strategies involved in multi-objective collaborative traffic flow management (CTFM). Intelligent...

  15. Crowd wisdom drives intelligent manufacturing

    Directory of Open Access Journals (Sweden)

    Jiaqi Lu

    2017-03-01

    Full Text Available Purpose – A fundamental problem for intelligent manufacturing is to equip the agents with the ability to automatically make judgments and decisions. This paper aims to introduce the basic principle for intelligent crowds in an attempt to show that crowd wisdom could help in making accurate judgments and proper decisions. This further shows the positive effects that crowd wisdom could bring to the entire manufacturing process. Design/methodology/approach – Efforts to support the critical role of crowd wisdom in intelligent manufacturing involve theoretical explanation, including a discussion of several prevailing concepts, such as consumer-to-business (C2B, crowdfunding and an interpretation of the contemporary Big Data mania. In addition, an empirical study with three business cases was conducted to prove the conclusion that our ideas could well explain the current business phenomena and guide the future of manufacturing. Findings – This paper shows that crowd wisdom could help make accurate judgments and proper decisions. It further shows the positive effects that crowd wisdom could bring to the entire manufacturing process. Originality/value – The paper highlights the importance of crowd wisdom in manufacturing with sufficient theoretical and empirical analysis, potentially providing a guideline for future industry.

  16. Incorporating BDI Agents into Human-Agent Decision Making Research

    Science.gov (United States)

    Kamphorst, Bart; van Wissen, Arlette; Dignum, Virginia

    Artificial agents, people, institutes and societies all have the ability to make decisions. Decision making as a research area therefore involves a broad spectrum of sciences, ranging from Artificial Intelligence to economics to psychology. The Colored Trails (CT) framework is designed to aid researchers in all fields in examining decision making processes. It is developed both to study interaction between multiple actors (humans or software agents) in a dynamic environment, and to study and model the decision making of these actors. However, agents in the current implementation of CT lack the explanatory power to help understand the reasoning processes involved in decision making. The BDI paradigm that has been proposed in the agent research area to describe rational agents, enables the specification of agents that reason in abstract concepts such as beliefs, goals, plans and events. In this paper, we present CTAPL: an extension to CT that allows BDI software agents that are written in the practical agent programming language 2APL to reason about and interact with a CT environment.

  17. Quality control of intelligence research

    International Nuclear Information System (INIS)

    Lu Yan; Xin Pingping; Wu Jian

    2014-01-01

    Quality control of intelligence research is the core issue of intelligence management, is a problem in study of information science This paper focuses on the performance of intelligence to explain the significance of intelligence research quality control. In summing up the results of the study on the basis of the analysis, discusses quality control methods in intelligence research, introduces the experience of foreign intelligence research quality control, proposes some recommendations to improve quality control in intelligence research. (authors)

  18. [Alkylating agents].

    Science.gov (United States)

    Pourquier, Philippe

    2011-11-01

    With the approval of mechlorethamine by the FDA in 1949 for the treatment of hematologic malignancies, alkylating agents are the oldest class of anticancer agents. Even though their clinical use is far beyond the use of new targeted therapies, they still occupy a major place in specific indications and sometimes represent the unique option for the treatment of refractory diseases. Here, we are reviewing the major classes of alkylating agents and their mechanism of action, with a particular emphasis for the new generations of alkylating agents. As for most of the chemotherapeutic agents used in the clinic, these compounds are derived from natural sources. With a complex but original mechanism of action, they represent new interesting alternatives for the clinicians, especially for tumors that are resistant to conventional DNA damaging agents. We also briefly describe the different strategies that have been or are currently developed to potentiate the use of classical alkylating agents, especially the inhibition of pathways that are involved in the repair of DNA lesions induced by these agents. In this line, the development of PARP inhibitors is a striking example of the recent regain of interest towards the "old" alkylating agents.

  19. Multi-agent and complex systems

    CERN Document Server

    Ren, Fenghui; Fujita, Katsuhide; Zhang, Minjie; Ito, Takayuki

    2017-01-01

    This book provides a description of advanced multi-agent and artificial intelligence technologies for the modeling and simulation of complex systems, as well as an overview of the latest scientific efforts in this field. A complex system features a large number of interacting components, whose aggregate activities are nonlinear and self-organized. A multi-agent system is a group or society of agents which interact with others cooperatively and/or competitively in order to reach their individual or common goals. Multi-agent systems are suitable for modeling and simulation of complex systems, which is difficult to accomplish using traditional computational approaches.

