Dissertations / Theses on the topic 'Agenti virtuali'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Agenti virtuali.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
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.
Full textVirtual 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.
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.
Full textSchanche, 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.
Full textTrescak, Tomás. "Intelligent Generation and Control of Interactive Virtual Worlds." Doctoral thesis, Universitat Autònoma de Barcelona, 2012. http://hdl.handle.net/10803/117675.
Full textThis 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.
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.
Full textVinayagamoorthy, Vinoba. "Participant responses to virtual agents in immersive virtual environments." Thesis, University College London (University of London), 2006. http://discovery.ucl.ac.uk/1445140/.
Full textLucca, 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.
Full textThis 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.
Boukhris, Mehdi. "Modélisation et évaluation de la fidélité d'un clone virtuel." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS177/document.
Full textFace 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
Berkovich, Aleksandr 1979. "IVAN : Integrated Virtual Agent Network." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/87189.
Full textIncludes bibliographical references (leaves 70-71).
by Aleksandr Berkovich.
M.Eng.and S.B.
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.
Full textWargnier, Pierre. "Technologies d'humains virtuels dans le soin aux personnes âgées atteintes de troubles cognitifs : les expériences LOUISE et Virtual Promenade." Thesis, Paris Sciences et Lettres (ComUE), 2016. http://www.theses.fr/2016PSLEM021/document.
Full textThe work presented in this manuscript investigates the use of virtual huamans, and, more broadly, of video game technologies to improve the care of older adults with cognitive impairment. Our work revolved around two use cases of virtual humans: as non-self and as self. More specifically, we have designed, implemented and evaluated an embodied conversational agent, called LOUISE (LOvely User Interface for Servicing Elders), meant to serve as an accessible user interface in cognitive compensation systems for older adults with cognitive impairment, and a system for virtual reality-based psychological therapy addressing the consequences of falls, called Virtual Promenade. These two projects have been conducted according to the principles of living lab participatory design, involving several stakeholders in the design process (patients, caregivers and healthcare professionals)
Bogdanovych, Anton. "Virtual Institutions." Electronic version, 2007. http://hdl.handle.net/2100/536.
Full textThis thesis establishes Virtual Institutions as a comprehensive software engineering technology for the development of 3D Virtual Worlds that require normative regulation of participants’ interactions (such as the commercially-oriented Virtual Worlds). 3D Virtual Worlds technology currently offers somewhat unregulated environments without means to enforce norms of behavior and interaction rules on their inhabitants. Furthermore, existing methodologies for Virtual Worlds development focus primarily on the design side of the “look-and-feel” of the inhabited space. Consequently, in current 3D Virtual Worlds it is difficult to keep track of the deviant behavior of participants and to guarantee a high level of security and predictable overall behavior of the system. The Virtual Institutions Methodology proposed by this dissertation is focused on designing highly secure heterogeneous Virtual Worlds (with humans and autonomous agents participating in them), where the participants behave autonomously and make their decisions freely within the limits imposed by the set of norms of the institution. It is supported by a multilayer model and representational formalisms, and the corresponding tools that facilitate rapid development of norm-governed Virtual Worlds and offer full control over stability and security issues. An important part of the Virtual Institutions Methodology is concerned with the relationship between humans and autonomous agents. In particular, the ways to achieve human-like behavior by learning such behavior from the humans themselves are investigated. It is explained how formal description of the interaction rules together with full observation of the users’ actions help to improve the human-like believability of autonomous agents in Virtual Institutions. The thesis proposes the concept of implicit training, which enables the process of teaching autonomous agents human characteristics without any explicit training efforts required from the humans, and develops the computational support for this new learning method. The benefits of using Virtual Institutions are illustrated through applying this technology to the domain of E-Commerce. It is demonstrated that providing shoppers with a normative environment that offers immersive experience and supports important real world attributes like social interaction, location awareness, advanced visualization, collaborative shopping and impulsive purchases can improve existing practices in E-Commerce portals.
Orwick, Ogden Sherri L. "Agent for Interactive Student Assistance: A Study of an Avatar-Based Conversational Agent's Impact on Student Engagement and Recruitment at BGSU's College of Technology." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1319804597.
Full textFranzén, Daniel. "A Modular API for Intelligent Virtual Agents." Thesis, Linköping University, Department of Science and Technology, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8508.
