Three-Dimensional Virtual Environment and NPC

Author(s):  
Fabricio Herpich ◽  
Felipe Becker Nunes ◽  
Gleizer Bierhalz Voss ◽  
Roseclea Duarte Medina

The use of intelligent agents aware of the individual characteristics and context of students, allow to offer a suitable support to the real requirements. Allied to this, the implementation of these agents in the three-dimensional virtual environments, tend to transcend the existing potential in the interactions with the learning objects it contains and also to expand the alternatives of building the students' knowledge. Throughout this chapter it will be presented the development of intelligent agent called ELAI, by using the NPC strategy on the virtual world platform OpenSimulator. The ELAI provides support for teaching Computer Networking (CN), being sensitive to the context of learners to their level of expertise. In order to maximize the flexibility of interactions between the student, through the student's avatar and the NPC, an interconnection with a chatterbot was established, whose knowledge base was increased by files in AIML inherent to the topic of CN.

2020 ◽  
pp. 912-938
Author(s):  
Fabricio Herpich ◽  
Felipe Becker Nunes ◽  
Gleizer Bierhalz Voss ◽  
Roseclea Duarte Medina

The use of intelligent agents aware of the individual characteristics and context of students, allow to offer a suitable support to the real requirements. Allied to this, the implementation of these agents in the three-dimensional virtual environments, tend to transcend the existing potential in the interactions with the learning objects it contains and also to expand the alternatives of building the students' knowledge. Throughout this chapter it will be presented the development of intelligent agent called ELAI, by using the NPC strategy on the virtual world platform OpenSimulator. The ELAI provides support for teaching Computer Networking (CN), being sensitive to the context of learners to their level of expertise. In order to maximize the flexibility of interactions between the student, through the student's avatar and the NPC, an interconnection with a chatterbot was established, whose knowledge base was increased by files in AIML inherent to the topic of CN.


2016 ◽  
Vol 13 (122) ◽  
pp. 20160414 ◽  
Author(s):  
Mehdi Moussaïd ◽  
Mubbasir Kapadia ◽  
Tyler Thrash ◽  
Robert W. Sumner ◽  
Markus Gross ◽  
...  

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


2016 ◽  
Vol 9 (1) ◽  
pp. 5-20 ◽  
Author(s):  
B.B. Velichkovsky ◽  
A.N. Gusev ◽  
V.F. Vinogradova ◽  
O.A. Arbekova

User interaction with a virtual reality system may be accompanied with a sense of presence, the illusion of reality of virtual environment. The emergence of a sense of presence is determined by both technological and psychological factors. The authors show that a sense of presence may depend on the individual characteristics of cognitive control, i.e. the system of metacognition providing cognitive system setting on the solution of specific problems in context. It was found that the expression of a feeling of presence may depend on the efficiency of the control switch functions, interference suppression and updating of working memory. At the same time, the dependence of the severity of the sense of presence on the effectiveness of cognitive control differs in virtual environments with different levels of immersion.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


2016 ◽  
pp. 48-73
Author(s):  
Rodrigo Valença Cavalcante Frade ◽  
Francisco Milton Mendes Neto ◽  
Rafael Castro de Souza

The advancement of technological resources has provided new possibilities in teaching and learning processes. This progress resulted in an improvement to the Distance Education (DE). However, this type of education still faces the serious problem of circumvention having as a major cause, lack of motivation among students. Thus, the use of new technological trends has been increasingly common with the purpose to provide greater attractiveness for student participation in distance learning courses. Thus, this study aims to propose a multiagent virtual environment in three dimensions to support the recommendation of learning objects in order to improve the teaching and learning processes in DE.


2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


2020 ◽  
Vol 17 (2) ◽  
pp. 485-512
Author(s):  
Sevda Ceylan Dadakoğlu ◽  
Şeniz Aksoy