  20. Face-to-Face Interaction with Pedagogical Agents, Twenty Years Later

    Science.gov (United States)

    Johnson, W. Lewis; Lester, James C.

    2016-01-01

    Johnson et al. ("International Journal of Artificial Intelligence in Education," 11, 47-78, 2000) introduced and surveyed a new paradigm for interactive learning environments: animated pedagogical agents. The article argued for combining animated interface agent technologies with intelligent learning environments, yielding intelligent…

  1. 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

  2. Applications of Multi-Agent Technology to Power Systems

    Science.gov (United States)

    Nagata, Takeshi

    Currently, agents are focus of intense on many sub-fields of computer science and artificial intelligence. Agents are being used in an increasingly wide variety of applications. Many important computing applications such as planning, process control, communication networks and concurrent systems will benefit from using multi-agent system approach. A multi-agent system is a structure given by an environment together with a set of artificial agents capable to act on this environment. Multi-agent models are oriented towards interactions, collaborative phenomena, and autonomy. This article presents the applications of multi-agent technology to the power systems.

  3. Good Person or Bad Character? Personality Predictors of Morality and Ethics in Avatar Selection for Video Game Play.

    Science.gov (United States)

    Ewell, Patrick J; Guadagno, Rosanna E; Jones, Matthew; Dunn, Robert Andrew

    2016-07-01

    Popular video games often provide people with the option to play characters that are good or evil in nature, and yet, little is known about how individual differences in personality relate to the moral and ethical alignments people chose in their digital representations. We examined whether participants' pre-existing levels of moral disengagement and Big 5 scores predicted the alignments they selected for their avatar in video game play. Results revealed that men, relative to women, were more likely to play "bad guys" and that moral disengagement predicted this finding. Agreeableness and conscientiousness mediated the relationship between moral disengagement and alignment such that those higher in these two traits were more likely to play good characters.

  4. Avatar' remarks on the carbon input threshold in the sloping croplands

    Science.gov (United States)

    Novara, Agata; Gristina, Luciano; García-Díaz, Andrés; Menghin, Riccardo; Cerdà, Artemi

    2015-04-01

    The erosion processes has been recognized as a major treat to land degradation and to the sustainability of agriculture (Gulati and Rai, 2014; Cerda, 2010). Soil erosion by water causes significant ecological damage; it decreases soil fertility, affecting hydrological properties and soil aggregates stability, nutrients and biological activity and reducing soil carbon. The agricultural land degradation by erosion is, moreover, exacerbated by inappropriate soil management techniques. It is the case of most of Mediterranean vineyards where in addition to environmental factors (high slope, rainfall with high intensity), soil management with continuous tillage and absence of plant cover accelerate erosion process (Novara et al., 2011; Ruiz-Colmenero et al., 2012, Bochet et al., 2010; Ries, 2010; Martín-Moreno et al., 2013). For this reason in the last decades have been developed an alternative soil management such us cover crop under vineyard in order to reduce erosion and improve soil organic carbon level by the increase of carbon input into the soil. The avatar wonder: The loss of Carbon by water under alternative soil management could exceed the total C loss under conventional soil management? Is there a C threshold devised for each terrestrial ecosystem? If C input under alternative management increase, soil will reach a saturation C level? The soil science avatar will show the scenario of a conceptual model applied in a Mediterranean sloping vineyard. Acknowledgements To the "Ministerio de Economía and Competitividad" of Spanish Government for finance the POSTFIRE project (CGL2013- 47862-C2-1-R). The research projects GL2008-02879/BTE, LEDDRA 243857 and PREVENTING AND REMEDIATING DEGRADATION OF SOILS IN EUROPE THROUGH LAND CARE (RECARE)FP7-ENV-2013- supported this research. References Barbera, V., Poma, I., Gristina, L., Novara, A., Egli, M. 2012. Long-term cropping systems and tillage management effects on soil organic carbon stock and steady state level of C

  5. Targeting Allostery with Avatars to Design Inhibitors Assessed by Cell Activity: Dissecting MRE11 Endo- and Exonuclease Activities.

