Design of Believable Intelligent Virtual Agents

Author(s):  
Pilar Herrero ◽  
Ricardo Imbert

Virtual environments (VEs) have a set of characteristics that make them hard to be designed and implemented: distributed nature, high-level graphical design, technology novelty, and so forth. Because of the criticism or the repetitiveness of some roles played in them, some of the characters of the VEs usually must be automated. The risk is to pay a too high price, losing attractiveness, usability, or believability. The solution proposed in this chapter is to control the automated avatars by associating them with software agents, becoming intelligent virtual agents (IVAs). With this aim, an architecture to manage the perception and cognition of the agent is described. On one hand, the perceptual module of this architecture consists of a human-like model, based on one of the most successful awareness models in computer-supported cooperative work (CSCW), called the Spatial Model of Interaction (SMI). On the other hand, the cognitive module proposes an easy-to-configure structure, providing it with the precise mechanisms to exhibit reactive, deliberative or, even, more sophisticated social behaviors, incrementing the believability of the IVA in the VE.

2005 ◽  
Vol 14 (4) ◽  
pp. 423-433
Author(s):  
Pilar Herrero ◽  
Chris Greenhalgh ◽  
Angélica de Antonio

An important property of intelligent virtual agents (IVAs) and multiintelligent virtual agents systems (mIVAS) is their capability to acquire/perceive information from their environment. In this paper we present an auditory perceptual model for IVAs and mIVAS, which extends and reinterprets the key concepts of one of the awareness models developed for computer supported cooperative work (CSCW) applications, the spatial model of interaction (SMI). This perceptual model also introduces some factors typical of human perception—such as auditory acuity—as well as others associated with the sound source and its propagation with the aim of making perception in this kind of system more humanlike.


Author(s):  
Graciela Lara López

Currently, virtual reality (VR) is a computer technology that is growing in terms of developments and discoveries. Virtual reality has been introduced in different areas due to the growing interest it has caused in people. The development of applications with virtual reality is increasingly varied, covering activities, tasks, or processes of everyday life in the fields of industry, education, medicine, tourism, art, entertainment, design, and modeling of objects, among others. This chapter will focus on describing the latest advances and developments in virtual reality within the scope of representing reality in the process of locating objects. With the support of virtual environments and intelligent virtual agents, the author has managed to develop a computational model that generates indications in natural language, for the location of objects considering spatial and cognitive aspects of the users.


1988 ◽  
Vol 17 (254) ◽  
Author(s):  
Pål Sørgaard

<p>The author's Ph.D. Thesis has been written as six separate papers or reports, where this paper is the overview paper. The main purpose with this paper is to provide the necessary glue needed to bind the other parts together as one coherent product. The other products are:</p><p> </p><ol> <li> A Cooperative work perspective on use and development of computer artifacts -- DAIMI PB-234 </li><li> A framework for computer supported cooperative work -- DAIMI PB-253 </li><li> Transaction supporting systems and organisational change -- DAIMI PB-248 </li><li> Object oriented programming and computerised shared material -- DAIMI PB-247 </li><li> Programming environments and system development environments -- DAIMI PB-252 </li></ol>


1995 ◽  
Vol 4 (4) ◽  
pp. 364-386 ◽  
Author(s):  
Steve Benford ◽  
John Bowers ◽  
Lennart E. Fahlén ◽  
Chris Greenhalgh ◽  
John Mariani ◽  
...  

We explore the issue of supporting cooperative work using networked virtual reality. This exploration covers three major themes: supporting communication and awareness, structuring space, and embodying users. Correspondingly, three sets of concepts are introduced. The first is a spatial model of interaction, which defines the mechanisms of aura, awareness, focus, nimbus, and adapters to allow the inhabitants of virtual environments to flexibly manage their communication across a number of media. The second is a set of techniques for constructing Populated Information Terrains (PITS), abstract data spaces that support the cooperative browsing of information. The third is a set of design issues for virtual bodies. Each set of concepts is illustrated with a discussion of prototype applications implemented within our own DIVE and MASSIVE networked virtual reality systems.


2008 ◽  
Vol 23 (4) ◽  
pp. 369-388 ◽  
Author(s):  
Francisco Grimaldo ◽  
Miguel Lozano ◽  
Fernando Barber ◽  
Guillermo Vigueras

AbstractThe simulation of synthetic humans inhabiting virtual environments is a current research topic with a great number of behavioral problems to be tackled. Semantical virtual environments (SVEs) have recently been proposed not only to ease world modeling but also to enhance the agent–object and agent–agent interaction. Thus, we propose the use of ontologies to define the world’s knowledge base and to introduce semantic levels of detail that help the sensorization of complex scenes—containing lots of interactive objects. The object taxonomy also helps to create general and reusable operativity for autonomous characters—for example, liquids can be poured from containers such as bottles. On the other hand, we use the ontology to define social relations among agents within an artificial society. These relations must be taken into account in order to display socially acceptable decisions. Therefore, we have implemented a market-based social model that reaches coordination and sociability by means of task exchanges. This paper presents a multi-agent framework oriented to simulate socially intelligent characters in SVEs. The framework has been successfully tested in three-dimensional (3D) dynamic scenarios while simulating a virtual university bar, where groups of waiters and customers interact with both the objects in the scene and the other virtual agents, finally displaying complex social behaviors.


