Academic literature on the topic 'Agenti virtuali'

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Journal articles on the topic "Agenti virtuali"

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Schmidt, Susanne, Oscar Ariza, and Frank Steinicke. "Intelligent Blended Agents: Reality–Virtuality Interaction with Artificially Intelligent Embodied Virtual Humans." Multimodal Technologies and Interaction 4, no. 4 (November 27, 2020): 85. http://dx.doi.org/10.3390/mti4040085.

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Intelligent virtual agents (VAs) already support us in a variety of everyday tasks such as setting up appointments, monitoring our fitness, and organizing messages. Adding a humanoid body representation to these mostly voice-based VAs has enormous potential to enrich the human–agent communication process but, at the same time, raises expectations regarding the agent’s social, spatial, and intelligent behavior. Embodied VAs may be perceived as less human-like if they, for example, do not return eye contact, or do not show a plausible collision behavior with the physical surroundings. In this article, we introduce a new model that extends human-to-human interaction to interaction with intelligent agents and covers different multi-modal and multi-sensory channels that are required to create believable embodied VAs. Theoretical considerations of the different aspects of human–agent interaction are complemented by implementation guidelines to support the practical development of such agents. In this context, we particularly emphasize one aspect that is distinctive of embodied agents, i.e., interaction with the physical world. Since previous studies indicated negative effects of implausible physical behavior of VAs, we were interested in the initial responses of users when interacting with a VA with virtual–physical capabilities for the first time. We conducted a pilot study to collect subjective feedback regarding two forms of virtual–physical interactions. Both were designed and implemented in preparation of the user study, and represent two different approaches to virtual–physical manipulations: (i) displacement of a robotic object, and (ii) writing on a physical sheet of paper with thermochromic ink. The qualitative results of the study indicate positive effects of agents with virtual–physical capabilities in terms of their perceived realism as well as evoked emotional responses of the users. We conclude with an outlook on possible future developments of different aspects of human–agent interaction in general and the physical simulation in particular.
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Nelson, Kay M., Alex Kogan, Rajendra P. Srivastava, Miklos A. Vasarhelyi, and Hai Lu. "Virtual auditing agents: the EDGAR Agent challenge." Decision Support Systems 28, no. 3 (May 2000): 241–53. http://dx.doi.org/10.1016/s0167-9236(99)00088-3.

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Voth, D. "Practical agents help out [virtual agent system." IEEE Intelligent Systems 20, no. 2 (March 2005): 4–6. http://dx.doi.org/10.1109/mis.2005.35.

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Tanaka, Hiroki, and Satoshi Nakamura. "The Acceptability of Virtual Characters as Social Skills Trainers: Usability Study." JMIR Human Factors 9, no. 1 (March 29, 2022): e35358. http://dx.doi.org/10.2196/35358.

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Background Social skills training by human trainers is a well-established method to provide appropriate social interaction skills and strengthen social self-efficacy. In our previous work, we attempted to automate social skills training by developing a virtual agent that taught social skills through interaction. Previous research has not investigated the visual design of virtual agents for social skills training. Thus, we investigated the effect of virtual agent visual design on automated social skills training. Objective The 3 main purposes of this research were to investigate the effect of virtual agent appearance on automated social skills training, the relationship between acceptability and other measures (eg, likeability, realism, and familiarity), and the relationship between likeability and individual user characteristics (eg, gender, age, and autistic traits). Methods We prepared images and videos of a virtual agent, and 1218 crowdsourced workers rated the virtual agents through a questionnaire. In designing personalized virtual agents, we investigated the acceptability, likeability, and other impressions of the virtual agents and their relationship to individual characteristics. Results We found that there were differences between the virtual agents in all measures (P<.001). A female anime-type virtual agent was rated as the most likeable. We also confirmed that participants’ gender, age, and autistic traits were related to their ratings. Conclusions We confirmed the effect of virtual agent design on automated social skills training. Our findings are important in designing the appearance of an agent for use in personalized automated social skills training.
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Aylett, R., and D. Ballin. "Guest editorial — Applying agent technology to Virtual Reality: Intelligent virtual agents." Virtual Reality 5, no. 2 (June 2000): 55–56. http://dx.doi.org/10.1007/bf01424336.

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Bosse, Stefan, and Uwe Engel. "Real-Time Human-In-The-Loop Simulation with Mobile Agents, Chat Bots, and Crowd Sensing for Smart Cities." Sensors 19, no. 20 (October 9, 2019): 4356. http://dx.doi.org/10.3390/s19204356.

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Modelling and simulation of social interaction and networks are of high interest in multiple disciplines and fields of application ranging from fundamental social sciences to smart city management. Future smart city infrastructures and management are characterised by adaptive and self-organising control using real-world sensor data. In this work, humans are considered as sensors. Virtual worlds, e.g., simulations and games, are commonly closed and rely on artificial social behaviour and synthetic sensor information generated by the simulator program or using data collected off-line by surveys. In contrast, real worlds have a higher diversity. Agent-based modelling relies on parameterised models. The selection of suitable parameter sets is crucial to match real-world behaviour. In this work, a framework combining agent-based simulation with crowd sensing and social data mining using mobile agents is introduced. The crowd sensing via chat bots creates augmented virtuality and reality by augmenting the simulated worlds with real-world interaction and vice versa. The simulated world interacts with real-world environments, humans, machines, and other virtual worlds in real-time. Among the mining of physical sensors (e.g., temperature, motion, position, and light) of mobile devices like smartphones, mobile agents can perform crowd sensing by participating in question–answer dialogues via a chat blog (provided by smartphone Apps or integrated into WEB pages and social media). Additionally, mobile agents can act as virtual sensors (offering data exchanged with other agents) and create a bridge between virtual and real worlds. The ubiquitous usage of digital social media has relevant impact on social interaction, mobility, and opinion-making, which has to be considered. Three different use-cases demonstrate the suitability of augmented agent-based simulation for social network analysis using parameterised behavioural models and mobile agent-based crowd sensing. This paper gives a rigorous overview and introduction of the challenges and methodologies used to study and control large-scale and complex socio-technical systems using agent-based methods.
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Maestro-Prieto, Jose Alberto, Sara Rodríguez, Roberto Casado, and Juan Manuel Corchado. "Agent organisations: from independent agents to virtual organisations and societies of agents." ADCAIJ: Advances in Distributed Computing and Artificial Intelligence Journal 9, no. 4 (December 12, 2020): 55–70. http://dx.doi.org/10.14201/adcaij2020945570.

