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Social Maintenance and Psychological Support Using Virtual Worlds [chapter]

Peggy Wu, Jacquelyn Morie, J. Benton, Kip Haynes, Eric Chance, Tammy Ott, Sonja Schmer-Galunder
2014 Lecture Notes in Computer Science  
In this paper we explore the use of Virtual Environments (VEs) and Virtual Agents (VAs) as tools to facilitate asynchronous human-human communication, and counteract behavioral health challenges associated  ...  In the space exploration domain, limitations in the Deep Space Network and the lack of real-time communication capabilities will impact various aspects of future long duration exploration such as a multi-year  ...  We would like to thank our NASA Program Mangers Lauren Leventon, Brandon Vessey, Diana Arias, and the BHP Element for their oversight, direction, and support.  ... 
doi:10.1007/978-3-319-05579-4_48 fatcat:boefxqt42fa23baudaghhkjm4q

A World of Views: A World of Interacting Post-human Intelligences [article]

Viktoras Veitas, David Weinbaum
2014 arXiv   pre-print
What would a society of such super intelligent agents, be they human, machines or an amalgam of both, be like? Well, here we are transported into the realm of pure speculation.  ...  Technological Singularity is referred to as the event of artificial intelligence surpassing the intelligence of humans and shortly after augmenting itself far beyond that.  ...  AI agents, if they are to become members of such future society.  ... 
arXiv:1410.6915v1 fatcat:3flzrtywbrbkpcg6cybhayyfwa

Connecting language to the world

Deb Roy, Ehud Reiter
2005 Artificial Intelligence  
If an agent is able to communicate linguistically and is also able to directly perceive and/or act on the world, how do perception, action, and language interact with and influence each other?  ...  Such questions are surely amongst the most important in Cognitive Science and Artificial Intelligence (AI).  ...  These and numerous other kinds of context effects stand as open challenges for future research.  ... 
doi:10.1016/j.artint.2005.06.002 fatcat:j5kbeyar5vhnbl2ymxlybvs7ta

X-Reality Museums: Unifying the Virtual and Real World Towards Realistic Virtual Museums

George Margetis, Konstantinos C. Apostolakis, Stavroula Ntoa, George Papagiannakis, Constantine Stephanidis
2020 Applied Sciences  
and seamless fusion of physical and virtual worlds that will feature virtual agents exhibiting naturalistic behavior.  ...  Visitors will be able to interact with the virtual agents, as they would with real world counterparts.  ...  Future efforts in the field should adopt the notion of adaptive multimodality, offering to users the most appropriate and effective input forms at the current interaction context [65] .  ... 
doi:10.3390/app11010338 fatcat:jnhdnrgjhfgbzmomo56ckxab4e

Designing Semantic Game Worlds

Jassin Kessing, Tim Tutenel, Rafael Bidarra
2012 Proceedings of the The third workshop on Procedural Content Generation in Games - PCG'12  
Current game worlds often fall short in providing consistency between the visual representation of the world and the way it feels, behaves, and reacts.  ...  Therefore, we present a novel approach aimed at enriching virtual entities in game worlds with information about their roles, how they relate to others, and how they can affect and interact with players  ...  Instead of making an agent aware of everything in the game world, future work may include agents that have their own worldview, in which learning patterns are applied to let an agent update its knowledge  ... 
doi:10.1145/2538528.2538530 dblp:conf/fdg/KessingTB12 fatcat:hlqt66zhxjevrdm7ceti66yqwu

Challenging reality using techniques from interactive drama to support social simulations in virtual worlds

Deborah Richards, Nicolas Szilas
2012 Proceedings of The 8th Australasian Conference on Interactive Entertainment Playing the System - IE '12  
virtual agents (IVAs).  ...  By bringing in the element of fiction (non-reality) often associated with drama, narrative and storytelling together with virtual worlds, we can relax some of the constraints associated with reality and  ...  agents (ECAs), artificial intelligences (AIs), or simply agents which challenge our goals and expectations for VWs.  ... 
doi:10.1145/2336727.2336739 dblp:conf/ie/RichardsS12 fatcat:qgodgcotnnce7mtxhovzjcg264

EG 2005 Tutorial on Mixed Realities in Inhabited Worlds [article]

Nadia Magnenat-Thalmann, Daniel Thalmann, Pascal Fua, Frederic Vexo, HyungSeok Kim
2005 Eurographics State of the Art Reports  
Outline of the tutorial 1.1 Concepts and State of the Art of mixed realities in inhabited worlds 1.1.1 Mixed Realities in inhabited worlds 1.1.2 Believability and Presence 1.2 Perception, Sensors and Immersive  ...  hardware for MR in Inhabited Worlds 1.2.1 Vision Based 3D Tracking and Pose Estimation for MR 1.2.2 Perception and sensors for Virtual Humans 1.2.3 Hardware for mixed reality inhabited virtual world 1.2.4  ...  Acknowledgement Part of the work presented has been supported by the EU IST FP6 programme, in frame of the EU IST ENACTIVE (http://www.enactivenetwork.org/) project.  ... 
doi:10.2312/egt.20051050 fatcat:qlyopr6svbd3znv6afa64ehxcy

A Study on Design Requirement Development and Satisfaction for Future Virtual World Systems