    Science.gov (United States)

    Moiani, Davide; Ronato, Daryl A; Brosey, Chris A; Arvai, Andrew S; Syed, Aleem; Masson, Jean-Yves; Petricci, Elena; Tainer, John A

    2018-01-01

    For inhibitor design, as in most research, the best system is question dependent. We suggest structurally defined allostery to design specific inhibitors that target regions beyond active sites. We choose systems allowing efficient quality structures with conformational changes as optimal for structure-based design to optimize inhibitors. We maintain that evolutionarily related targets logically provide molecular avatars, where this Sanskrit term for descent includes ideas of functional relationships and of being a physical embodiment of the target's essential features without requiring high sequence identity. Appropriate biochemical and cell assays provide quantitative measurements, and for biomedical impacts, any inhibitor's activity should be validated in human cells. Specificity is effectively shown empirically by testing if mutations blocking target activity remove cellular inhibitor impact. We propose this approach to be superior to experiments testing for lack of cross-reactivity among possible related enzymes, which is a challenging negative experiment. As an exemplary avatar system for protein and DNA allosteric conformational controls, we focus here on developing separation-of-function inhibitors for meiotic recombination 11 nuclease activities. This was achieved not by targeting the active site but rather by geometrically impacting loop motifs analogously to ribosome antibiotics. These loops are neighboring the dimer interface and active site act in sculpting dsDNA and ssDNA into catalytically competent complexes. One of our design constraints is to preserve DNA substrate binding to geometrically block competing enzymes and pathways from the damaged site. We validate our allosteric approach to controlling outcomes in human cells by reversing the radiation sensitivity and genomic instability in BRCA mutant cells. © 2018 Elsevier Inc. All rights reserved.

  6. Intelligent System for Diagnosis of a Three-Phase Separator

    Directory of Open Access Journals (Sweden)

    Irina Ioniţă

    2016-03-01

    Full Text Available Intelligent systems for diagnosis have been used in a variety of domains: financial evaluation, credit scoring problem, identification of software and hardware problems of mechanical and electronic equipment, medical diagnosis, fault detection in gas-oil production plants etc. The goal of diagnosis systems is to classify the observed symptoms as being caused by some diagnosis class while advising systems perform such a classification and offer corrective remedies (recommendations. The current paper discuss the opportunity to combine more intelligent techniques and methodologies (intelligent agents, data mining and expert systems to increase the accuracy of results obtained from the diagnosis of a three-phase separator. The results indicate that the diagnosis hybrid system benefits from the advantages of each module component: intelligent agent module, data mining module and expert system module.

  7. 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.

  8. Brain Intelligence: Go Beyond Artificial Intelligence

    OpenAIRE

    Lu, Huimin; Li, Yujie; Chen, Min; Kim, Hyoungseop; Serikawa, Seiichi

    2017-01-01

    Artificial intelligence (AI) is an important technology that supports daily social life and economic activities. It contributes greatly to the sustainable growth of Japan's economy and solves various social problems. In recent years, AI has attracted attention as a key for growth in developed countries such as Europe and the United States and developing countries such as China and India. The attention has been focused mainly on developing new artificial intelligence information communication ...

  9. 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...

  10. A Survey of Collective Intelligence

    Science.gov (United States)

    Wolpert, David H.; Tumer, Kagan

    1999-01-01

    This chapter presents the science of "COllective INtelligence" (COIN). A COIN is a large multi-agent systems where: i) the agents each run reinforcement learning (RL) algorithms; ii) there is little to no centralized communication or control; iii) there is a provided world utility function that, rates the possible histories of tile full system. Tile conventional approach to designing large distributed systems to optimize a world utility does not use agents running RL algorithms. Rather that approach begins with explicit modeling of the overall system's dynamics, followed by detailed hand-tuning of the interactions between the components to ensure that they "cooperate" as far as the world utility is concerned. This approach is labor-intensive, often results in highly non-robust systems, and usually results in design techniques that, have limited applicability. In contrast, with COINs we wish to solve the system design problems implicitly, via the 'adaptive' character of the RL algorithms of each of the agents. This COIN approach introduces an entirely new, profound design problem: Assuming the RL algorithms are able to achieve high rewards, what reward functions for the individual agents will, when pursued by those agents, result in high world utility? In other words, what reward functions will best ensure that we do not have phenomena like the tragedy of the commons, or Braess's paradox? Although still very young, the science of COINs has already resulted in successes in artificial domains, in particular in packet-routing, the leader-follower problem, and in variants of Arthur's "El Farol bar problem". It is expected that as it matures not only will COIN science expand greatly the range of tasks addressable by human engineers, but it will also provide much insight into already established scientific fields, such as economics, game theory, or population biology.