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Real world applications using agent-based solutions can include many agents that needs communicate and interact each other in order to meet their objectives. In open multi-agent systems, the problems may include the organisation of a large number of agents that may be heterogeneous, of unpredictable provenance and where competitive behaviours or conflicting objectives may occur. An overview of the alternatives for dealing with these problems is presented, highlighting the way they try to solve or mitigate these problems.
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Randhavane, Tanmay, Aniket Bera, and Dinesh Manocha. "F2FCrowds: Planning Agent Movements to Enable Face-to-Face Interactions." Presence: Teleoperators and Virtual Environments 26, no. 2 (May 1, 2017): 228–46. http://dx.doi.org/10.1162/pres_a_00294.

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The simulation of human behaviors in virtual environments has many applications. In many of these applications, situations arise in which the user has a face-to-face interaction with a virtual agent. In this work, we present an approach for multi-agent navigation that facilitates a face-to-face interaction between a real user and a virtual agent that is part of a virtual crowd. In order to predict whether the real user is approaching a virtual agent to have a face-to-face interaction or not, we describe a model of approach behavior for virtual agents. We present a novel interaction velocity prediction (IVP) algorithm that is combined with human body motion synthesis constraints and facial actions to improve the behavioral realism of virtual agents. We combine these techniques with full-body virtual crowd simulation and evaluate their benefits by conducting a user study using Oculus HMD in an immersive environment. Results of this user study indicate that the virtual agents using our interaction algorithms appear more responsive and are able to elicit more reaction from the users. Our techniques thus enable face-to-face interactions between a real user and a virtual agent and improve the sense of presence observed by the user.
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Zhang, Hao Lan, Clement H. C. Leung, and Gitesh K. Raikundalia. "Matrix-agent framework: A virtual platform for multi-agents." Journal of Systems Science and Systems Engineering 15, no. 4 (December 2006): 436–56. http://dx.doi.org/10.1007/s11518-006-5028-0.

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Pérez Marco, Joaquín, Francisco José Serón Arbeloa, and Eva Cerezo Bagdasari. "Combining cognition and emotion in virtual agents." Kybernetes 46, no. 06 (June 5, 2017): 933–46. http://dx.doi.org/10.1108/k-11-2016-0340.

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Purpose The paper aims to explain the limitations of existing cognitive architectures and affective models, and propose a new cognitive-affective architecture that can be integrated in real intelligent agents to make them more realistic and believable. Design/methodology/approach The paper evaluates the state of the art, and describes the design and implementation of the cognitive-affective architecture in an agent. A brief evaluation of the agent is provided. Findings The paper clearly states that it is possible to use cognitive architectures to help, but there is a lack of architectures that address the problem of combining cognition and emotion in agents in a unified, simplified way. A cognitive-affective architecture is useful to make believable intelligent agents in an easier way. Research limitations/implications The paper does not explore a lot of possible future work that can be done to extend the emotional expressions of the agent, as well as including direct emotional-sensing capabilities in real time. Practical implications The paper argues about the need to include cognitive-affective architectures in modern intelligent agents. The architecture allows to influence and modify the behavior of the agent in real time, to achieve a more realistic and believable interaction with the user. Social implications The paper remarks the importance of a cognitive-affective architecture that makes intelligent agents able to help the users in different tasks and environments. Originality/value The paper describes a new cognitive-affective architecture and its utility for modern intelligent agents. This is proven by including it in a previous agent, which boosts its behavior and emotional expression possibilities and thus improves user experience.
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Dissertations / Theses on the topic "Agenti virtuali"

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FERRARI, AMBRA. "DIGITAL HUMANITY. Do Users' Gaming Habits Affect the Perceived Human-Likeness of Virtual Agents in a Simulated Human Interaction?" Doctoral thesis, Università degli Studi di Milano-Bicocca, 2021. http://hdl.handle.net/10281/315494.