Full textThis report proposes a modular Application Programmer's Interface (API) for handling the mental layer of intelligent virtual agents for a wide range of application types, with the aim of reducing the work required to program a completely new AI engine, and describes its implementation. One of the key elements and major difficulties in its design is the need to make it general enough to suit most types of applications, while preserving its usefulness and keeping it both efficient and reliable. A sample application interfacing with the API is created to demonstrate its capabilities, various AI algorithms are looked into and their respective suitability for the API is evaluated, and some techniques are implemented as modules in the API.
Johansson, Anja. "Modelling Expectations and Trust in Virtual Agents." Thesis, Linköping University, Department of Science and Technology, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-9704.
Full textComputer graphics has long been the foremost area of advancement in both the gaming and the motion picture industry. Nowadays, as computer graphics is getting difficult to advance any further, other areas begin to interest the developers. One of these areas is artificial intelligence. The gaming industry has begun to create far more intelligent virtual characters that no longer are as predictable as they used to be. Mixing character animation with intelligent agents techniques results in a vastly more interesting experience for the gamer as well as for the developer.
This project focuses on introducing expectational behaviour and trust in intelligent virtual characters. The area is highly interesting as it enables a vastly more complex emotional structure for virtual agents than that of reactive, rational behaviour. Although expectations can indeed be rational, often they are not when it comes to humans. This project studies the effects of expectations on the emotional state of agents and the effect that the emotions have on the reasoning abilities and the action selection mechanism. It also examines how trust influences emotions and vice versa and how trust influences the action selection mechanism.
One of the requirements of this work is that the computations concerning the triggering of emotions have to be done in real-time. While it is possible to do off-line computations for simulations (such as is often done for the movie industry), it is not what we desire here. It is our goal to create interesting virtual characters that can be interacted with in real-time. Therefore, also expectations and trust must be calculated and managed in real-time.
Weiner, Giocondo E. "Constructing Virtual Internet Agents to Improve Learning." NSUWorks, 2001. http://nsuworks.nova.edu/gscis_etd/914.
Full textHuang, Jing. "Modèles de rendu et animation émotionnelle en 3 D." Thesis, Paris, ENST, 2013. http://www.theses.fr/2013ENST0008/document.
Full textAnimation and rendering are both important research domains in computer graphics. We present a fast easy-to-implement separable approximation to screen space ambient occlusion.We evaluate AO for each pixel by integrating angular values of samplers around the pixel position which potentially block the ambient lighting.We apply a separable fashion to reduce the complexity of the evaluation. Wrinkle simulation can also be approximated without changing geometry information.We built a wrinkles model by using a modern graphics technique which performs computations only in screen space.With the help of wrinkles, the facial animation can be more realistic. Several factors have been proved, and wrinkles can help to recognize action units with a higher rate. Inverse kinematics (IK) can be used to find the hierarchical posture solutions. We present a fast and easy-to-implement locally physics-based IK method. Our method builds upon a mass-spring model and relies on force interactions between masses. Our method offers convincing visual quality results obtained with high time performance. Base on our IK method, we propose our expressive body-gestures animation synthesis model for our Embodied Conversational Agent (ECA) technology. Our implementation builds upon a full body reach model using a hybrid kinematics solution. Generated animations can be enhanced with expressive qualities.This system offers more flexibility to configure expressive Forward and Inverse Kinematics (FK and IK). It can be extended to other articulated figures. Overall, this thesis presents our work in 3D rendering and animation. Several new approaches have been proposed to improve both the quality and the speed
Rydell, Andreas. "Multi-agent swarm control in virtual worlds." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-104977.
Full textAbdullah, Bashar. "Intelligent multi-agent-based virtual gauges (IMAGES)." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ38731.pdf.
Full textSathi, Pratap R. "Experienced agents with attitude in a virtual marketplace." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ62280.pdf.
Full textNakhal, Bilal. "Generation of communicative intentions for virtual agents in an intelligent virtual environment : application to virtual learning environment." Thesis, Brest, 2017. http://www.theses.fr/2017BRES0156/document.