  11. 7th International Conference on Intelligent Systems and Knowledge Engineering

    CERN Document Server

    Li, Tianrui; Li, Hongbo

    2014-01-01

    These proceedings present technical papers selected from the 2012 International Conference on Intelligent Systems and Knowledge Engineering (ISKE 2012), held on December 15-17 in Beijing. The aim of this conference is to bring together experts from different fields of expertise to discuss the state-of-the-art in Intelligent Systems and Knowledge Engineering, and to present new findings and perspectives on future developments. The proceedings introduce current scientific and technical advances in the fields of artificial intelligence, machine learning, pattern recognition, data mining, knowledge engineering, information retrieval, information theory, knowledge-based systems, knowledge representation and reasoning, multi-agent systems, and natural-language processing, etc. Furthermore they include papers on new intelligent computing paradigms, which combine new computing methodologies, e.g., cloud computing, service computing and pervasive computing with traditional intelligent methods. By presenting new method...

  12. Agent-Based Computing: Promise and Perils

    OpenAIRE

    Jennings, N. R.

    1999-01-01

    Agent-based computing represents an exciting new synthesis both for Artificial Intelligence (AI) and, more genrally, Computer Science. It has the potential to significantly improve the theory and practice of modelling, designing and implementing complex systems. Yet, to date, there has been little systematic analysis of what makes an agent such an appealing and powerful conceptual model. Moreover, even less effort has been devoted to exploring the inherent disadvantages that stem from adoptin...

  13. Artificial intelligence applications in information and communication technologies

    CERN Document Server

    Bouguila, Nizar

    2015-01-01

    This book presents various recent applications of Artificial Intelligence in Information and Communication Technologies such as Search and Optimization methods, Machine Learning, Data Representation and Ontologies, and Multi-agent Systems. The main aim of this book is to help Information and Communication Technologies (ICT) practitioners in managing efficiently their platforms using AI tools and methods and to provide them with sufficient Artificial Intelligence background to deal with real-life problems.  .

  14. Intelligent system for lighting control in smart cities

    OpenAIRE

    de Paz Santana, Juan F.; Bajo Pérez, Javier; Rodríguez González, Sara; Villarrubia González, Gabriel; Corchado Rodríguez, Juan M.

    2017-01-01

    This paper presents an adaptive architecture that centralizes the control of public lighting and intelligent management to economize lighting and maintain maximum visual comfort in illuminated areas. To carry out this management, the architecture merges various techniques of artificial intelligence (AI) and statistics such as artificial neural networks (ANN), multi-agent systems (MAS), EM algorithm, methods based on ANOVA, and a Service Oriented Approach (SOA). It achieves optimization in ter...

  15. A study on development and applications of agents

    International Nuclear Information System (INIS)

    Park, Sun Hee; Sohn, Jae Min

    2000-06-01

    An agent study is variously applied from the restricted research of an early AI field to the practical SW development of the design and implementation of a high level, distributed hybrid system. Among the detailed research fields of AI, making a new research field called distributed AI, the trial of resolving a problem based on an agent, has begun. Related to it, the requirement of an intelligent system to offer convenience to easily do a job which the user wants, with the recent trial of an approach for internet agents of various types, were developed to be performed automatically and the agent anticipate the user's need. In this paper, the basic concepts regarding an agent system, research direction and applications were analyzed and outlined. The consisting elements were also analyzed. such as background, needs, basic concepts and properties of the agent. The agent's research status was recently analyzed, and the development and related property of an intelligent agent were written. Application and the instance of a generalized agent about applicable fields in the real world were studied, functions and services about intelligent agents were analyzed. The applicable field of an agent technique becomes various not in information retrieval on a web site, but in the processing of internet information, and in the electronic commerce, industry and medical fields. Through analyzing and comparing the general concept of various agents, this study will aid in establishing a future direction of research in this field

  16. Quo Vadis, Artificial Intelligence?

    OpenAIRE

    Berrar, Daniel; Sato, Naoyuki; Schuster, Alfons

    2010-01-01

    Since its conception in the mid 1950s, artificial intelligence with its great ambition to understand and emulate intelligence in natural and artificial environments alike is now a truly multidisciplinary field that reaches out and is inspired by a great diversity of other fields. Rapid advances in research and technology in various fields have created environments into which artificial intelligence could embed itself naturally and comfortably. Neuroscience with its desire to understand nervou...