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Gli agenti virtuali sono sempre più utilizzati come mentori nelle interazioni umane simulate che formano all’utilizzo di strategie di comunicazione efficaci. Tuttavia, replicare un livello di somiglianza umana soddisfacente rimane una sfida. In particolare, l'effetto Uncanny Valley si riferisce alla spiacevole sensazione provata dall’utente che interagisce con un Agente Virtuale dall’aspetto non del tutto realistico (Seyama & Nagayama, 2007). La letteratura ha descritto diversi fattori intervenienti, comprese le caratteristiche statiche e dinamiche dell'Agente, ma anche differenze individuali nel grado di predisposizione ad antropomorfizzare un Agente (ad esempio, Epley, Waytz, & Cacioppo, 2007; Kätsyri, Förger, Mäkäräinen e Takala, 2015). Negli ultimi decenni, i videogiochi hanno rappresentato una fonte di intrattenimento per un numero crescente di persone e l'obiettivo di questa tesi è stato quello di confermare se le abitudini di gioco potessero essere considerate tra i fattori intervenienti. L'industria dei videogiochi ha guidato l'innovazione tecnologica che consente la sintesi vocale e facciale ad alta fedeltà di Agenti Virtuali in prodotti di intrattenimento. Tali tecnologie spesso non sono disponibili per i laboratori di ricerca più piccoli che fanno affidamento su risorse limitate. Pertanto, la presente tesi ha esplorato anche la possibilità di individuare elementi essenziali che non richiedono interventi costosi in termini di denaro e tempo ma che possono aumentare la percezione della qualità dell’Agente Virtuale. Oggetto principale di questa tesi è stato ENACT (Marocco, Pacella, Dell'Aquila, & Di Ferdinando, 2015), un'interazione umana simulata online per la formazione di strategie di negoziazione. In ENACT, i partecipanti hanno cinque turni di conversazione con un agente virtuale che comunica attraverso una combinazione di quattro diverse espressioni facciali, 24 gesti e 10 diverse posture del corpo e direzioni dello sguardo. La presente tesi comprende due studi sperimentali, che esplorano l'efficacia dell’implementazione di funzionalità a basso budget negli Agenti Virtuali, i.e., battiti di ciglia casuali (blinking) e una comunicazione vocale non semantica (gibberish) che accompagni la comunicazione scritta. Due campioni, rispettivamente, di 50 e 60 partecipanti maschi, tutti di età compresa tra i 18 ei 35 anni, sono stati reclutati e preliminarmente suddivisi in giocatori abituali e non abituali in base alle loro ore di gioco settimanali medie. Una volta assegnati in modo casuale al gruppo sperimentale o di controllo, i partecipanti hanno interagito con l'Agente virtuale e hanno completato i questionari relativi alla sua valutazione e alla qualità percepita di ENACT come prodotto educativo. I risultati indicano che la semplice introduzione di battiti di ciglia in momenti casuali dell'interazione con un agente virtuale sembra influenzare moderatamente la percezione dell'utente del realismo dell’Agente. Inoltre, nei casi in cui i moderni motori vocali di sintesi vocale non sono disponibili, sembra consigliabile fare affidamento su una forma di comunicazione di solo testo per gli agenti virtuali invece di una comunicazione basata su incomprensioni. I risultati suggeriscono anche che le abitudini di gioco potrebbero avere un ruolo di mediazione nella percezione delle qualità degli agenti virtuali. Tuttavia, le abitudini di gioco potrebbero non semplicemente imporre standard più elevati ai giocatori, i quali, invece, potrebbero sperimentare la zona del "troppo reale per il comfort" in modo diverso, assegnando di conseguenza diversi standard sociali attesi e aspettative normative agli agenti virtuali con cui interagiscono. Tali risultati confermano che la percezione della somiglianza umana di un Agente è una questione complessa e dimensionale, e quindi la necessità di includere la precedente alfabetizzazione di gioco nei fattori che intervengono nella percezione della stranezza.
Virtual Agents have been increasingly used as deliverers of notions in Simulated Human Interactions training effective communication strategies. Nevertheless, replicating the level of human-likeness required to "convince users (…) that a virtual human is the real thing" (Ruhland et al., 2015) remains a challenge. In particular, the Uncanny Valley effect refers to the observer's unpleasant impression of a virtual being with an almost, but not entirely, realistic human form (Seyama & Nagayama, 2007). Previous literature has described several intervening factors in the perception of uncanniness, including the Agent's static and dynamic features, but also individual differences in the degree of predisposition to anthropomorphize an Agent (e.g., Epley, Waytz, & Cacioppo, 2007; Kätsyri, Förger, Mäkäräinen, & Takala, 2015). During the last decades, video games have been representing an entertainment source for a growing number of people, and this dissertation's objective has been to confirm whether game habits might be considered among intervening factors. The video game industry has been driving technological innovation allowing for high-fidelity face and voice synthesis of Virtual Agents in Entertainment products. Such technologies are often not available to smaller research laboratories relying on limited resources. Therefore, the present dissertation has also explored the possibility of identifying "easy wins" on the short development run, essential elements that do not require expensive interventions in terms of money and time but can increase the perception of the Virtual Agent's quality. ENACT (Marocco, Pacella, Dell'Aquila, & Di Ferdinando, 2015), an online Simulated Human Interaction for the training of Negotiation strategies, has been used as the main object of this dissertation. In ENACT, trainees take five conversation turns with a Virtual Agent that communicates through a combination of four different facial expressions, 24 gestures, and ten different body postures and gaze directions. The present dissertation includes two experimental studies, exploring the effectiveness of low budget implementations of Virtual Agent’s features, i.e., random eye blinks and spoken gibberish accompanying written communication. Two samples of, respectively, 50 and 60 male participants, all aged between 18 and 35, have been recruited and preliminarily divided into habitual video game players and non-habitual video game players according to their mean weekly gameplay hours. Once randomly assigned to the experimental or control group, participants interacted with the Virtual Agent and completed the questionnaires related to its uncanniness evaluation and ENACT's perceived quality as an educational product. Results indicate that the mere introduction of eye blinks in random moments of the interaction with a Virtual Agent seems to moderately affect the user's perception of the Agents' realism. Moreover, in cases when modern text-to-speech voice engines are not available, it seems advisable to rely on a text-only form of communication for Virtual Agents instead of a gibberish-based communication. Results also suggest that video game habits might have a mediating role in the perception of Virtual Agents' qualities. Nevertheless, game habits might not simply posit higher standards to players but, instead, they might experience the "too real for comfort" zone differently, consequently assigning different expected social standards and normative expectations to Virtual Agents they interact with. Such results confirm that the perception of an Agent's human-likeness is a complex and dimensional matter, therefore including previous gaming literacy into the factors intervening in the perception of uncanniness.
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Lala, Divesh. "The design and implementation of dynamic interactive agents in virtual basketball." 京都大学 (Kyoto University), 2015. http://hdl.handle.net/2433/199434.

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Schanche, Anders. "Human - Virtual Agent Interaction." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-17181.

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This thesis was carried out at Imagination Studios in Uppsala. IMS is a motion capture studio that alsodoes animation. Motion capture is the capturing of (generally) human motions to make 3Danimations look more realistic. In motion capture, the actors have to imagine the scene. The goal ofthis thesis is to help the motion capture actor by creating a tool that lets the actor interact with avirtual agent that represents his acting partner. Scenarios and a video sketch were created todescribe how the interaction can work. The Microsoft Kinect is used to capture the motions of theactor and recognize gestures. These gestures are then responded to by a virtual agent that isdisplayed in a 3D environment created in the Unreal Development Kit. Programming was done in C++and UnrealScript to make this solution work. Motions were recorded and applied to the virtual agentto create realistic animations that are played in response to the actor's gestures. The final product isan interactive application that can be used to immerse a person in an acting scenario.
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Trescak, Tomás. "Intelligent Generation and Control of Interactive Virtual Worlds." Doctoral thesis, Universitat Autònoma de Barcelona, 2012. http://hdl.handle.net/10803/117675.