Full textVirtual Reality plays a major role in developing new educational methodologies, and allows to develop virtual environments for learning where intelligent virtual agents play the role of tutors. These agents are expected to help human users to learn and apply domain-specific procedures with predefined learning outcomes. We work on building a real-time system able to sustain natural interaction with the user in a Virtual Learning Environment (VLE). To implement this model, we propose to use the Multi-Agent System for Collaborative, Adaptive & Realistic Environments for Training (MASCARET) as an Intelligent Virtual Environment (IVE) model that provides the knowledge base to the agents and model the semantic of the virtual environment and user’s activities. To formalize the intention of the agents, we implement a cognitive module within MASCARET inspired by BDI (Belief-Desire-Intention) architecture that permits us to generate high-level intentions for the agents. Furthermore, we integrate Embodied Conversational Agents (ECA), which are based on the SAIBA (Situation, Agent, Intention, Behavior, Animation) framework. The embodied agents of the environment have communicative intentions that are transmitted to the user through natural communication channels, namely the verbal and non-verbal communicative acts and behaviors of the ECAs. To evaluate our model, we implement it in a concrete pedagogical scenario for learning blood analysis procedures in a biomedical laboratory. We use this application to settle an experiment to validate the propositions of our model. The hypothesis of this experiment is to assume that the presence of anECA in a Virtual Environment (VE) enhances the learning performance (or at least does not degrade it) in the context of a learning procedure. The performance is represented by the time of execution, the number of committed errors and the number of requests for assistance. We analyze the results of this evaluation, which partially confirms the hypothesis of the experiment and assure that having an ECA in the VLE does not degrade the performance of the learner in the context of a learning procedure
Silva, Tadeu Augusto de Almeida. "Uso de ambientes virtuais para a simulação de acidentes radiológicos." Universidade do Estado do Rio de Janeiro, 2012. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=4118.
Full textIn a virtual environment, built with the use of computer technology, there are virtual entities, inserted into a virtual three-dimensional space, which is used to simulate critical processes, such as radiological accidents. Early detection of a radiological accident and determining its possible extension are essential for planning an immediate response and emergency actions. The purpose of this thesis is to build virtual environments that have the ability to simulate radiological accidents. These virtual environments are based on the integration of georeferenced representations of the three dimensional space with autonomous agents-based models. The georeferenced representations candidates are: i) the spatial representation used in geographic information systems (GIS); ii) the representation adopted by Google MapsTM. Using these virtual environments, in case of occurrences of radiological accidents, it will be possible to quantify the doses received by people, have a spatial distribution of infected persons; estimate the number of infected individuals; estimate the impact on the health network, estimate environmental impacts, generate exclusion zones, building scenarios alternative; train staff for dealing with these accidents.
Jaafar, Jafreezal. "Reactive behaviour for autonomous virtual agents using fuzzy logic." Thesis, University of Edinburgh, 2009. http://hdl.handle.net/1842/8317.
Full textWen, Zhigang. "Real time animated human agent in virtual environments." Thesis, University of Wolverhampton, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.413437.
Full textCony, Carlos Akcelrud. "Simulação de agentes virtuais dotados de percepção sintética em situações de emergência." Universidade do Vale do Rio do Sinos, 2008. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2259.
Full textHewlett-Packard Brasil Ltda
Este trabalho apresenta um modelo para prover habilidades perceptivas (visão, olfato e audição) aos agentes virtuais, focando em aplicações de simulação de multidões em situações de emergência. Os modelos visual e olfativo foram baseados em trabalhos já publicados por autores da literatura, enquanto que a audição virtual foi modelada com maiores detalhes. A modelagem do sistema auditivo baseou-se em características reais, tais como as atenuações do som em relação às perdas energéticas causadas pelas paredes (refrações) e distância percorrida pelo som. Além destas, foram estudados alguns comportamentos fisiológicos do ouvido humano, tais como a dificuldade em que um ser humano tem em ouvir determinadas bandas de freqüência, perdas auditivas decorrentes do envelhecimento, e ainda possíveis doenças auditivas. Ainda, aplicou-se um modelo de mascaramento sonoro, no qual alguns sons podem ser mascarados por outros com freqüências similares. O modelo perceptivo virtual foi avaliado em aplicações de simulação de
This work presents a model to provide perceptual abilities (vision, smelling and hearing) to virtual agents, focusing on applications of crowd simulation for emergency situations. The models for synthetic vision and hearing were based on papers published by known authors, while the virtual hearing was modeled in details. The synthetic hearing model was based on real characteristics, such as sound attenuation caused by walls and distance from the sound source. Also, some physiological behaviors of the human hear were considered, such as the natural diffculty of a human being to hear some frequency bands, and hearing losses due to aging. Finally, the hearing model also included masking effects, in which some sounds may be masked by others with similar frequencies. The proposed perceptual model was evaluated in applications of crowd simulation for emergency situations, in which an alarm was placed into different positions of the virtual environment, and the agents had to decide what to do based on their percept
Ho, Wan Ching. "Computational memory architectures for autobiographic and narrative virtual agents." Thesis, University of Hertfordshire, 2005. http://hdl.handle.net/2299/7772.