Bingqing Shen, Weiming Tan, Jingzhi Guo, Hongming Cai, Bin Wang, Shuaihe Zhuo
2020 Future Internet  
, which turns into new design requirements and thus results in the requirement satisfaction problem in virtual world system architecture design.  ...  The changes in industrial investment, market revenue, user population, and consumption drive the evolution of virtual-world-related technologies (e.g., computing infrastructure and interaction devices)  ...  Currently, the Virtual Net research is making progress [149] and we can anticipate a better future of virtual worlds.  ... 
doi:10.3390/fi12070112 fatcat:yv5zc24vffbbvdewkx3koekiwy

Brave new world: service robots in the frontline

Jochen Wirtz, Paul G. Patterson, Werner H. Kunz, Thorsten Gruber, Vinh Nhat Lu, Stefanie Paluch, Antje Martins
2018 Journal of Service Management  
The purpose of this paper is to explore the potential role service robots will play in the future and to advance a research agenda for service researchers.  ...  Design/methodology/approach -This paper uses a conceptual approach that is rooted in the service, robotics and AI literature. Findings -The contribution of this paper is threefold.  ...  Finally, the authors thank Pascal Bornet for presenting McKinsey and Company's approach and current projects on robotics and AI in service delivery and discussing the ideas with the authors (Singapore,  ... 
doi:10.1108/josm-04-2018-0119 fatcat:wzeqngxz2jbk7cczfh2sqtcipe

nARratives of augmented worlds

Roy Shilkrot, Nick Montfort, Pattie Maes
2014 2014 IEEE International Symposium on Mixed and Augmented Reality - Media, Art, Social Science, Humanities and Design (IMSAR-MASH'D)  
Lastly, we postulate a future for AR narratives through the perspective of the advancing technologies of both interactive narratives and AR.  ...  Based on contemporary theory in narratology, we propose to view this blending of reality worlds as a metalepsis, a transgression of reality and fiction boundaries, and argue that authors could benefit  ...  Huber and A. Zoran for their help in the preparation of this paper.  ... 
doi:10.1109/ismar-amh.2014.6935436 dblp:conf/ismar/ShilkrotMM14 fatcat:z3wyzz4vjzbqvmoyndrfpuwnea

An initial study to assess the perceived realism of agent crowd behaviour in a virtual city

Stuart O'Connor, Fotis Liarokapis, Christopher Peters
2013 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)  
This paper examines the development of a crowd simulation in a virtual city, and a perceptual experiment to identify features of behaviour which can be linked to perceived realism.  ...  such as for urban planning or health and safety purposes.  ...  ACKNOWLEDGEMENTS The authors would like to thank the Interactive Worlds Applied Research Group (iWARG) at Coventry University, Faculty of Engineering and Computing, UK  ... 
doi:10.1109/vs-games.2013.6624220 dblp:conf/vsgames/OConnorLP13 fatcat:t6orgjp4qjbnpav4q5x5u54qk4

Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse

Kim J. L. Nevelsteen
2017 Computer Animation and Virtual Worlds  
There is no generally accepted definition for a virtual world, with many complimentary terms and acronyms having emerged implying a virtual world.  ...  a virtual world.  ...  World of Warcraft.  ... 
doi:10.1002/cav.1752 fatcat:q5wscln7p5gkrdwc7ntwrcy7fe

Using Behavior Objects to Manage Complexity in Virtual Worlds

Martin Cerny, Tomas Plch, Matej Marko, Jakub Gemrot, Petr Ondracek, Cyril Brom
2017 IEEE Transactions on Computational Intelligence and AI in Games  
The quality of high-level AI of non-player characters (NPCs) in commercial open-world games (OWGs) has been increasing during the past years.  ...  Our approach promotes encapsulation of data and code for multiple related behaviors in one place, hiding internal details and embedding intelligence in the environment.  ...  Special thanks belong to Warhorse Studios and its director Martin Klíma for making this research possible by their openness to novel approaches and by letting researchers work in close cooperation with  ... 
doi:10.1109/tciaig.2016.2528499 fatcat:s57dv5jmhfb3tcrbj4ltsfh6g4

World modeling for the dynamic construction of real-time control plans

David J. Musliner, Edmund H. Durfee, Kang G. Shin
1995 Artificial Intelligence  
Building an agent that can flexibly achieve its goals in changing environments requires a blending of real-time computing and AI technologies, The Cooperative Intelligent Real-time Control Architecture  ...  (CIRCA) implements this blending by executing complex AI methods and guaranteed Ral-time control plans on separate subsystems.  ...  The opinions, findings, and recommendations expressed in this publication are those of the authors, and do not necessarily reflect the views of the funding agencies.  ... 
doi:10.1016/0004-3702(94)00008-o fatcat:jxd4mzr6jney5hryfmcdzzqsxy

Ghost Worlds – Time and Consequence in MMORPGs [chapter]

Anders Tychsen, Michael Hitchens
2006 Lecture Notes in Computer Science  
A means to a possible solution to these problems, in separating the personal player view point from that of the overall world view, is discussed.  ...  The other issue identified is the problems MMORPGs experience in presenting stories with meaningful consequence.  ...  This study forms part of a multi-institutional research collaboration involving Australian and Scandinavian universities (Macquarie University, Syney; The IT University, Denmark & Växjö University, Sweden  ... 
doi:10.1007/11944577_30 fatcat:3gl3can2m5dlfjtv56fumat6ki
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