首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 46 毫秒
1.
This paper introduces the embodied Web, a new design paradigm for mobile devices. The embodied Web aims to provide an interface using real‐world embodied interaction to provide a computer‐augmented reality that accesses web services. This platform regards embodied interaction at three levels: operational level, activity level and social level; and is implemented with a combination of sensor, actuator and network connectivities. The platform is developed as a complex of hardware, software and network services. The implementation takes an approach of modularization of hardware, software and web services. As a practical prototype of the embodied Web, the Internet Umbrella Pileus was developed and tested. In contrast to the small screens of mobile devices, Pileus has a big screen on the underside of the umbrella, and it is operated by embodied interaction, including motion sensing of the device and location sensing of walking activities. Photo‐sharing and 3D map navigation is provided on the umbrella to expand the user's activity area. These services are provided by API hookups with Flickr and Google Earth. Pileus has been iteratively developed from user observations, design observations and intuitions and prototype evaluations. The umbrella was tested in a large urban environment (the city of Tokyo). Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

2.
People highlight the intended interpretation of their utterances within a larger discourse by a diverse set of non‐verbal signals. These signals represent a key challenge for animated conversational agents because they are pervasive, variable, and need to be coordinated judiciously in an effective contribution to conversation. In this paper, we describe a freely available cross‐platform real‐time facial animation system, RUTH , that animates such high‐level signals in synchrony with speech and lip movements. RUTH adopts an open, layered architecture in which fine‐grained features of the animation can be derived by rule from inferred linguistic structure, allowing us to use RUTH , in conjunction with annotation of observed discourse, to investigate the meaningful high‐level elements of conversational facial movement for American English speakers. Copyright © 2004 John Wiley & Sons, Ltd.  相似文献   

3.
We report on a study in which 12 different paradigms were used to implement agents acting in an environment which borrows elements from artificial life and multi‐player strategy games. In choosing the paradigms we strived to maintain a balance between high‐level, logic‐based approaches and low‐level, physics‐oriented models; between imperative programming, declarative approaches and ‘learning from basics’; between anthropomorphic or biologically inspired models on one hand and pragmatic, performance‐oriented approaches on the other. We have found that the choice of the paradigm determines the software development process and requires a different set of skills from the developers. In terms of raw performance, we found that the best performing paradigms were those which (a) allowed the knowledge of human experts to be explicitly transferred to the agent and (b) allowed the integration of well‐known, high‐performance algorithms. We have found that maintaining a commitment to the chosen paradigm can be difficult; there is a strong temptation to offer shallow fixes to perceived performance problems through a ‘flight into heuristics’. Our experience is that a development process without the discipline enforced by a central paradigm leads to agents which are a random collection of heuristics whose interactions are not clearly understood. Although far from providing a definitive verdict on the benefits of the different paradigms, our study provided a good insight into what kind of conceptual, technical or organizational problems would a development team face depending on their choice of agent paradigm. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

4.
Communicative feedback refers to unobtrusive (usually short) vocal or bodily expressions whereby a recipient of information can inform a contributor of information about whether he/she is able and willing to communicate, perceive the information, and understand the information. This paper provides a theory for embodied communicative feedback, describing the different dimensions and features involved. It also provides a corpus analysis part, describing a first data coding and analysis method geared to find the features postulated by the theory. The corpus analysis part describes different methods and statistical procedures and discusses their applicability and the possible insights gained with these methods.  相似文献   

5.
In order to better understand how to design hands-on child-computer interaction, we explore how different styles of interaction facilitate children's thinking while they use their hands to manipulate objects. We present an exploratory study of children solving a spatial puzzle task. We investigate how the affordances of physical, graphical and tangible interfaces may facilitate the development of thinking skills including mental visualisation, problem space exploration and collaboration. We utilise the theory of complementary actions taken from embodied cognition to develop a video coding methodology that allows us to classify behavioural activity and make inferences about thinking skills development. Our findings indicated that the combination of direct hands-on input style with audio-visual feedback facilitated by the tangible user interface enabled a dynamic task completion strategy, which supports the development of mental skills with a slight time cost. The mouse and graphical user interface supported a trial and error approach, which may limit skills development. The physical cardboard puzzle enabled effective task completion but provided less support for social interaction and problem space exploration. We conclude with design recommendations.  相似文献   