Full textShulman, David Mark. "Investigating Wikis as Agents for Virtual Team Activity Awareness." NSUWorks, 2010. http://nsuworks.nova.edu/gscis_etd/358.
Full textFortes, Neto Amyr Borges. "Giving emotional contagion ability to virtual agents in Crowds." Pontif?cia Universidade Cat?lica do Rio Grande do Sul, 2017. http://tede2.pucrs.br/tede2/handle/tede/7769.
Full textRejected by Caroline Xavier (caroline.xavier@pucrs.br), reason: Devolvido devido ? falta da folha de rosto (p?gina com as principais informa??es) no arquivo PDF, passando direto da capa para a ficha catalogr?fica. on 2017-11-21T12:48:40Z (GMT)
Submitted by PPG Ci?ncia da Computa??o (ppgcc@pucrs.br) on 2017-12-11T16:15:52Z No. of bitstreams: 1 AMYR_BORGES_FORTES_NETO_TES.pdf: 2507882 bytes, checksum: 0ef0935814ab8c8fd102985b55b443f6 (MD5)
Approved for entry into archive by Caroline Xavier (caroline.xavier@pucrs.br) on 2017-12-18T13:19:03Z (GMT) No. of bitstreams: 1 AMYR_BORGES_FORTES_NETO_TES.pdf: 2507882 bytes, checksum: 0ef0935814ab8c8fd102985b55b443f6 (MD5)
Made available in DSpace on 2017-12-18T13:24:43Z (GMT). No. of bitstreams: 1 AMYR_BORGES_FORTES_NETO_TES.pdf: 2507882 bytes, checksum: 0ef0935814ab8c8fd102985b55b443f6 (MD5) Previous issue date: 2017-03-09
Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES
Modelos de simula??o de multid?es t?m tido um papel importante em ci?ncias da computa??o j? h? algumas d?cadas desde os trabalhos pioneiros. No in?cio, agentes simulados em multid?es comportavam-se todos da mesma maneira, e tal comportamento era controlado pelas mesmas regras em todos os agentes. Com o tempo, os modelos de simula??o evoluiram, e come?aram a agregar uma maior variedade de comportamentos nos agentes. Modelos de simula??o de multid?es que implementam diferentes comportamentos nos agentes s?o chamados modelos de Multid?es Heterog?neas, em oposi??o aos modelos de Multid?es Homog?neas precedentes. Modelos de simula??o de multid?es que buscam criar agentes com comportamentos humanos realistas exploram heterogeneidade nos comportamentos dos agentes, na tentativa de atingir tal realismo. Em geral, estudos em psicologia e comportamento humano s?o usados como conhecimento de base, e os comportamentos observados nestes estudos s?o simulados em agentes virtuais. Nesta dire??o, trabalhos recentes em simula??o de multid?es exploram caracter?sticas de personalidade e modelos de emo??es. No campo de emo??es em agentes virtuais, pesquisadores est?o tentando recriar fen?menos de cont?gio de emo??es em pequenos grupos de agentes, ou mesmo estudar o impacto de cont?gio de emo??o entre agentes virtuais e participantes humanos. Sob a cren?a de que cont?gio de emo??o em agentes virtuais possa levar a comportamentos mais realistas em multi?es, este trabalho foca em recriar modelos computacionais de cont?gio de emo??es destinados a pequenos grupos de agentes, adaptando estes modelos para um contexto de simula??o de multid?es.