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Esta tesis aboga por el uso de los mundos virtuales como una tecnología de futuro en el dominio de los mundos virtuales serios, en particular en aplicaciones e-­‐* (e-­‐learning, e-­‐commerce, e-­‐ government) y en simulaciones sociales. En estas aplicaciones, el entorno virtual 3D está poblado por un gran número de habitantes que pueden ser humanos o avatares controlados por agentes virtuales inteligentes que se involucran en interacciones complejas con su entorno y con los demás participantes. Un problema importante que impide la adopción generalizada de la tecnología de mundos virtuales en estos dominios es que, en general, los mundos virtuales son difíciles de construir y se tiene que emplear un gran esfuerzo en el diseño del entorno virtual 3D y en la programación de los agentes virtuales; pero es aún más difícil asegurar la validez de las interacciones de forma que se prevengan comportamientos no permitidos. Para abordar este problema, hemos desarrollado una solución integral que automatiza el diseño de estos mundos virtuales y de su población. Nuestro enfoque se basa en la utilización de las instituciones virtuales, que son mundos virtuales que regulan las interacciones de sus participantes. El enfoque principal de esta tesis está en explicar cómo los métodos existentes de especificación formal de las instituciones virtuales se pueden extender para traducir automáticamente la especificación institucional en un entorno interactivo 3D utilizando el enfoque de las gramáticas de formas (Shape Grammars) y para poblar, de forma también automática, este tipo de entornos con agentes virtuales. Las gramáticas de formas son una técnica visual potente para la generación de diseños 2D y 3D, pero el trabajo realizado hasta el momento en esta área no se adecua a las características de nuestro problema. Por lo tanto, en esta tesis hemos extendido los trabajos realizados en este campo y hemos desarrollado el framework “Shape Grammar Interpreter”, que se ocupa de las limitaciones de las soluciones existentes. Hemos utilizado este framework para el desarrollo del concepto de Virtual World Grammar, que es un subconjunto de las gramáticas de formas dirigido a la generación automática de mundos virtuales normativos. Como resultado de esta tesis, la Virtual World Grammar ha sido formalizada e implementada en un entorno de desarrollo que no sólo permite la generación automática de mundos virtuales normativos, sino también su implementación independiente de la plataforma (utilizando VIXEE, la infraestructura que se ha desarrollado como una parte importante de esta tesis). Otra contribución de esta tesis es el desarrollo de un mecanismo de generación automática de un gran número de agentes de software. Estos agentes son capaces de realizar interacciones inteligentes con objetos 3D dentro del entorno. Además, estos agentes son capaces de colaborar con avatares controlados por humanos, facilitar la resolución de sus problemas y asegurar que todas sus acciones se adhieren de forma estricta a las normas sociales de la institución. Para ello, hemos desarrollado un modelo general de agente virtual que permite situar a un agente en un mundo virtual normativo, generar sus propios objetivos en función de sus necesidades fisiológicas y psicológicas, así como generar dinámicamente los planes para satisfacer estos objetivos mediante la especificación institucional subyacente. Para ilustrar la utilidad de los métodos y técnicas desarrolladas en esta tesis, hemos aplicado éstas al campo de la simulación histórica, recreando la vida de la ciudad de Uruk. Hemos mostrado cómo nuestro enfoque permite crear un gran número de agentes diversos tanto en aspectos visuales como de comportamiento, así como la generación dinámica de los alimentos, herramientas y otros elementos que se utilizan para satisfacer sus objetivos, mientras actúan de forma correcta, históricamente hablando.
This thesis advocates the use of non-­‐gaming virtual worlds as a significant future technology for the domain of ``serious games’’ and in particular e-­‐* applications (e-­‐ learning, e-­‐commerce, e-­‐government) and social simulations. In such systems, a 3D virtual environment is populated by a large number of inhabitants that can be either human-­‐ controlled avatars or intelligent virtual agents who engage in complex interactions with their virtual environment and other participants. One significant problem that impedes wide adoption of the virtual worlds technology for these problem domains is that virtual worlds in general are difficult to build, and significant effort has to be put into designing the 3D virtual environment and programming virtual agents; but it is even harder to ensure the validity of participant so that unauthorized behavior can be prevented. To address this problem, we have developed a comprehensive technological solution that automates the design of such virtual worlds and its population with virtual agents. Our approach is based on the utilization of virtual institutions, which are virtual worlds with normative regulation of participant interactions. The key focus of the thesis is on explaining how existing methods of formal specification of virtual institutions can be extended to automatically translate the institutional specification into an interactive 3D environment using the shape grammars approach and automatically populating such environments with virtual agents. Shape grammars represent a powerful visual technique for creating procedural 2D and 3D designs, but existing work was not immediately suitable for our problem. Thus, we have extended existing work and developed the Shape Grammar Interpreter framework, which addresses the limitations of existing solutions. This framework was further utilized for developing the concept of Virtual World Grammar, which is a sub-­‐set of shape grammars targeting automatic generation of normative virtual worlds. As the result of this dissertation, Virtual Worlds Grammars constitute a strong formalization and a development environment not only enabling automatic generation of normative virtual worlds, but also their platform independent deployment (using the VIXEE infrastructure that has been developed as an important part of this dissertation). Another significant contribution of this thesis is developing a mechanism of automatic population of the generated environments with large numbers of software agents, which are capable of intelligent interactions with 3D objects placed in the environment. Moreover, these agents are able to collaborate with human-­‐controlled avatars, facilitate their problem-­‐solving and ensure that all their actions strictly adhere to social norms of the given institution. For this purpose, we have developed a general-­‐purpose virtual agent model that enables an agent to be situated within any normative virtual world, generate its own goals based on its current physiological and psychological needs, as well as to dynamically generate plans for satisfying these goals using the underlying institutional specification. To illustrate the usefulness of the developed technology, we have applied it to the domain of historical simulation, where we show how virtual world grammars and automatically generated virtual agents can be used for re-­‐enacting everyday life of ancient people in one of humanity's first cities, the city of Uruk. We showed how our approach allows to create a large number of visually and behaviorally diverse agents, as well as dynamically generating food, tools and other items that they can utilize to satisfy their goals, while acting in a historically correct way.
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Lebrun, Yoann. "Architecture multi-agent pour la gestion d'objets tangibles et virtuels sur Table Interactive." Phd thesis, Université de Valenciennes et du Hainaut-Cambresis, 2012. http://tel.archives-ouvertes.fr/tel-00718624.

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Les recherches menées par le travail de thèse visent à proposer une nouvelle architecture multi-agent pour la conception d'applications sur de nouvelles plateformes de communication telles que les tables interactives. Les systèmes Multi-Agents sont utilisés depuis de nombreuses années et peuvent répondre aux problématiques de telles plateformes. Dans notre contexte, nous avons défini les interactions et les comportements d'agents hétérogènes (virtuels et tangibles), qui évoluent simultanément sur une même surface interactive.Nous avons défini une typologie des agents, utilisés dans le cadre de plateformes interactives, en fonction d'un ensemble de critères permettant d'analyser les caractéristiques logicielles et technologiques (système de capture, affichage, etc.) employées sur ces nouveaux supports. Nous proposons de modéliser les comportements élémentaires nécessaires à la description du problème (interactions éventuelles de plusieurs utilisateurs, utilisation d'objets, visualisation de l'environnement et des agents simulés, traitement des messageséchangés, etc.), lesquels sont représentés par des rôles joués simultanément par un ou plusieurs agents selon un ensemble de prérequis. La réflexion proposée a conduit à la construction d'une architecture multi-agent, laquelle a été appliquée sur la table interactive TangiSense (intégrant une technologie RFID). Nous illustrons et nous validons notre propos à l'aide d'une application, un simulateur de trafic routier.
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Vinayagamoorthy, Vinoba. "Participant responses to virtual agents in immersive virtual environments." Thesis, University College London (University of London), 2006. http://discovery.ucl.ac.uk/1445140/.