6.
International Journal of Computer-Supported Collaborative Learning - This paper proposes the Learning in Embodied Activity Framework (LEAF) which aims to synthesize across individual and...  相似文献   

7.
Artificial intelligence explores the many different aspects of intelligence like a meandering stream carving out rivers, lakes, and deltas in an endless magnificent landscape. Each time new vistas on intelligence open up, we build new technologies to explore them and find new types of applications. In this article, the author briefly illustrate the current study of semiotic dynamics, the resulting technologies, and the field's impact on current and future intelligent systems applications.  相似文献   

8.
《Micro, IEEE》1999,19(4)
How should a standardization body such as the IEEE deal with patents and copyrights on technology essential to using a standard! A recent controversy within the World Wide Web Consortium over a Microsoft patent illustrates the kind of problem that can arise when intellectual property rights cloud users' right of access to a standard. As yet, the IEEE has not developed a coherent policy on this issue; nor, apparently, has any other major standardization body  相似文献   

9.
Due to the ready access to large amounts of information afforded by the Internet, information literacy (IL) has taken on an important role. Recent developments in affective computing have provided more opportunities in the way online IL education can be delivered. However, research on how affective computing can be used in IL education is lacking. The research objectives of this study are therefore twofold: to investigate the influence of affective embodied agents (EAs) on students' motivation, enjoyment, knowledge retention and intention to use; and to uncover factors influencing their intention to use an online IL tutorial with affective EAs.To achieve these objectives, 285 university students were recruited to participate in a betweensubjects experiment (text-only, non-affective EAs, and affective EAs), including completing an IL tutorial and a post-test questionnaire. The results suggested that students benefited from the added use of an affective EA in the IL tutorials, in terms of learning motivation and enjoyment. Moreover, relevance, confidence, satisfaction, affective enjoyment, and behavioral enjoyment were found to be significant predictors for intention to use an IL tutorial with affective EAs.  相似文献   

10.
Autonomous adaptation in robots has become recognised as crucial for devices deployed in remote or inhospitable environments. The aim of this work is to investigate autonomous robot adaptation, focussing on damage recovery and adaptation to unknown environments. An embodied evolutionary algorithm is introduced and its capabilities demonstrated with experimental results. This algorithm is shown to be able to control the motion of a robot snake effectively; this same algorithm inherently recovers the snake’s motion after damage. Another experiment shows that the algorithm is capable of contorting a shape-changing antenna in such a way as to minimise the affect of background noise on it, thus allowing the antenna to achieve a better signal.  相似文献   

11.
Unlike computer games where Non-Player-Character avatars are common, in most virtual worlds they are the exception. Deploying an embodied AI into a virtual world offers a unique opportunity to evaluate embodied AIs, and to develop them within an environment where human and computer are on almost equal terms. This paper presents an architecture being used for the deployment of chatbot driven avatars within the Second Life virtual world, looks at the challenges of deploying an AI within such a virtual world, the possible implications for the Turing Test, and identifies research directions for the future.  相似文献   

12.
13.
We describe a system for dynamically animating the locomotive behaviour of arthropods (insects, spiders and numerous other species) in real‐time, facilitating realistic and autonomous traversal across an arbitrary environment. By combining a decentralised reactive behavioural model with a hybrid approach to motion that utilises the comparative advantages of physical simulation and kinematic control, our system is capable of automatically generating complex organic motion over a wide range of surface features, independent of structural complexity. The reactive embodiment of the creature, combined with the physical simulation of the virtual world enables the formation of emergent behaviours that are entirely based on circumstance, including rigid‐body interaction, grip recovery and adaptive wall climbing. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

14.
Embodied identity, that is, who we are as a result of our interactions with the world around us with and through our bodies, is increasingly challenged in online environments where identity performances are seemingly untethered from the user's body that is sitting at the computer. Even though disembodiment has been severely criticized in the literature, most conceptualizations of the role of users’ bodies in virtuality nevertheless reflect a representational logic, which fails to capture contemporary users’ experience of cyborgism. Relying on data collected from nine entrepreneurs in the virtual world Second Life (SL), this paper asks how embodied identity is performed in virtual worlds. Contrasting representationalism with performativity, this study highlights that the SL entrepreneurs intentionally re-presented in their avatars some of the attributes of physical bodies, but that they also engaged in habitual practices in-world, thereby unconsciously enacting embodied identities in both their ‘real’ and virtual lives.  相似文献   

