Evaluation of Omnipresent Virtual Agents Embedded as Temporarily Required Assistants in Immersive Environments

Author(s):  
Andrea Bonsch ◽  
Jan Hoffmann ◽  
Jonathan Wendt ◽  
Torsten W. Kuhlen
Decision ◽  
2016 ◽  
Vol 3 (1) ◽  
pp. 40-53 ◽  
Author(s):  
Peter C. Pantelis ◽  
Timothy Gerstner ◽  
Kevin Sanik ◽  
Ari Weinstein ◽  
Steven A. Cholewiak ◽  
...  

Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


2021 ◽  
pp. 089443932110068
Author(s):  
Aleksandra Urman ◽  
Mykola Makhortykh ◽  
Roberto Ulloa

We examine how six search engines filter and rank information in relation to the queries on the U.S. 2020 presidential primary elections under the default—that is nonpersonalized—conditions. For that, we utilize an algorithmic auditing methodology that uses virtual agents to conduct large-scale analysis of algorithmic information curation in a controlled environment. Specifically, we look at the text search results for “us elections,” “donald trump,” “joe biden,” “bernie sanders” queries on Google, Baidu, Bing, DuckDuckGo, Yahoo, and Yandex, during the 2020 primaries. Our findings indicate substantial differences in the search results between search engines and multiple discrepancies within the results generated for different agents using the same search engine. It highlights that whether users see certain information is decided by chance due to the inherent randomization of search results. We also find that some search engines prioritize different categories of information sources with respect to specific candidates. These observations demonstrate that algorithmic curation of political information can create information inequalities between the search engine users even under nonpersonalized conditions. Such inequalities are particularly troubling considering that search results are highly trusted by the public and can shift the opinions of undecided voters as demonstrated by previous research.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Niklas Rach ◽  
Klaus Weber ◽  
Yuchi Yang ◽  
Stefan Ultes ◽  
Elisabeth André ◽  
...  

Abstract Persuasive argumentation depends on multiple aspects, which include not only the content of the individual arguments, but also the way they are presented. The presentation of arguments is crucial – in particular in the context of dialogical argumentation. However, the effects of different discussion styles on the listener are hard to isolate in human dialogues. In order to demonstrate and investigate various styles of argumentation, we propose a multi-agent system in which different aspects of persuasion can be modelled and investigated separately. Our system utilizes argument structures extracted from text-based reviews for which a minimal bias of the user can be assumed. The persuasive dialogue is modelled as a dialogue game for argumentation that was motivated by the objective to enable both natural and flexible interactions between the agents. In order to support a comparison of factual against affective persuasion approaches, we implemented two fundamentally different strategies for both agents: The logical policy utilizes deep Reinforcement Learning in a multi-agent setup to optimize the strategy with respect to the game formalism and the available argument. In contrast, the emotional policy selects the next move in compliance with an agent emotion that is adapted to user feedback to persuade on an emotional level. The resulting interaction is presented to the user via virtual avatars and can be rated through an intuitive interface.


Author(s):  
Alexander Wilberz ◽  
Dominik Leschtschow ◽  
Christina Trepkowski ◽  
Jens Maiero ◽  
Ernst Kruijff ◽  
...  

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