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This thesis is concerned with interaction between people and virtual humans in the context of highly immersive virtual environments (VEs). Empirical studies have shown that virtual humans (agents) with even minimal behavioural capabilities can have a significant emotional impact on participants of immersive virtual environments (IVEs) to the extent that these have been used in studies of mental health issues such as social phobia and paranoia. This thesis focuses on understanding the impact on the responses of people to the behaviour of virtual humans rather than their visual appearance. There are three main research questions addressed. First, the thesis considers what are the key nonverbal behavioural cues used to portray a specific psychological state. Second, research determines the extent to which the underlying state of a virtual human is recognisable through the display of a key set of cues inferred from the behaviour of real humans. Finally, the degree to which a perceived psychological state in a virtual human invokes responses from participants in immersive virtual environments that are similar to those observed in the physical world is considered. These research questions were investigated through four experiments. The first experiment focused on the impact of visual fidelity and behavioural complexity on participant responses by implementing a model of gaze behaviour in virtual humans. The results of the study concluded that participants expected more life-like behaviours from more visually realistic virtual humans. The second experiment investigated the detrimental effects on participant responses when interacting with virtual humans with low behavioural complexity. The third experiment investigated the differences in responses of participants to virtual humans perceived to be in varying emotional states. The emotional states of the virtual humans were portrayed using postural and facial cues. Results indicated that posture does play an important role in the portrayal of affect however the behavioural model used in the study did not fully cover the qualities of body movement associated with the emotions studied. The final experiment focused on the portrayal of affect through the quality of body movement such as the speed of gestures. The effectiveness of the virtual humans was gauged through exploring a variety of participant responses including subjective responses, objective physiological and behavioural measures. The results show that participants are affected and respond to virtual humans in a significant manner provided that an appropriate behavioural model is used.
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Lucca, Ricardo Rodrigues. "MARO : um modelo de emoções usando ontologia." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/108987.

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Este trabalho apresenta um framework que permite a programação de agentes capazes de perceberem seus próprios estados emocionais. O framework foi desenvolvido em Java com base na plataforma multi-agente Jason, estendendo a base de crenças de agentes Jason a fim de utilizar a ontologia afetiva desenvolvida. Além disso, o ambiente foi construído a partir de uma base de conhecimento que descreve rotinas em ambientes simulados. Um mecanismo de avaliação das emoções baseando-se nas anotações dos objetos foi construído apoiado por uma ontologia de preferência sobre essas anotações. Dessa forma, aplicações de entretenimento poderiam utilizar o sistema ou as bases de conhecimento apresentadas para diferentes propósitos. A criação de um mapa onde os personagens atuam, e a criação da rotina de cada personagem e suas preferências são alguns exemplos de utilizações. Para validação do framework desenvolvido, dois exemplos foram construídos. O primeiro utilizou a maior parte dos grupos afetivos da ontologia proposta, com a finalidade principal de demonstrar o modelo implementado. Já o segundo usa apenas um grupo emotivo e serve para demonstrar a utilização conjunta de todas as ontologias apresentadas.
This work presents a framework built on top of the Jason platform (BORDINI et al., 2004) to allow the development of software agents that have emotional states. The framework was developed in Java and extends the belief base of Jason agents so as to use an ontology for the OCC affective model (ORTONY; COLLINS; CLORE, 1988) that has been created as part of this work. The developed belief base allows an agent to perceive its own emotions throw inferring new beliefs based on the agent’s appraisal of the state of the environment. In addition, a model of agents’ routine tasks was defined, as was a model for agents’ preferences about aspects of environment, helping automate the ascription of emotional states. Finally, in order to validate the developed framework, two applications were developed. The first demonstrates the use of various different emotions from the affective model and the second uses in a single application all the ontologies and models developed as part of this work.
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Boukhris, Mehdi. "Modélisation et évaluation de la fidélité d'un clone virtuel." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS177/document.

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L'identification des visages est primordiale lors de nos interactions sociales. Ainsi, notre comportement change suite à l'identification de la personne avec laquelle nous interagissons. De plus, les travaux en psychologie et en neurosciences ont observé que le traitement cognitif face à un visage familier diffère de celui que nous avons face à un visage inconnu.D'une autre part, les dernières techniques de rendu 3D et les dernières avancées des scans 3D ont permis la création de visages virtuels photo-réalistes modélisant des personnes réelles existantes. La tendance actuelle pour modéliser des humains virtuels est de se baser sur des techniques d'acquisition de données réelles (issues de scans et de sessions de capture de mouvement). Par conséquent, les recherches et applications en humains virtuels ont connu un intérêt croissant pour ces clones virtuels (des agents ayant un aspect familier ou du moins reconnaissable). Les clones virtuels sont donc de plus en plus répandus dans des interfaces homme-machine et dans l'industrie audio-visuelle.L'étude de la perception et de l'interaction avec des clones virtuels est donc devenue nécessaire pour appréhender la conception et l'évaluation de cette technologie. En effet, très peu d'études se sont penchées sur l'évaluation de la fidélité de ces clones virtuels. L'objectif de cette thèse consiste à explorer cet axe de recherche en examinant le processus de perception de la fidélité d'un visage virtuel, clone d'une personne réelle (que l'on connait ou non).Nos travaux répondent à plusieurs questions de recherche: Quels sont les éléments qui nous permettent d'évaluer la ressemblance du clone virtuel avec son référent? Parmi les multiples possibilités de techniques de rendu, d'animation et d'acquisition de données qu'offre l'informatique graphique, quelle est la meilleure combinaison pour assurer le plus haut degré de fidélité perçue ? L'apparence visuelle n'est cependant qu'une des composantes qui interviennent dans la reconnaissance de personnes familières. Les autres composantes comprennent ainsi l'expressivité mais aussi le traitement des connaissances que nous avons sur cette personne (par exemple sa manière particulière d'évaluer une situation émotionnelle et de l'exprimer via son visage).Nos contributions apportent des éléments de réponse à ces questions à plusieurs niveaux. Nous avons défini un cadre conceptuel identifiant les principaux concepts pertinents pour l'étude de la fidélité d'un visage virtuel. Nous avons aussi étudié l'aspect visuel de la fidélité à travers l'exploration de différentes techniques de rendu. Nous avons étudié dans une autre étape l'impact de la familiarité dans le jugement de la fidélité. Finalement, nous avons proposé un modèle informatique individuel basé sur une approche cognitive des émotions qui permet de guider l'animation expressive du clone virtuel.Ces travaux de thèse ouvrent des perspectives pour la conception et l'amélioration de clones virtuels, mais aussi plus généralement des interfaces homme-machine basées sur des agents expressifs
Face identification plays a crucial role in our daily social interactions. Indeed, our behavior changes according to the identification of the person with whom we interact. Moreover, several studies in Psychology and Neurosciences have observed that our cognitive processing of familiar faces is different from the cognitive processing of unfamiliar faces.Creating photorealistic an animated human-like face of a real person is now possible thanks to recent advances in Computer Graphics and 3D scan systems. Recent rendering techniques are challenging our ability to distinguish between computer generated faces and real human faces. Besides, the current trend to model virtual humans is to involve real data collected using scans and motion capture systems. Research and applications in virtual humans have experienced a growing interest in so-called virtual clones (agents with a familiar aspect or at least recognizable). Virtual clones are therefore increasingly used in human-machine interfaces and in the audiovisual industry. Studies about the perception and interaction with virtual clones are therefore required to better understand how we should design and evaluate this kind of technology. Indeed, very few studies have tried to evaluate virtual clones' fidelity with respect to the original human (hereafter called “the referent”). The main goal of this thesis is to explore this line of research. Our work rises several research questions: What are the features of the virtual clone that enable us to evaluate the resemblance between a virtual clone and its referent? Among several possibilities of rendering, animation and data acquisition techniques offered by Computer Graphics, what is the best combination of techniques to ensure the highest level of perceived fidelity?However, visual appearance is not the only component that is involved in recognizing familiar people. The other components include facial expressiveness but also the possible knowledge that we have about the referent (e.g. his particular way of assessing an emotional situation and expressing it through his face).Our contributions provide answers to these questions at several levels. We define a conceptual framework identifying the key concepts which are relevant for the study of the fidelity of a virtual face. We explore different rendering techniques. We describe an experimental study about the impact of familiarity in the judgment of fidelity. Finally, we propose a preliminary individual computational model based on a cognitive approach of emotions that could drive the animation of the virtual clone.This work opens avenues for the design and improvement of virtual clones, and more generally for the human-machine interfaces based on expressive virtual agents
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Berkovich, Aleksandr 1979. "IVAN : Integrated Virtual Agent Network." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/87189.