  17. Principles of artificial intelligence

    CERN Document Server

    Nilsson, Nils J

    1980-01-01

    A classic introduction to artificial intelligence intended to bridge the gap between theory and practice, Principles of Artificial Intelligence describes fundamental AI ideas that underlie applications such as natural language processing, automatic programming, robotics, machine vision, automatic theorem proving, and intelligent data retrieval. Rather than focusing on the subject matter of the applications, the book is organized around general computational concepts involving the kinds of data structures used, the types of operations performed on the data structures, and the properties of th

  18. Intelligence of programs

    Energy Technology Data Exchange (ETDEWEB)

    Novak, D

    1982-01-01

    A general discussion about the level of artificial intelligence in computer programs is presented. The suitability of various languages for the development of complex, intelligent programs is discussed, considering fourth-generation language as well as the well established structured COBOL language. It is concluded that the success of automation in many administrative fields depends to a large extent on the development of intelligent programs.

  19. Intelligence analysis – the royal discipline of Competitive Intelligence

    OpenAIRE

    František Bartes

    2011-01-01

    The aim of this article is to propose work methodology for Competitive Intelligence teams in one of the intelligence cycle’s specific area, in the so-called “Intelligence Analysis”. Intelligence Analysis is one of the stages of the Intelligence Cycle in which data from both the primary and secondary research are analyzed. The main result of the effort is the creation of added value for the information collected. Company Competiitve Intelligence, correctly understood and implemented in busines...

  20. Algorithms and architectures of artificial intelligence

    CERN Document Server

    Tyugu, E

    2007-01-01

    This book gives an overview of methods developed in artificial intelligence for search, learning, problem solving and decision-making. It gives an overview of algorithms and architectures of artificial intelligence that have reached the degree of maturity when a method can be presented as an algorithm, or when a well-defined architecture is known, e.g. in neural nets and intelligent agents. It can be used as a handbook for a wide audience of application developers who are interested in using artificial intelligence methods in their software products. Parts of the text are rather independent, so that one can look into the index and go directly to a description of a method presented in the form of an abstract algorithm or an architectural solution. The book can be used also as a textbook for a course in applied artificial intelligence. Exercises on the subject are added at the end of each chapter. Neither programming skills nor specific knowledge in computer science are expected from the reader. However, some p...

  1. Machine listening intelligence

    Science.gov (United States)

    Cella, C. E.

    2017-05-01

    This manifesto paper will introduce machine listening intelligence, an integrated research framework for acoustic and musical signals modelling, based on signal processing, deep learning and computational musicology.

  2. STANFORD ARTIFICIAL INTELLIGENCE PROJECT.

    Science.gov (United States)

    ARTIFICIAL INTELLIGENCE , GAME THEORY, DECISION MAKING, BIONICS, AUTOMATA, SPEECH RECOGNITION, GEOMETRIC FORMS, LEARNING MACHINES, MATHEMATICAL MODELS, PATTERN RECOGNITION, SERVOMECHANISMS, SIMULATION, BIBLIOGRAPHIES.

  3. Intelligent Optics Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — The Intelligent Optics Laboratory supports sophisticated investigations on adaptive and nonlinear optics; advancedimaging and image processing; ground-to-ground and...

  4. Intelligence and childlessness.

    Science.gov (United States)

    Kanazawa, Satoshi

    2014-11-01

    Demographers debate why people have children in advanced industrial societies where children are net economic costs. From an evolutionary perspective, however, the important question is why some individuals choose not to have children. Recent theoretical developments in evolutionary psychology suggest that more intelligent individuals may be more likely to prefer to remain childless than less intelligent individuals. Analyses of the National Child Development Study show that more intelligent men and women express preference to remain childless early in their reproductive careers, but only more intelligent women (not more intelligent men) are more likely to remain childless by the end of their reproductive careers. Controlling for education and earnings does not at all attenuate the association between childhood general intelligence and lifetime childlessness among women. One-standard-deviation increase in childhood general intelligence (15 IQ points) decreases women's odds of parenthood by 21-25%. Because women have a greater impact on the average intelligence of future generations, the dysgenic fertility among women is predicted to lead to a decline in the average intelligence of the population in advanced industrial nations. Copyright © 2014 Elsevier Inc. All rights reserved.

