Towards Designing Agent Based Virtual Reality Applications for Cybersecurity Training

Author(s):  
Sonam Adinolf ◽  
Peta Wyeth ◽  
Ross Brown ◽  
Roger Altizer
Keyword(s):  
Author(s):  
Gabriele Montecchiari ◽  
Gabriele Bulian ◽  
Paolo Gallina

The analysis of the ship layout from the point of view of safe and orderly evacuation represents an important step in ship design, which can be carried out through agent-based evacuation simulation tools, typically run in batch mode. Introducing the possibility for humans to interactively participate in a simulated evacuation process together with computer-controlled agents can open a series of interesting possibilities for design, research and development. To this aim, this article presents the development of a validated agent-based evacuation simulation tool which allows real-time human participation through immersive virtual reality. The main characteristics of the underlying social-force-based modelling technique are described. The tool is verified and validated by making reference to International Maritime Organization test cases, experimental data and FDS + Evac simulations. The first approach for supporting real-time human participation is then presented. An initial experiment embedding immersive virtual reality human participation is described, together with outcomes regarding comparisons between human-controlled avatars and computer-controlled agents. Results from this initial testing are encouraging in pursuing the use of virtual reality as a tool to obtain information on human behaviour during evacuation.


2000 ◽  
Vol 4 (4) ◽  
pp. 97-109
Author(s):  
Li Hongbing ◽  
Meng Bo ◽  
Chen Shifu

The design and construction of virtual reality environments involve technologies such as computer graphics, image processing, pattern recognition, intelligent interface, artificial intelligence, voice recognition, network, parallel processing, and high-performance computing. Some researchers insist that object-oriented and agent-oriented technologies are fundamental for virtual reality system design. This paper applies artificial intelligence to the design of virtual reality systems. Agents are constructed by using object-oriented methods and a set of underlying computing models, such as neural networks, genetic algorithms, expert systems, and plan managers. Some object-oriented frameworks of these computing models are presented to illustrate this approach. The example of a spaceship game will illustrate interactions among environments, agents, and underlying computing models. The approach and reusable class library presented herein can be applied to various virtual reality environment simulations and intelligent applications.


2006 ◽  
Vol 06 (01) ◽  
pp. 87-99 ◽  
Author(s):  
PIERRE-ALEXANDRE FAVIER ◽  
PIERRE DE LOOR

This article introduces a reflection about behavioral specification for interactive and participative agent-based simulation in virtual reality. Within this context, it is necessary to reach a high level of expressiveness in order to enforce interactions between the designer and the behavioral model during the in-line prototyping. It is required to consider the needs of semantic very early in the design process. The intentional agent model is exposed here as a possible answer. It relies on a mixed imperative and declarative approach which focuses on the link between decision and action. The design of a tool able to simulate virtual environment implying agents based on this model is discussed.


Author(s):  
Toby Prike ◽  
Philip A. Higham ◽  
Jakub Bijak

AbstractThis chapter outlines the role that individual-level empirical evidence gathered from psychological experiments and surveys can play in informing agent-based models, and the model-based approach more broadly. To begin with, we provide an overview of the way that this empirical evidence can be used to inform agent-based models. Additionally, we provide three detailed exemplars that outline the development and implementation of experiments conducted to inform an agent-based model of asylum migration, as well as how such data can be used. There is also an extended discussion of important considerations and potential limitations when conducting laboratory or online experiments and surveys, followed by a brief introduction to exciting new developments in experimental methodology, such as gamification and virtual reality, that have the potential to address some of these limitations and open the door to promising and potentially very fruitful new avenues of research.


Author(s):  
Rui Wang ◽  
Xiangyu Wang

This chapter investigates the use of SecondLife as a virtual environment to help the commercial sector in marketing process. It presents the use of Immersive Virtual Reality concept to design a distributed marketing system for commercial sector based on the Benford’s Mixed Reality boundaries theory and Motivated Learning Agents model. System framework has been proposed in this chapter and boundaries as well as agents factors in this framework have been discussed.


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