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Thesis (M.Eng. and S.B.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2002.
Includes bibliographical references (leaves 70-71).
by Aleksandr Berkovich.
M.Eng.and S.B.
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Rimkus, Edvardas. "ALGORITMŲ INTELEKTUALAUS PROGRAMINIO AGENTO BŪSENAI ATPAŽINTI TYRIMAS." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2006. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20060614_101100-19191.

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In the context of adaptive intellectual learning environment (VLE) possibility of using conceptual clustering algorithms is analyzed, trying to accomplish the ability of software agent to "feel" the changing environment and recognise the states it is in. Agent environment is understood as interface between the user of VLE and the students model, which is stored in the VLE and is constantly changing. Agents ability to "feel" is understood as agents ability to classify students, based on their knowledge level, which changes in the learning process. Using conceptual clustering algorithms found in the literature, we are trying to choose one which is most suited for the problem area, modifying it to model real data.
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Books on the topic "Agenti virtuali"

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Pelachaud, Catherine, Jean-Claude Martin, Elisabeth André, Gérard Chollet, Kostas Karpouzis, and Danielle Pelé, eds. Intelligent Virtual Agents. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-74997-4.

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Bickmore, Timothy, Stacy Marsella, and Candace Sidner, eds. Intelligent Virtual Agents. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-09767-1.

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Vilhjálmsson, Hannes Högni, Stefan Kopp, Stacy Marsella, and Kristinn R. Thórisson, eds. Intelligent Virtual Agents. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8.

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de Antonio, Angélica, Ruth Aylett, and Daniel Ballin, eds. Intelligent Virtual Agents. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-44812-8.

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Aylett, Ruth, Brigitte Krenn, Catherine Pelachaud, and Hiroshi Shimodaira, eds. Intelligent Virtual Agents. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40415-3.

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Traum, David, William Swartout, Peter Khooshabeh, Stefan Kopp, Stefan Scherer, and Anton Leuski, eds. Intelligent Virtual Agents. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47665-0.

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Panayiotopoulos, Themis, Jonathan Gratch, Ruth Aylett, Daniel Ballin, Patrick Olivier, and Thomas Rist, eds. Intelligent Virtual Agents. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11550617.

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Beskow, Jonas, Christopher Peters, Ginevra Castellano, Carol O'Sullivan, Iolanda Leite, and Stefan Kopp, eds. Intelligent Virtual Agents. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67401-8.

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Brinkman, Willem-Paul, Joost Broekens, and Dirk Heylen, eds. Intelligent Virtual Agents. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-21996-7.

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Allbeck, Jan, Norman Badler, Timothy Bickmore, Catherine Pelachaud, and Alla Safonova, eds. Intelligent Virtual Agents. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15892-6.

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Book chapters on the topic "Agenti virtuali"

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O’Hare, Gregory M. P., Brian R. Duffy, Bianca Schön, Alan N. Martin, and John F. Bradley. "Agent Chameleons: Virtual Agents Real Intelligence." In Intelligent Virtual Agents, 218–25. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-39396-2_37.

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Manner, Marie D., and Maria Gini. "Improving Agent Team Performance through Helper Agents." In Cognitive Agents for Virtual Environments, 89–105. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-36444-0_6.

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Jonker, Catholijn M., Joost Broekens, and Aske Plaat. "Virtual Reflexes." In Intelligent Virtual Agents, 222–31. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-09767-1_28.

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Gratch, Jonathan, Anna Okhmatovskaia, Francois Lamothe, Stacy Marsella, Mathieu Morales, R. J. van der Werf, and Louis-Philippe Morency. "Virtual Rapport." In Intelligent Virtual Agents, 14–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11821830_2.

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Jan, Dusan, Antonio Roque, Anton Leuski, Jacki Morie, and David Traum. "A Virtual Tour Guide for Virtual Worlds." In Intelligent Virtual Agents, 372–78. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04380-2_40.

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Endrass, Birgit, Yukiko Nakano, Afia Akhter Lipi, Matthias Rehm, and Elisabeth André. "Culture-Related Topic Selection in Small Talk Conversations across Germany and Japan." In Intelligent Virtual Agents, 1–13. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_1.

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Barange, Mukesh, Pierre De Loor, Vincent Louis, Ronan Querrec, Julien Soler, Thanh-Hai Trinh, Éric Maisel, and Pierre Chevaillier. "Get Involved in an Interactive Virtual Tour of Brest Harbour: Follow the Guide and Participate." In Intelligent Virtual Agents, 93–99. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_10.

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Roque, Antonio, Dusan Jan, Mark Core, and David Traum. "Using Virtual Tour Behavior to Build Dialogue Models for Training Review." In Intelligent Virtual Agents, 100–105. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_11.

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Schulman, Daniel, and Timothy Bickmore. "Posture, Relationship, and Discourse Structure." In Intelligent Virtual Agents, 106–12. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_12.

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Kipp, Michael, Alexis Heloir, and Quan Nguyen. "Sign Language Avatars: Animation and Comprehensibility." In Intelligent Virtual Agents, 113–26. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_13.

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Conference papers on the topic "Agenti virtuali"

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Sudo, Yasuhiro, Keisuke Kasiwase, and Michiko Matsuda. "Verification of Scheduling Efficiency of an Autonomous Assembly System Using the Multi-Agent Manufacturing Simulator." In ASME/ISCIE 2012 International Symposium on Flexible Automation. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/isfa2012-7231.