2004 ◽  
Vol 13 (03) ◽  
pp. 593-621 ◽  
Author(s):  
G. ANASTASSAKIS ◽  
T. PANAYIOTOPOULOS

Combination of logic-based artificial intelligence with virtual reality in intelligent agent systems is an approach not extensively sought after to date. It is our belief that significant gain is to be expected if the technical challenges involved are overcome. In this paper, we describe the mVlTAL intelligent agent system, which is our latest effort towards this direction. The system is a contemporary intelligent agent system with applications in numerous areas, including intelligent virtual environments and formal artificial intelligence research. The system focuses largely on logic-based approaches, which are present in almost every aspect of it, including modeling, knowledge representation, definition of agent behaviors and inter-agent communication. In addition, virtual manifestation of the world and agents is also an inherent characteristic of the system. The system, even if still in a development and evaluation stage, has already been employed in experimental and educational applications, demonstrating the potential benefits of such an approach.


1989 ◽  
Vol 17 (253) ◽  
Author(s):  
Pål Sørgaard

<p>A conceptual framework for computer supported cooperative work is presented. A distinction is made between the context of the work, the use situation (which is a part of the context), and the computer system. The context of the work refers to the totality of the work: the kind of work, its organisation, etc. Cooperative work is seen as an aspect of the context of the work. The use situation is more delimited, it is the work situation(s) where the computer system actually is used.</p><p>The use relation is defined to be the relation between the context of the work, including the use situation, and the computer system. Computer supported cooperative work is defined as a quality of this relation. This quality is obtained when the computer system is used in such a way that the cooperative aspects of the work are supported. This definition denies that computer supported cooperative work should be seen as a property of the context of the work or of the computer system alone.</p><p>The use relation can be of many kinds. Three use relations: medium, shared material, and tool are of special interest to computer supported cooperative world.</p><p>Two applications of the framework are pointed at. One is its use in analysis when computer support for cooperative work is to be developed. The other is its application as a relevance criterion for research in computer supported cooperative work.</p>


1970 ◽  
Vol 1 (2) ◽  
pp. 34-36
Author(s):  
Mehedi Imam

In Bangladesh, demand for judicial independence in practice has been a much debated issue and the demand is fulfilled but expectation of people is not only limited to have an independent judiciary but to have an impartial system and cadre of people, which will administer justice rationally being free from fear or force. The independence of judiciary and the impartial judicial practice are related concepts, one cannot sustain without the other and here existence as well as the need of practicing impartiality is well recognized. But the art of practicing impartiality does not develop overnight as it’s related to development of one’s attitude. It takes a considerable time resulting from understanding, appreciating and acknowledging the moral values, ethics and professional responsibility. The judiciary includes Judges, Advocates mostly who are expected to demonstrate a high level of moral values and impartiality towards people seeking justice and ‘rule of law’. This is true that bench officers and clerks are also part of the process to ensure rule of law with same level of participation by the law enforcing agencies such as police. However the paper includes only those who either join judiciary as Judge/Magistrate or Advocate to explore level and extent of ethical knowledge they receive being key role players of the system. DOI: http://dx.doi.org/10.3329/bioethics.v1i2.9628 Bangladesh Journal of Bioethics 2010; 1(2): 34-36


Author(s):  
Charlotte P. Lee ◽  
Kjeld Schmidt

The study of computing infrastructures has grown significantly due to the rapid proliferation and ubiquity of large-scale IT-based installations. At the same time, recognition has also grown of the usefulness of such studies as a means for understanding computing infrastructures as material complements of practical action. Subsequently the concept of “infrastructure” (or “information infrastructures,” “cyberinfrastructures,” and “infrastructuring”) has gained increasing importance in the area of Computer-Supported Cooperative Work (CSCW) as well as in neighboring areas such as Information Systems research (IS) and Science and Technology Studies (STS). However, as such studies have unfolded, the very concept of “infrastructure” is being applied in different discourses, for different purposes, in myriad different senses. Consequently, the concept of “infrastructure” has become increasingly muddled and needs clarification. The chapter presents a critical investigation of the vicissitudes of the concept of “infrastructure” over the last 35 years.


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