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As virtual worlds become increasingly complex, task level interaction with virtual actors becomes correspondingly important. The control problem simply becomes unmanageable if we try to interact with synthetic agents at the wrong level of abstraction. However, it is not sufficient merely to implement a set of behaviours for a virtual actor; we require some mechanism for selecting and sequencing motor skills appropriate to the current behavioural goals and the states of other objects and actors in the virtual environment. In this paper we will describe a mechanism for linking perception and action to generate routine behaviours in a process we call motor planning. We present our implementation of the skill network, in which motor skills are the nodes and the arcs represent inhibitory and excitatory connections, including extensions to this architecture based on recent work in robotics. We characterize the domain of motor planning, i.e. what kinds of behaviour can it account for, and when will it fail? We close with a discussion of the limits of our current implementation and work that remains to be done.  相似文献   

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The SPELL (Spoken Electronic Language Learning) system is a self‐access computer‐assisted language learning (CALL) package that integrates speaker‐independent continuous speech recognition technology with virtual worlds and embodied virtual agents to create an environment in which learners can converse in the target language within meaningful contextualized scenarios. In this paper we provide an overview of the functionality, architecture, and implementation of the SPELL system. We also describe four phases of usability evaluation conducted with the system and summarize the main results of these user assessments. Finally, we discuss the most significant lessons learned in the development and evaluation of the system. The paper focuses on the technological aspects of the system and its evaluation for usability and robustness, rather than its pedagogical methodology. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

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The world is inherently meaningful for us, i.e. we perceive the world in terms of what we can do with it, and by physically interacting with it we access this meaning and express the meaning. We believe that this is the core reason and foundation for turning to movement-based interaction. ‘Interaction creates meaning’ does not only hold for users during interaction but also for designers when generating ideas and developing concepts. Therefore, we postulate that if one truly likes to design for movement-based interaction, one has to be or become an expert in movement, not just theoretically, by imagination or on paper, but by doing and experiencing while designing. In order to do so, we believe that designers need design tools, techniques, knowledge, awareness and skills that support their search for expressive, rich behaviour. Our search for this support resulted in several methods, tools and knowledge that help designers exploring, visualising and reflecting on interactions. Our developed methods and tools such as the Design Movement approach with its choreography of interaction, gestural design tools, interactive installations and interactive tangible sketching, have not only supported and inspired designers to design for movement-based interaction, but also resulted in surprising, fresh designs in comparison with the limited scope of rather uniform and traditional electronic consumer products. This paper discusses the possibilities and limitations of our approach.  相似文献   

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This paper proposes a new high gain observer for a class of non-uniformly observable nonlinear systems with coupled structure driven by sampled outputs. The considered class of systems is particularly constituted by several subsystems where each subsystem is associated to a subset of the output variables. The observer design is carried out through two steps. First, a high-gain observer is proposed in the continuous-time output case under the assumption that an adequate persistent excitation condition is satisfied by each subsystem. Then, the proposed observer is redesigned to handle the case of sampled outputs leading thereby to a continuous-discrete time observer. The latter property is achieved thanks to the approach pursued along the convergence analysis. The effectiveness of the proposed observer is emphasised in a realistic simulation framework involving a mathematical model of a quadrotor which is diffeomorphic to the proposed class of considered systems.  相似文献   

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