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This study is an examination of the effect of agent-based autonomous production scheduling, using the virtual factory on multi-agent simulation system. In the autonomous manufacturing system, a production plan is generated autonomously and dynamically, using communication and negotiation between agents that correspond to factory components. As infrastructure software for agent based manufacturing, the artisoc(c) is used as multi-agent simulator system. In this virtual factory, three types of agents are equipped. Users can operate a configuration such as input new jobs, adjusting a machine setting, etc, with monitoring conditions of agents. Additionally, this simulator has capability of input and output files such as assembly process schedules and logs of practical operations. As a result, by adjustment of the agent’s behavior with factory floor detail, the assembly schedule becomes more effective. The experiment was carried out to show that local negotiations contribute to global optimization when resources in the factory are effectively distributed and shared.
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Apostol, Silviu, Loredana Manasia, Catalin Stefan, and Oana Soica. "VIRTUAL PEDAGOGICAL AGENTS IN THE CONTEXT OF VIRTUAL EDUCATIONAL ENVIRONMENTS: FRAMEWORK AND THEORETICAL MODELS." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-194.

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Teaching and learning are highly social activities. Seminal psychologists such as Vygotsky, Piaget, and Bandura have theorized that social interaction is a key mechanism in the process of learning and development. In particular, the benefits of peer interaction for learning and motivation in classrooms have been broadly demonstrated through empirical studies. Hence, it would be valuable if computer-based environments could support a mechanism for a peer interaction. Though no claim of peer equivalence is made, pedagogical agents as learning companions - animated digital characters functioning to simulate human-peer-like interaction-might provide an opportunity to simulate such social interaction in computer-based learning. In this paper we ground the instructional potential of pedagogical agents in several social-cognitive theories, including distributed cognition, social interaction, and Bandura's social-cognitive theory. We discuss how specific concepts of the theories might support various instructional functions of pedagogical agents, acknowledging concepts that these agents cannot address. Based on the theoretical perspectives, we suggest key constituents, roles and functions for designing pedagogical agents in virtual learning environments. Also, we relate to some experimental agents or theoretical examples. Using the experiences of teams involved in the development of commercially available or in the design of theoretical agents, we present our vision of designing and implementing such a pedagogical virtual agent in the context of the SAPIENT applied research project (Intelligent Tutoring System-Evolutionary Approach in e-Learning). In the proposed project the virtual pedagogical agent is automatically customized to address several features of each learner, such as appearance, age and gender. The role, appearance, dynamics, communication channels and envisaged behavior of this virtual agent will be discussed along with the possible techniques to be used in its development.
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Fok, S. C., G. L. Thimm, and W. Xiang. "A DAI-Based Framework for the Virtual Prototyping of Fluid Power Systems." In ASME 2002 International Mechanical Engineering Congress and Exposition. ASMEDC, 2002. http://dx.doi.org/10.1115/imece2002-32468.

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This paper proposes a distributed artificial intelligence framework to address the co-ordination of interactions among the different standard virtual components during the virtual prototyping of fluid power systems. The approach considers the hydraulic system as a multi-agent system and associates each virtual hydraulic component to a domain agent. A control agent is used to co-ordinate the interactions in the multi-agent system. The representation of the proposed domain agents and the co-ordinated communication via the control agent are discussed in this paper. The paper also presents some details on the implementation of the proposed agent-based architecture and explains how agent communication and collaboration has been accomplished using Java and VRML.
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Mell, Johnathan. "Human-Like Agents for Repeated Negotiation." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/754.

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Virtual agents have been used as tools in negotiation—from acting as mediators to manifesting as full-fledged conversational partners. Virtual agents are a powerful tool for teaching negotiation skills, but require an accurate model of human behavior to perform well both as partners and teachers. The work proposed here aims to expand the current horizon of virtual negotiating agents to utilize human-like strategies. Further agents developed using this framework should be cognizant of the social factors influencing negotiation, including reputation effects and the implications of long-term repeated relationships. A roadmap of current efforts to develop agent platforms and future expansions is discussed.
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Mattos, Larissa de, Edson P. Pimentel, Juliana Cristina Braga, and Silvia Dotta. "Contribuições para o Desenvolvimento de Agentes Pedagógicos Conversacionais e sua Integração a Ambientes Virtuais de Aprendizagem." In Simpósio Brasileiro de Informática na Educação. Sociedade Brasileira de Computação - SBC, 2022. http://dx.doi.org/10.5753/sbie.2022.225088.

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Embora Ambientes Virtuais de Aprendizagem (AVA) disponibilizem ferramentas como chats e fóruns para a interação entre seus atores, os materiais instrucionais são majoritariamente unidirecionais. Além disso, os AVAs carecem de ferramentas que instiguem o aluno a buscar por informações, a externalizar suas dúvidas, com a garantia de uma resposta mais imediata, fazendo uso, por exemplo, de agentes de software. Este artigo tem por objetivo apresentar o processo de desenvolvimento de um Agente Pedagógico Conversacional para o domínio de Introdução à Programação e sua integração ao ambiente virtual Moodle. Além disso, apresenta a avaliação da eficiência da assertividade de resposta dos diálogos apresentados pelo agente.
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Chen, Bo, Harry H. Cheng, and Joe Palen. "Agent-Based Real-Time Computing and Its Applications in Traffic Detection and Management Systems." In ASME 2004 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2004. http://dx.doi.org/10.1115/detc2004-57707.

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This paper studies the generic architecture and coordination mechanism of an FIPA (Foundation for Intelligent Physical Agents) compliant heterogeneous multi-agent system (MAS) in a distributed control scenario. Proposed generic MAS framework has been applied to a real-time traffic detection and management system. The agent-based real-time traffic detection and management system (ABRTTDMS) is designed for the information fusion of different traffic detection systems on highways to optimize real-time traffic detection and management. ABRTTDMS is a multi-level agent system. The lowest level agents are responsible for processing the real-time traffic data and monitoring traffic conditions. The middle level agents coordinate all of the lowest level agents in a subnetwork. The highest-level agent is located in the transportation management center (TMC) to accept human commands and delegate tasks to lower level agents. The re-configurable hybrid control architecture of the system provides the capability of dynamically grouping distributed heterogeneous agents (intelligent control systems) into virtual clusters to accomplish tasks related to different geographical areas and different purposes. A platform independent agent execution engine has been implemented using an embeddable C/C++ interpreter called Ch. The communication between agents that reside on different hosts has been simulated in the Integration Engineering Laboratory at the University of California, Davis. The use of agent technology greatly enhances the distributed computing and cooperation capabilities of traffic detection and management systems.
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Radkowski, Rafael, and Helene Waßmann. "Software-Agent Supported Virtual Experimental Environment for Virtual Prototypes of Mechatronic Systems." In ASME 2010 World Conference on Innovative Virtual Reality. ASMEDC, 2010. http://dx.doi.org/10.1115/winvr2010-3749.