Crowd simulation models have been playing an important role in computer sciences for a few decades now, since pioneer works. At the beginning, agents simulated on crowds behaved all the same way, such behaviour being controlled by the same set of rules. In time, simulation models evolved and began to incorporate greater variety of behaviours. Crowd simulation models that implement different agent behaviours are so-called Heterogeneous Crowd models, opposing to former Homogeneous Crowd models. Advances in crowd simulation models that attempt to make agents with more realistic human-like behaviours explore heterogeneity of agent behaviours in order to achieve overall simulation realism. In general, human behavioural and psychological studies are used as base of knowledge to simulate observed human behaviours within virtual agents. Toward this direction, later crowd simulation works explore personality traits and emotion models. Some other work in the field of emotional virtual agents, researchers are attempting to recreate emotion contagion phenomena in small groups of agents, and even studying emotion contagion impact between virtual agents and human participants. Under the belief that emotion contagion in virtual agents might lead to more realistic behaviours on crowds, this work is focused on recreating emotion contagion computational models designed for small groups of agents, and adapting it for crowd simulation context.
Gu, Ning. "Dynamic Designs of Virtual Worlds Using Generative Design Agents." Thesis, The University of Sydney, 2006. http://hdl.handle.net/2123/984.
Full textGu, Ning. "Dynamic Designs of Virtual Worlds Using Generative Design Agents." Architecture, 2006. http://hdl.handle.net/2123/984.
Full textThis research aims at developing a different kind of virtual world that is dynamically designed and implemented as needed. Currently, most virtual world designs are considered static. Similar to the physical world, these worlds are pre-defined prior to their use. The resultant environments serve certain purposes but do not take into consideration possible changes to the purposes during their use, changes which often occur when the occupants interact with the environments and with each other. Virtual worlds as networked environments can be flexibly configured and programmed. This flexibility makes it possible to consider virtual world designs in terms of dynamics and autonomy, reflecting the changing needs of different moments. To achieve dynamic designs of virtual worlds, this study applies a computational approach using rational design agents. A Generative Design Agent (GDA) model is developed that specifies computational processes for reasoning and designing in virtual worlds. The GDAs serve as personal design agents to the virtual world occupants. Design formalisms for virtual worlds are also addressed. The design component of a GDA is supported by the application of a generative design grammar. On one hand, generative design grammars serve as the generative force to be applied by the GDAs for virtual world design automation. On the other hand, each grammar defines coherent stylistic characterisations shared by the virtual world designs it generates. The technical outcomes of the research consist of the GDA model and a generative design grammar framework. The framework provides guidelines and strategies to designers for developing generative design grammars that produce different design languages for virtual worlds, rather than predefine every detail of all possible virtual world designs. GDAs monitor the virtual worlds and the various activities that occur in the worlds, interpret the occupants’ needs in the virtual worlds and the state of the worlds based on these observations, hypothesise design goals in order to satisfy these needs, and finally apply generative design grammars to provide virtual world designs for the moment, or initiate other actions in the worlds, according to the current design goals, on behalf of the occupants. The development of the GDA model and the generative design grammar framework provides new perspectives for understanding and developing virtual worlds. The GDA model challenges the conventional way that virtual worlds are designed and implemented, and this leads to dynamic designs of virtual worlds. The generative design grammar framework provides a computational approach to formally defining design languages for virtual worlds.
Zhang, Yi. "Simulation of emotional behaviours for virtual agents with personalities." Thesis, Curtin University, 2015. http://hdl.handle.net/20.500.11937/2023.
Full textTaoum, Joanna. "MEMORIA, un Modèle de rEprésentation de la MémOire de l'appRenant pour les systèmes tutoriels Intelligents et Adaptatifs." Thesis, Brest, 2018. http://www.theses.fr/2018BRES0117/document.