  5. Intelligent tutoring system of the university department

    Directory of Open Access Journals (Sweden)

    A. S. Aleshchenko

    2016-01-01

    Full Text Available The aim of the research is intelligent tutoring system for planning and development of individual learning programs for students. One of the important components of modern training programs is the individual practice programs that are formed from the first course and built up in the process of learning in the subsequent courses. Each individual practice program is formed on the basis of the Working program of practice for a specific group. At later practice stages planning and adjustment of the individual program are worked out for a particular student.The agent-oriented approach for the planning of individual learning programs is used for the formation of individual practice program. Agents of the intelligent learning systems are created according to the requirements of service-oriented architecture. To apply knowledge there used an integrated approach to represent knowledge.As a result of research, the authors propose the architecture of intelligent educational systems of the University Department, using the repository of learning objects, telecommunication systems and such agents as: the learner, the assessment of the student’s knowledge, the formation of individual programs for learning, the personal learning environment, the methodical support, the businesses. The authors demonstrate the possibility for the formation of individual practice programs using an agent of the methodical support.Application of the approaches and technologies which were considered in the article will allow to solve problems of the formation of individual practice programs. The use of such applications will extend the possibilities of intelligent tutoring systems of the University departments.

  6. Semiotics, Multi-Agent Systems and Organizations

    NARCIS (Netherlands)

    Gazendam, H.W.M.; Jorna, René J.

    1998-01-01

    Multi-agent systems are promising as models of organization because they are based on the idea that most work in human organizations is done based on intelligence, communication, cooperation, and massive parallel processing. They offer an alternative for system theories of organization, which are

  7. Routledge companion to intelligence studies

    CERN Document Server

    Dover, Robert; Hillebrand, Claudia

    2013-01-01

    The Routledge Companion to Intelligence Studies provides a broad overview of the growing field of intelligence studies. The recent growth of interest in intelligence and security studies has led to an increased demand for popular depictions of intelligence and reference works to explain the architecture and underpinnings of intelligence activity. Divided into five comprehensive sections, this Companion provides a strong survey of the cutting-edge research in the field of intelligence studies: Part I: The evolution of intelligence studies; Part II: Abstract approaches to intelligence; Part III: Historical approaches to intelligence; Part IV: Systems of intelligence; Part V: Contemporary challenges. With a broad focus on the origins, practices and nature of intelligence, the book not only addresses classical issues, but also examines topics of recent interest in security studies. The overarching aim is to reveal the rich tapestry of intelligence studies in both a sophisticated and accessible way. This Companion...

  8. Chemical Agents

    Science.gov (United States)

    ... CR) see Riot Control Agents Digitalis Distilled mustard (HD) see Sulfur mustard E Ethylene glycol F Fentanyls and other opioids H Hydrazine Hydrofluoric acid (hydrogen fluoride) Hydrogen chloride Hydrogen cyanide (AC) Hydrogen ...

  9. Artificial Consciousness or Artificial Intelligence

    OpenAIRE

    Spanache Florin

    2017-01-01

    Artificial intelligence is a tool designed by people for the gratification of their own creative ego, so we can not confuse conscience with intelligence and not even intelligence in its human representation with conscience. They are all different concepts and they have different uses. Philosophically, there are differences between autonomous people and automatic artificial intelligence. This is the difference between intelligence and artificial intelligence, autonomous versus a...

  10. Cross-Cultural Features of Perception and Understanding of the Film Avatar (by the Example of Russian, American and Chinese Students)

    OpenAIRE

    A Strokanov; D Rogers; S Barclay; S Yu Zhdanova

    2011-01-01

    The article analyzes the results of the studies of the peculiarities of the perception of the movie Avatar by persons residing in the USA, Russia, China. The common and specific features were revealed. The common features include the positive attitude of the respondents to the movie. The specific features include the differences in the perception of the main message of the movie, in the interpretation of the plot of the film, in the evaluation of special effects, in the identification of the ...