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This paper presents a virtual experimental environment for testing virtual prototypes of intelligent mechatronic systems. A virtual prototype is a computer internal model of a real product. Virtual environments are used to verify the functionality of these virtual prototypes during the product development process. But normally, the virtual environments are composed manually. Engineers model the set of virtual prototypes and the relations between them manually. Furthermore, a lack of formal test methods exists for testing virtual prototypes of mechatronic systems. This paper presents software agents, which detect relations between virtual prototypes in a virtual environment, automatically. The concept of the agent-supported virtual environment is presented as well as the data needed by the agents for identifying relations between the virtual prototypes. The concept has been tested. One of the examples is described.
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Nijholt, Anton. "Towards the Automatic Generation of Virtual Presenter Agents." In InSITE 2006: Informing Science + IT Education Conference. Informing Science Institute, 2006. http://dx.doi.org/10.28945/3018.

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There are many ways to present information to visitors and users of 2D and 3D interface environments. In these virtual environments we can provide visitors with simulations of real environments, including simulations of presenters in such environments (a lecturer, a sales agent, a receptionist, a museum guide) and including audience participation in these environments. Our research aims at generating presentations from available multimedia information. In particular, we would like to see the generation of presentations by embodied conversational agents that employ verbal and nonverbal capabilities. In the past we have seen the introduction of embodied agents and robots that take the role of a museum guide, a news presenter, a teacher, a receptionist, or someone who is trying to sell insurance, houses or tickets. In all these cases the embodied agent needs to explain and to describe. The automatic generation of presentations and presentation agents from information sources is still too ambitious a task. Therefore we look at research from the perspective of the design of tools that can support presenters or can help to provide natural access to presentations and lectures. Can we use a given collection of sheets and maybe other accessible media sources to design, create and generate an embodied presenter? Among others we discuss manual annotation of available information and the way in which presenter agents can use it. Clearly, the development of tools for these purposes is a first step towards automating the generation of presentations and presentation agents.
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Wang, Shuying, Weiming Shen, and Qi Hao. "Implementing Inter-Enterprise Workflow Management Using Agent-Based Web Services." In ASME 2005 International Mechanical Engineering Congress and Exposition. ASMEDC, 2005. http://dx.doi.org/10.1115/imece2005-79242.

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The service-orientated computing paradigm is transforming traditional workflow management from a close, centralized control system into a worldwide dynamic business process. This paper presents an agent-based Web service model to support inter-enterprise workflow management. In the proposed model, agent-based technology provides the workflow coordination at both inter-and intra-enterprise levels while Web services based technology provides infrastructures for messaging, service description and workflow enactment. Coordination agents and resource agents negotiate through a bidding mechanism for constructing dynamic workflow process between business partners. The agent system architecture, coordination model and related components are described. A prototype system is implemented for simulating the formation process of virtual enterprises. Our current approach integrating agents and Web services mainly focuses on communication and interaction. Our ongoing work is focusing on semantic integration in composing a dynamic workflow for inter-enterprise cooperation.
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Soltani, Ali, and Hassan Sayyaadi. "Deployment of Multi-Agent Robotic Systems in Presence of Obstacles." In ASME 2010 10th Biennial Conference on Engineering Systems Design and Analysis. ASMEDC, 2010. http://dx.doi.org/10.1115/esda2010-24026.

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The deployment of multi-agent systems in presence of obstacle deals with autonomous motion of agents toward a specified target by sensing each other and boundaries of obstacles. In this paper, asynchronous, scalable, distributed algorithm is used to deploy agents. Boundaries of obstacles are modeled by virtual agents. Algorithm was implemented by solving continuous n-median problem called generalized Fermat-Weber problem. It is shown that deployment is performed when position of real agents are the geometric median of their Voronoi cells. Simulation results show the validity of the proposed algorithm very well.
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Reports on the topic "Agenti virtuali"

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Kramer, Mitch. IntelliResponse Virtual Agent. Boston, MA: Patricia Seybold Group, May 2013. http://dx.doi.org/10.1571/pr05-10-13cc.

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Kramer, Mitch. VirtuOz Intelligent Virtual Agent. Boston, MA: Patricia Seybold Group, July 2012. http://dx.doi.org/10.1571/pr07-26-12cc.

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Lakkaraju, Kiran, Jonathan H. Whetzel, Jina Lee, Asmeret Brooke Bier, Rogelio E. Cardona-Rivera, and Jeremy Ray Rhythm Bernstein. Validating agent based models through virtual worlds. Office of Scientific and Technical Information (OSTI), January 2014. http://dx.doi.org/10.2172/1147200.

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Johnson, W. L. Natural Interaction With Pedagogical Agents in Virtual Environments. Fort Belvoir, VA: Defense Technical Information Center, November 2002. http://dx.doi.org/10.21236/ada409186.

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Back, David N. Agent-Based Soldier Behavior in Dynamic 3D Virtual Environments. Fort Belvoir, VA: Defense Technical Information Center, March 2002. http://dx.doi.org/10.21236/ada401646.

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Nissen, Mark E. Virtual Supply Chain Re-Intermediation Through Multi-Agent Systems. Fort Belvoir, VA: Defense Technical Information Center, September 2002. http://dx.doi.org/10.21236/ada408668.

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Pancerella, C. M. The use of agents and objects to integrate virtual enterprises. Office of Scientific and Technical Information (OSTI), January 1998. http://dx.doi.org/10.2172/588568.

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Kwon, Wi-Suk, Veena Chattaraman, and Juan Gilbert. Virtual Agent Locus of Control: Cognitive Assistance for Older Consumers’ Online Shopping. Ames: Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-654.

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Chattaraman, Veena, Wi-Suk Kwon, and Juan Gilbert. Interaction Style of Virtual Shopping Agents: Effects on Social Presence and Older Consumers’ Experience in E-tail Sites. Ames: Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-646.

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Balali, Vahid. Connected Simulation for Work Zone Safety Application. Mineta Transportation Institute, July 2022. http://dx.doi.org/10.31979/mti.2021.2137.

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Abstract:
Every year, over 60,000 work zone crashes are reported in the United States (FHWA 2016). Such work zone crashes have resulted in over 4,400 fatal and 200,000 non-fatal injuries in the last 5 years (FHWA 2016, BLS 2014). Apart from the physical and emotional trauma, the annual cost of these injuries exceeds $4 million-representing significant wasted resources. To improve work zone safety, this research developed a system architecture for unveiling high-risk behavioral patterns among highway workers, equipment operators, and drivers within dynamic highway work zones. This research implemented the use of a connected virtual environment, which is an immersive hyper-realistic and virtual environment where multiple agents (e.g. workers, drivers, and equipment handlers) control independent simulators but experience an interactive and shared experience. For this project, the team conducted an in-depth analysis of accident investigation, simulated accident scenarios, and tested diverse interventions to prevent high-risk behavior. Overall, the research improved understanding of behavioral patterns that lead to injuries and fatalities of highway workers in order to better protect them in high-risk work environments. As part of making transportation smarter, this project contributes to smart behavioral safety analysis.
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