Full textIn this thesis, we present MEMORIA, a model of the learner’s memory representation for adaptive and intelligent tutoring systems. The main contribution of this model is a formalization and an implementation of the learner's model using memories that store the information perceived by the learner in a virtual environment and the instructions given by the tutor. The design of our model is based on the four classic components of an intelligent tutorial system.The domain model is represented by the domain knowledge that is formalized using MASCARET. In order to make the interactions between the tutor and the learner natural, we represent the interface model through an embodied conversational agent using GRETA. The learner's model is made of all the knowledge acquired by the learner during the simulation. This knowledge is organized into three memories: sensory memory, working memory, and long-term memory. Our major challenge is to formalize the encoding of information in these memories, as well as the data flow between them.This formalization is based on the theory of human memory proposed by Atkinson and Shiffrin and inspired by the cognitive architecture ACT-R. Our proposed tutor model focuses on the realization of a behavior that adapts the execution of the pedagogical scenario according to the learner's knowledge and the interactions with the tutor. An experimental study was conducted to validate our model. We compared two groups of participants. In the first group, we integrated an adaptive tutor using our model which adapts the execution of the pedagogical scenario and in the second group, a non-adaptive tutor who applied a fixed pedagogical scenario. The results of this study allow us to conclude on the effectiveness of our model for procedural learning
Le, Corre Frédéric. "CHRYSAOR : un Système Tutoriel Intelligent pour les Environnements Virtuels d'Apprentissage Humain. Application à la formation au matériel de laboratoire en hémostase : application à la formation au matériel de laboratoire en hémostase." Thesis, Brest, 2013. http://www.theses.fr/2013BRES0083/document.
Full textThis research focuses on the virtual environments for training in biomedical diagnostic devices. The simulation of the real situation only is not enough, we needs to incorporate a pedagogical scenario to build the learning. The scenario applies to all learners, so it is important to integrate individualization. For this we propose to couple the virtual environment with an Intelligent Tutoring System (ITS). Our study begins with an identification of existing systems that seem best suited, on which to base our proposal: the ITS Pegase, the pedagogical scenario model Poseidon and the meta-model Mascaret. This also allows us to identify the limits of Pegase : the lack of connection with the pedagogical scenario, the lack of modularity and lack of individualization. Our proposal, called Chrysaor, aims to provide the most complete ITS. Thus we propose that a pedagogical scenario is an explicit knowledge and therefore exploitable by an STI. The concepts proposed in our model also allow the instructor to easily modify the behavior, roles and assignments (human or autonomous agent): our system becomes modular. Then we illustrate the use of Chrysaor in an application of virtual reality training in a biomedical device used in hemostasis in hospital. We lead two experiments in order to compare the two types of training (traditional and virtual) to verify the quality of learning achieved by a virtual reality training, and to ensure that this knowledge are transferable in a real environment
Barange, Mukesh. "Task-oriented communicative capabilities of agents in collaborative virtual environments for training." Thesis, Brest, 2015. http://www.theses.fr/2015BRES0013/document.
Full textGrowing needs of educational and training requirements motivate the use of collaborative virtual environments for training (CVET) that allows human users to work together with autonomous agents to perform a collective activity. The vision is inspired by the fact that the effective coordination improves productivity, and reduces the individual and team errors. This work addresses the issue of establishing and maintaining the coordination in a mixed human-agent teamwork in the context of CVET. The objective of this research is to provide human-like conversational behavior of the virtual agents in order to cooperate with a user and other agents to achieve shared goals.We propose a belief-desire-intention (BDI) like Collaborative Conversational agent architecture(C2BDI) that treats both deliberative and conversational behaviors uniformly as guided by the goal-directed shared activity. We put forward an integrated model of coordination which is founded on the shared mental model based approaches to establish coordination in a human-agent teamwork. We argue that natural language interaction between team members can affect and modify the individual and shared mental models of the participants. Finally, we describe the cultivation of coordination in a mixed human-agent teamwork through natural language conversation. In order to establish the strong coupling between decision making and the collaborative conversational behavior of the agent, we propose first, the Mascaret based semantic modeling of human activities and the VE, and second, the information state based context model. This representation allows the treatment of semantic knowledge of the collaborative activity and virtual environment, and information exchanged during the dialogue conversation in a unified manner. This knowledge can be used by the agent for multiparty natural language processing (understanding and generation) in the context of the CEVT. To endow the communicative capabilities to C2BDI agent, we put forward the information state based approach for the natural language processing of the utterances. We define collaborative conversation protocols that ensure the coordination between team members. Finally, in this thesis, we propose a decision making mechanism, which is inspired by the BDI based approach and provides the interleaving between deliberation and conversational behavior of the agent. We have applied the proposed architecture to three different scenarios in the CVET. We found that the multiparty collaborative conversational behavior of C2BDI agent is more constructive and facilitates the user to effectively coordinate with other team members to perform a shared task
Chen, Jianrong. "An architecture for agent-oriented virtual inhabited call centres." Thesis, Oxford Brookes University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.250511.