  11. Inovasi Pengembangan Metode Pembelajaran Dengan Menggunakan Real Avatar-Based Learning Dalam Pendidikan Keperawatan: A Bridge Connection Theory and Practice di STIKEP PPNI Jawa Barat

    Directory of Open Access Journals (Sweden)

    Linlin Lindayani

    2017-11-01

    Full Text Available Virtual learning is one of the most effective and efficient learning methods, especially in improving skills including soft skills. In Indonesia, the problem-based learning methodology (PBL is the most widely applied but has weaknesses in helping to bridge the students in the application of theory to practice. The purpose of this research was to develop learning method by using avatar-based learning to self-directed learning, which is one of the main competencies of nursing education that is lifelong learning. This study was quasi experiment with one group of intervention. Respondents in this study were nursing students of stratum 1 level four. The Self-Directed Learning Instrument (SDLI was used to measure this research outcome. The paired t-test was used to evaluate the effectiveness of this method against outcomes. A total of 40 students agreed to participate in the study. Before intervention, the mean score for the total self-directed learning score was 72.3 (SD = 8.97. Based on the results of paired t-test about the effectiveness of real-avatar-based learning on self-directed learning, was found that after applied real-avatar based-learning for Medical Surgical Nursing III course there were an increasing of the self-directed learning (different value = 4.56, p value = 0.001. Learning method by applying real avatar-based learning was effective in improve student’s self-directed learning especially on the aspect of improvement of planning, implementation and self-monitoring. For further research, using more rigors with other outcomes is needed to reinforce the effectiveness of this method

  12. Cultures of trust: effects of avatar faces and reputation scores on German and Arab players in an online trust-game.

    Science.gov (United States)

    Bente, Gary; Dratsch, Thomas; Kaspar, Kai; Häβler, Tabea; Bungard, Oliver; Al-Issa, Ahmad

    2014-01-01

    Reputation systems as well as seller depictions (photos; avatars) have been shown to reduce buyer uncertainty and to foster trust in online trading. With the emergence of globalized e-markets, it remains an urgent question whether these mechanisms, found to be effective for Western cultures, also apply to other cultures. Hypothesizing that members of collectivistic cultures in contrast to those of individualistic cultures would rely more on visual social cues (seller faces) than on factual information (reputation scores), we compared buying decisions of Arab and German participants in an experimental trust game. Photo-realistic avatars were used instead of photos to control facial features and expressions. The results revealed significant main effects for both reputation scores and avatar faces. Moreover, both variables significantly affected the purchase behavior of Arab as well as German buyers, suggesting cross-cultural universals in the processing of trust cues. The results have implications for future cross-cultural studies in e-commerce as well as the design of online markets and shared virtual environments.

  13. Assessing body image in anorexia nervosa using biometric self-avatars in virtual reality: Attitudinal components rather than visual body size estimation are distorted.

    Science.gov (United States)

    Mölbert, S C; Thaler, A; Mohler, B J; Streuber, S; Romero, J; Black, M J; Zipfel, S; Karnath, H-O; Giel, K E

    2018-03-01

    Body image disturbance (BID) is a core symptom of anorexia nervosa (AN), but as yet distinctive features of BID are unknown. The present study aimed at disentangling perceptual and attitudinal components of BID in AN. We investigated n = 24 women with AN and n = 24 controls. Based on a three-dimensional (3D) body scan, we created realistic virtual 3D bodies (avatars) for each participant that were varied through a range of ±20% of the participants' weights. Avatars were presented in a virtual reality mirror scenario. Using different psychophysical tasks, participants identified and adjusted their actual and their desired body weight. To test for general perceptual biases in estimating body weight, a second experiment investigated perception of weight and shape matched avatars with another identity. Women with AN and controls underestimated their weight, with a trend that women with AN underestimated more. The average desired body of controls had normal weight while the average desired weight of women with AN corresponded to extreme AN (DSM-5). Correlation analyses revealed that desired body weight, but not accuracy of weight estimation, was associated with eating disorder symptoms. In the second experiment, both groups estimated accurately while the most attractive body was similar to Experiment 1. Our results contradict the widespread assumption that patients with AN overestimate their body weight due to visual distortions. Rather, they illustrate that BID might be driven by distorted attitudes with regard to the desired body. Clinical interventions should aim at helping patients with AN to change their desired weight.

  14. An avatar based education application to improve patients' knowledge of and response to heart attack symptoms: a pragmatic randomized controlled trial protocol.

