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Social Maintenance and Psychological Support Using Virtual Worlds
[chapter]
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]
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
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
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
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
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]
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
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
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
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
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
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
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
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]
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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