Full textBack, David N. "Agent-based soldier behavior in dynamic 3D virtual environments." Thesis, Monterey, California. Naval Postgraduate School, 2002. http://hdl.handle.net/10945/6095.
Full textHenry, Joseph William Roger. "Interactive control of multi-agent motion in virtual environments." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/19580.
Full textLjunglöv, Robin. "Prestation, intresse, engagemang, uppskattning : Skillnader i upplevelse av en virtuell lärmiljö mellan matematiskt hög- och lågpresterande elever." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-69260.
Full textConde, Toni. "Méthodes infographiques pour l'apprentissage des agents autonomes virtuels /." [S.l.] : [s.n.], 2005. http://library.epfl.ch/theses/?nr=3387.
Full textPierce, Tyler. "Virtual Interactions with Real-Agents for Sustainable Natural Resource Management." Master's thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6002.
Full textM.S.
Masters
Civil, Environmental, and Construction Engineering
Engineering and Computer Science
Civil Engineering; Water Resources Engineering
Nasman, James M. "Deployed virtual consulting : the fusion of wearable computing, collaborative technology, augmented reality and intelligent agents to support fleet aviation maintenance /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FNasman.pdf.
Full textThesis advisor(s): Alex Bordetsky, Gurminder Singh. Includes bibliographical references (p. 49). Also available online.
Tanner, Mark B. "Creating digital environments for multi-agent simulation." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Dec%5FTanner.pdf.
Full textThesis advisor(s): Wolfgang Baer, David W. Laflam. Includes bibliographical references (p. 61-63). Also available online.
Wang, Anna, and Ingemar Weiner. "Kommer den fysiska resebyrån att överleva? : En undersökning om konkurrensen mellan den fysiska och virtuella resebyrån." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30781.
Full textPurpose: The purpose of this essay is to examine why physical travel agencies still exist, and what the future looks like for those agencies since the technology's rapid growth. Method: This study is based on a qualitative methodology. Ten semi-structured interviews have been conducted for the empirical data. The interviews were held with various travel agencies located in Stockholm through personal meetings, telephone and e-mail. The travel agencies who participated in the interviews was; Jade Travel, Lotus Travel, Resevaruhuset, Resecity, Apollo, Ving, Nygren & Lind, Jorden Resor, BIG Travel and Globetrotter. Theoretical framework: The theories that have been used in this essay are consumer decision making, distribution channels, servicescape, the dynamics of the service encounter and the relationship between customer and travel agency. Conclusion: The physical travel agency has since the technology's development changed on a way that today's physical travel agencies evaluate the physical service meeting with the customer. Some physical agencies have decreased in number but the quality of service along with the skills and knowledge among employees of the travel agencies has increased, therefore to compete against other travel agencies and their virtual services, and to create a relationship with the consumers.
Bahrammirzaee, Arash. "Contribution to study and design of intelligent virtual agents : application to negotiation strategies and sequences simulation." Phd thesis, Université Paris-Est, 2010. http://tel.archives-ouvertes.fr/tel-00587434.
Full textAguiar, Naomi. "The Biological, Psychological, and Social Properties Children and Adults Attribute to Virtual Agents." Thesis, University of Oregon, 2016. http://hdl.handle.net/1794/20690.
Full textAlmajano, Pablo. "Assisted Hybrid Structured 3D Virtual Environments." Doctoral thesis, Universitat de Barcelona, 2014. http://hdl.handle.net/10803/285805.
Full textShen, Xiajun. "MAP: A mobile-agent-based platform for collaborative virtual environments." Thesis, University of Ottawa (Canada), 2003. http://hdl.handle.net/10393/28964.
Full textSause, William. "A Coordinated Reinforcement Learning Framework for Multi-Agent Virtual Environments." NSUWorks, 2013. http://nsuworks.nova.edu/gscis_etd/297.
Full textPatel, Jigar. "A trust and reputation model for agent-based virtual organisations." Thesis, University of Southampton, 2006. https://eprints.soton.ac.uk/263318/.
Full textRajagopal, Manoj Kumar. "Cloning with gesture expressivity." Phd thesis, Institut National des Télécommunications, 2012. http://tel.archives-ouvertes.fr/tel-00719301.
Full text