scholarly journals Virtual affective consciousness and raw social AI

2021 ◽  
Author(s):  
Wuming Pan ◽  
Ying Yang

In this paper, we attempt to philosophically eliminate the conceptual problems in develop-ing affective artificial agents, and then put forward an industry and research direction called Raw Social AI. We first provide a set of laws for affective concepts understanding, and then suggest that we should build unconscious concepts with uncertainty. We address the problem of qualia supply, and discuss how to implement the initiative of affective agents. We suggest that initiative be the cue of utility of affective agents. We advocate that the initiative of affective agents must be realized as social services. Raw social AI is about using AI to record, model and predict people's emotional reactions in the real or virtual world. It is necessary for us to establish the infrastructure of raw social AI.

Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2006 ◽  
Vol 5 (3) ◽  
pp. 53-58 ◽  
Author(s):  
Roger K. C. Tan ◽  
Adrian David Cheok ◽  
James K. S. Teh

For better or worse, technological advancement has changed the world to the extent that at a professional level demands from the working executive required more hours either in the office or on business trips, on a social level the population (especially the younger generation) are glued to the computer either playing video games or surfing the internet. Traditional leisure activities, especially interaction with pets have been neglected or forgotten. This paper introduces Metazoa Ludens, a new computer mediated gaming system which allows pets to play new mixed reality computer games with humans via custom built technologies and applications. During the game-play the real pet chases after a physical movable bait in the real world within a predefined area; infra-red camera tracks the pets' movements and translates them into the virtual world of the system, corresponding them to the movement of a virtual pet avatar running after a virtual human avatar. The human player plays the game by controlling the human avatar's movements in the virtual world, this in turn relates to the movements of the physical movable bait in the real world which moves as the human avatar does. This unique way of playing computer game would give rise to a whole new way of mixed reality interaction between the pet owner and her pet thereby bringing technology and its influence on leisure and social activities to the next level


2021 ◽  
Vol 2 ◽  
Author(s):  
Michail Pavlou ◽  
Dimitrios Laskos ◽  
Evangelia I. Zacharaki ◽  
Konstantinos Risvas ◽  
Konstantinos Moustakas

The use of virtual reality (VR) techniques for industrial training provides a safe and cost effective solution that contributes to increased engagement and knowledge retention levels. However, the process of experiential learning in a virtual world without biophysical constraints might contribute to muscle strain and discomfort, if ergonomic risk factors are not considered in advance. Under this scope, we have developed a digital platform which employs extended reality (XR) technologies for the creation and delivery of industrial training programs, by taking into account the users and workplace specificities through the adaptation of the 3D virtual world to the real environment. Our conceptual framework is composed of several inter-related modules: 1) the XR tutorial creation module, for automatic recognition of the sequence of actions composing a complex scenario while this is demonstrated by the educator in VR, 2) the XR tutorial execution module, for the delivery of visually guided and personalized XR training experiences, 3) the digital human model (DHM) based simulation module for creation and demonstration of job task simulations avoiding the need of an actual user and 4) the biophysics assessment module for ergonomics analysis given the input received from the other modules. Three-dimensional reconstruction and aligned projection of the objects situated in the real scene facilitated the imposition of inherent physical constraints, thereby allowed to seamlessly blend the virtual with the real world without losing the sense of presence.


Author(s):  
Rafal Rzepka ◽  
Kenji Araki

This chapter introduces an approach and methods for creating a system that refers to human experiences and thoughts about these experiences in order to ethically evaluate other parties', and in a long run, its own actions. It is shown how applying text mining techniques can enrich machine's knowledge about the real world and how this knowledge could be helpful in the difficult realm of moral relativity. Possibilities of simulating empathy and applying proposed methods to various approaches are introduced together with discussion on the possibility of applying growing knowledge base to artificial agents for particular purposes, from simple housework robots to moral advisors, which could refer to millions of different experiences had by people in various cultures. The experimental results show efficiency improvements when compared to previous research and also discuss the problems with fair evaluation of moral and immoral acts.


Author(s):  
Hsiao-Cheng (Sandrine) Han

The purpose of this research is to improve the understanding of how users of online virtual worlds learn and/or relearn ‘culture' through the use of visual components. The goal of this research is to understand if culturally and historically authentic imagery is necessary for users to understand the virtual world; how virtual world residents form and reform their virtual culture; and whether the visual culture in the virtual world is imported from the real world, colonized by any dominate culture, or assimilated into a new culture. The main research question is: Is the authenticity of cultural imagery important to virtual world residents? This research investigates whether visual culture awareness can help students develop a better understanding of visual culture in the real world, and whether this awareness can help educators construct better curricula and pedagogy for visual culture education.


2021 ◽  
pp. 91-98
Author(s):  
Alejandro Cabrerizo ◽  
Will Zeurcher ◽  
Thomas Wright ◽  
Peter Jamieson
Keyword(s):  

2001 ◽  
Vol 65 (1) ◽  
pp. 78-91 ◽  
Author(s):  
Page L. Anderson ◽  
Barbara O. Rothbaum ◽  
Larry Hodges

Proceedings ◽  
2020 ◽  
Vol 47 (1) ◽  
pp. 35
Author(s):  
Wei Wang

The development of virtual reality brings an old and historic question on the difference between the real world and unreal world. In this paper, starting from the concept of representation, I argued that what we call “virtual reality” is a representation of an actual or non-actual world and the criterion of difference between the “real world” and “virtual reality” is whether we present it with the intention of using it as a representation. After that, the thesis is demonstrated again from different theories of scientific representation. Therefore, the intuitive distinction between the “real world” and “virtual reality” can be drawn on the epistemological criterion; that is to say, the virtual world is a representation while the real world is not.


Sensors ◽  
2018 ◽  
Vol 18 (10) ◽  
pp. 3367 ◽  
Author(s):  
Nan Ding ◽  
Huanbo Gao ◽  
Hongyu Bu ◽  
Haoxuan Ma ◽  
Huaiwei Si

Anomaly detection is an important research direction, which takes the real-time information system from different sensors and conditional information sources into consideration. Based on this, we can detect possible anomalies expected of the devices and components. One of the challenges is anomaly detection in multivariate-sensing time-series in this paper. Based on this situation, we propose RADM, a real-time anomaly detection algorithm based on Hierarchical Temporal Memory (HTM) and Bayesian Network (BN). First of all, we use HTM model to evaluate the real-time anomalies of each univariate-sensing time-series. Secondly, a model of anomalous state detection in multivariate-sensing time-series based on Naive Bayesian is designed to analyze the validity of the above time-series. Lastly, considering the real-time monitoring cases of the system states of terminal nodes in Cloud Platform, the effectiveness of the methodology is demonstrated using a simulated example. Extensive simulation results show that using RADM in multivariate-sensing time-series is able to detect more abnormal, and thus can remarkably improve the performance of real-time anomaly detection.


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