    Science.gov (United States)

    Tongpeth, Jintana; Du, Huiyun; Clark, Robyn

    2018-06-19

    To evaluate the effectiveness of an interactive, avatar based education application to improve knowledge of and response to heart attack symptoms in people who are at risk of a heart attack. Poor knowledge of heart attack symptoms is recognised as a significant barrier to timely medical treatment. Numerous studies have demonstrated that technology can assist in patient education to improve knowledge and self-care. A single-center, non-blinded, two parallel groups, pragmatic randomized controlled trial. Seventy patients will be recruited from the coronary care unit of a public hospital. Eligible participants will be randomised to either the usual care or the intervention group (usual care plus avatar-based heart attack education app). The primary outcome of this study is knowledge. Secondary outcomes include response to heart attack symptoms, health service use and satisfaction. Study participants will be followed-up for six months. This study will evaluate the avatar based education app as a method to deliver vital information to patients. Participants' knowledge of and response to heart attack symptoms, as well as their health service use, will be assessed to evaluate the intervention effectiveness. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.

  15. Cultures of trust: effects of avatar faces and reputation scores on German and Arab players in an online trust-game.

    Directory of Open Access Journals (Sweden)

    Gary Bente

    Full Text Available Reputation systems as well as seller depictions (photos; avatars have been shown to reduce buyer uncertainty and to foster trust in online trading. With the emergence of globalized e-markets, it remains an urgent question whether these mechanisms, found to be effective for Western cultures, also apply to other cultures. Hypothesizing that members of collectivistic cultures in contrast to those of individualistic cultures would rely more on visual social cues (seller faces than on factual information (reputation scores, we compared buying decisions of Arab and German participants in an experimental trust game. Photo-realistic avatars were used instead of photos to control facial features and expressions. The results revealed significant main effects for both reputation scores and avatar faces. Moreover, both variables significantly affected the purchase behavior of Arab as well as German buyers, suggesting cross-cultural universals in the processing of trust cues. The results have implications for future cross-cultural studies in e-commerce as well as the design of online markets and shared virtual environments.

  16. Cultures of Trust: Effects of Avatar Faces and Reputation Scores on German and Arab Players in an Online Trust-Game

    Science.gov (United States)

    Bente, Gary; Dratsch, Thomas; Kaspar, Kai; Häßler, Tabea; Bungard, Oliver; Al-Issa, Ahmad

    2014-01-01

    Reputation systems as well as seller depictions (photos; avatars) have been shown to reduce buyer uncertainty and to foster trust in online trading. With the emergence of globalized e-markets, it remains an urgent question whether these mechanisms, found to be effective for Western cultures, also apply to other cultures. Hypothesizing that members of collectivistic cultures in contrast to those of individualistic cultures would rely more on visual social cues (seller faces) than on factual information (reputation scores), we compared buying decisions of Arab and German participants in an experimental trust game. Photo-realistic avatars were used instead of photos to control facial features and expressions. The results revealed significant main effects for both reputation scores and avatar faces. Moreover, both variables significantly affected the purchase behavior of Arab as well as German buyers, suggesting cross-cultural universals in the processing of trust cues. The results have implications for future cross-cultural studies in e-commerce as well as the design of online markets and shared virtual environments. PMID:24901696

  17. Distributed intelligence in CAMAC

    International Nuclear Information System (INIS)

    Kunz, P.F.

    1977-01-01

    The CAMAC digital interface standard has served us well since 1969. During this time there have been enormous advances in digital electronics. In particular, low cost microprocessors now make it feasible to consider use of distributed intelligence even in simple data acquisition systems. This paper describes a simple extension of the CAMAC standard which allows distributed intelligence at the crate level

  18. Intelligent design som videnskab?

    DEFF Research Database (Denmark)

    Klausen, Søren Harnow

    2007-01-01

    Diskuterer hvorvidt intelligent design kan betegnes som videnskab; argumenterer for at dette grundet fraværet af klare demarkationskriterier næppe kan afvises.......Diskuterer hvorvidt intelligent design kan betegnes som videnskab; argumenterer for at dette grundet fraværet af klare demarkationskriterier næppe kan afvises....

  19. Distributed intelligence in CAMAC

    International Nuclear Information System (INIS)

    Kunz, P.F.

    1977-01-01

    A simple extension of the CAMAC standard is described which allows distributed intelligence at the crate level. By distributed intelligence is meant that there is more than one source of control in a system. This standard is just now emerging from the NIM Dataway Working Group and its European counterpart. 1 figure

  20. Intelligence and treaty ratification

    International Nuclear Information System (INIS)

    Cahn, A.H.

    1990-01-01

    This paper reports that there are two sets of questions applicable to the ratification phase: what is the role of intelligence in the ratification process? What effect did intelligence have on that process. The author attempts to answer these and other questions