Depending on the rapid development of technology, many environments, tools and methods are being developed in the field of education and training. These innovations include education in virtual worlds and three-dimensional education technologies that we have encountered frequently in recent years. With the improvement of three-dimensional education technologies, it is known that learning is used in "3D virtual worlds". Accordingly, it is mentioned that virtual environments are used in all levels of education, learning and teaching process.In this study, the virtual world of Second Life, which is a three-dimensional online life simulation and can be defined as an alternative teaching environment, was examined. The aim of this article; Introducing Second Life, a virtual environment that can be used in art and design education, to provide a theoretical perspective, to contribute to researchers and teachers who want to use 3D virtual worlds for educational purposes and to create a theoretical basis for the researches in this environment.Therefore, first of all, 3D virtual worlds are examined from a general perspective. Then, the Second Life application from 3D virtual environments was examined in detail and its general characteristics were defined.In addition, the use of Second Life in education, construction and content creation within the application, art and design making and art education were discussed. For this reason, examples of the artists using the Second Life application were given and some of the educational practices related to how Second Life was used in art and design education were included. In the conclusion part, with the development of technology and the use of virtual worlds in education, the gains that can be achieved in art classes were also included. In this context, the importance of the use of technology, various computer applications (VR, augmented reality applications, etc.) and 3D virtual worlds was mentioned in terms of today's art education gains. It was also stated that the ways of incorporating technology into art education should be questioned. ​Extended English summary is in the end of Full Text PDF (TURKISH) file.   Özet Teknolojinin hızla ilerlemesine bağlı olarak eğitim ve öğretim alanında birçok ortam, araç ve yöntem geliştirilmektedir. Bu yeniliklerin içerisinde son yıllarda sıkça karşılaştığımız sanal dünyalarda eğitim ve üç boyutlu eğitim teknolojileri de yer almaktadır. Üç boyutlu eğitim teknolojilerinin iyileştirilmesiyle beraber “3B sanal dünyalarda öğrenme”nin ön plana çıktığı bilinmektedir. Buna bağlı olarak eğitimin tüm kademelerinde, öğrenme ve öğretme sürecinde sanal ortamların işe koşulduğundan söz edilmektedir. Bu araştırmada üç boyutlu, çevrimiçi bir yaşam simülasyonu olan ve alternatif bir öğretim ortamı olarak tanımlanabilen Second Life sanal dünyası incelenmiştir. Bu makalenin amacı; sanat ve tasarım eğitiminde kullanılabilecek sanal ortamlardan Second Life’ı tanıtmak, bu konuda teorik bir perspektif kazandırmak, 3B sanal dünyaları eğitim amaçlı kullanmak isteyen araştırmacı ve öğretmenlere katkı sağlamak ve bu ortamda yapılacak araştırmalar için kuramsal zemin oluşturmaktır. Bu nedenle öncelikle 3B sanal dünyalara genel bir çerçeveden bakılmıştır. Ardından 3B sanal ortamlardan Second Life uygulaması detaylı bir biçimde incelenerek genel özellikleri tanımlanmıştır. Second Life uygulamasının eğitimde kullanılması, uygulama dâhilinde inşa ve içerik oluşturma, sanat ve tasarım yapma ve sanat eğitimi konusu tartışılmıştır. Daha sonra Second Life uygulamasını kullanan sanatçılara örnekler verilmiş ve Second Life’ın sanat ve tasarım eğitiminde nasıl kullanıldığına ilişkin eğitim uygulamalarından bazılarına yer verilmiştir. Sonuç kısmında teknolojinin gelişmesi ve sanal dünyaların eğitimde kullanımıyla beraber sanat derslerinde elde edilebilecek kazanımlar yer almıştır. Buna bağlı olarak teknolojinin, çeşitli bilgisayar uygulamalarının (VR, artırılmış gerçeklik uygulamaları, vb.) 3B sanal dünyaların eğitimde kullanılmasının günümüz sanat eğitimi kazanımları açısından önemine değinilmiştir. Ayrıca sanat eğitimine teknolojinin dâhil edilme biçimlerinin sorgulanması gerektiği ifade edilmiştir.


Author(s):  
Rodrigo Valença Cavalcante Frade ◽  
Francisco Milton Mendes Neto ◽  
Rafael Castro de Souza

The advancement of technological resources has provided new possibilities in teaching and learning processes. This progress resulted in an improvement to the Distance Education (DE). However, this type of education still faces the serious problem of circumvention having as a major cause, lack of motivation among students. Thus, the use of new technological trends has been increasingly common with the purpose to provide greater attractiveness for student participation in distance learning courses. Thus, this study aims to propose a multiagent virtual environment in three dimensions to support the recommendation of learning objects in order to improve the teaching and learning processes in DE.


Author(s):  
Timothy K. Shih ◽  
Ying-Hong Wang ◽  
Yung-Hui Chen

Agent technology can be used to represent individuals participating in a virtual university. Avatars are virtual actors on behalf of students and instructors navigating in a three-dimensional (3D) virtual campus. This chapter presents a system based on virtual reality (VR) technology as well as agent technology that enables online discussions via different real-time communication channels. The system has a generic interface, which includes five scenes of a virtual university, as well as a set of plug-and-play communication agent tools. Each user is maintained by an intelligent agent that controls the navigation behavior based on a rule-based computation. Behaviors of each student are restricted and guided by intelligent agents. The system can be extended for the construction of any virtual university with 3D campus and online communication facilities.


2019 ◽  
Vol 11 (12) ◽  
pp. 3325 ◽  
Author(s):  
David Ullrich ◽  
Jiří Koleňák ◽  
Eva Ambrozová ◽  
Vratislav Pokorný ◽  
František Milichovský

The contribution of this paper focuses on identifying the personality potential and sources of professional managers that are crucial for the effective management of challenging situations. The contribution introduces the current knowledge of connatural management (CNM) as part of cognitive management, which were identified as key multi-parametric dimensions of personal fitness. The individual dimensions represent the indicators of the quality of an individual’s condition. The first one is the personality dimension, which provides information about individual integrity, situational settings, ambition, the tendency of an individual toward risk, and readiness to change. Second, the mental–cognitive dimension relates to the individual’s potential for critical, creative, and systemic thinking. It conveys information about the ability to accept a change and proactively adapt to its consequences. Lastly, the psycho-physical dimension concerns the interaction of physical and mental processes, states, and phenomena. The main objective of the research was to determine the Global X-tream index, which is applicable for the prompt identification of the qualities of human resources for a specific corporate HR system. The study consisted of 236 respondents, who graduated and successfully completed special courses with applied X-tream methodology. It enables the creation of conditions that enable detecting and evaluating the above-mentioned basic three-dimensional and multi-parametric indicators related to the performance of individuals in a corporate environment. The paper introduces the individual indices, which were used as a basis for the definition of the global X-tream index.


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