15.
16.
The purpose of this study was to examine social evaluations (i.e., perceptions of empathy and positivity) following peoples’ interactions with digital human representations. Female research participants engaged in a 3-min interaction while immersed in a 3-D immersive virtual environment with a “peer counselor.” Participants were led to believe that the peer counselor was either an embodied agent (i.e., computer algorithm) or an avatar (i.e., another person). During the interaction, the peer counselor either smiled or not. As predicted, a digitally-rendered smile was found to affect participants’ social evaluations. However, these effects were moderated by participants’ beliefs about their interaction partner. Specifically, smiles enhanced social evaluations of embodied agents but degraded them for avatars. Although these results are consistent with other findings concerning the communicative realism of embodied agents and avatars they uniquely demonstrate that people’s beliefs alone, rather than actual differences in virtual representations, can impact social evaluations.  相似文献   

17.
Applications with intelligent conversational virtual humans, called Embodied Conversational Agents (ECAs), seek to bring human-like abilities into machines and establish natural human-computer interaction. In this paper we discuss realization of ECA multimodal behaviors which include speech and nonverbal behaviors. We devise RealActor, an open-source, multi-platform animation system for real-time multimodal behavior realization for ECAs. The system employs a novel solution for synchronizing gestures and speech using neural networks. It also employs an adaptive face animation model based on Facial Action Coding System (FACS) to synthesize face expressions. Our aim is to provide a generic animation system which can help researchers create believable and expressive ECAs.  相似文献   

18.
Recently, there has been a lot of interest in evolving controllers for both physically simulated creatures as well as for real physical robots. However, a range of different ANN architectures are used for controller evolution, and, in the majority of the work conducted, the choice of the architecture used is made arbitrarily. No fitness landscape analysis was provided for the underlying fitness landscape of the controllers search space. As such, the literature remains largely inconclusive as to which ANN architecture provides the most efficient and effective space for searching the range of possible controllers through evolutionary methods. This represents the motivation for this paper where we compare the search space for four different types of ANN architecture for controller evolution through an information-theoretic analysis of the fitness landscape associated with each type of architecture.  相似文献   

19.
Affective reasoning plays an increasingly important role in cognitive accounts of social interaction. Humans continuously assess one another's situational context, modify their own affective state accordingly, and then respond to these outcomes by expressing empathetic behaviors. Synthetic agents serving as companions should respond similarly. However, empathetic reasoning is riddled with the complexities stemming from the myriad factors bearing upon situational assessment. A key challenge posed by affective reasoning in synthetic agents is devising empirically informed models of empathy that accurately respond in social situations. This paper presents Care, a data-driven affective architecture and methodology for learning models of empathy by observing human–human social interactions. First, in Care training sessions, one trainer directs synthetic agents to perform a sequence of tasks while another trainer manipulates companion agents’ affective states to produce empathetic behaviors (spoken language, gesture, and posture). Care tracks situational data including locational, intentional, and temporal information to induce a model of empathy. At runtime, Care uses the model of empathy to drive situation-appropriate empathetic behaviors. Care has been used in a virtual environment testbed. Two complementary studies investigating the predictive accuracy and perceived accuracy of Care-induced models of empathy suggest that the Care paradigm can provide the basis for effective empathetic behavior control in embodied companion agents.  相似文献   

20.
《Micro, IEEE》1999,19(5)
For pt. 1 see ibid., July/Aug. Much of ANSI's statement reflects common ground between its policy on intellectual property embodied in standards and what the July-August Micro Law column proposed as wise policy for the IEEE and other standardization bodies. However, two principal areas of nonagreement emerge: What should happen if the patent owner fails correctly to identify and disclose its patent rights until after adoption of the standard embodying its patented technology? Is it a “reasonable” licensing condition for a patent owner to demand that users of the standard must relinquish their own patent rights that are not embodied in the standard?  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号