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Multimodal Behavior Realization for Embodied Conversational Agents
Multimed Tools Appl DOI 10.1007/s11042-010-0530-2 Multimodal behavior realization for embodied conversational agents Aleksandra Čereković & Igor S. Pandžić # Springer Science+Business Media, LLC 2010 Abstract Applications with intelligent conversational virtual humans, called Embodied Conversational Agents (ECAs), seek to bring human-like abilities into machines and establish natural human-computer interaction. In this paper we discuss realization of ECA multimodal behaviors which include speech and nonverbal behaviors. We devise RealActor, an open-source, multi-platform animation system for real-time multimodal behavior realization for ECAs. The system employs a novel solution for synchronizing gestures and speech using neural networks. It also employs an adaptive face animation model based on Facial Action Coding System (FACS) to synthesize face expressions. Our aim is to provide a generic animation system which can help researchers create believable and expressive ECAs. Keywords Multimodal behavior realization . Virtual characters . Character animation system 1 Introduction The means by which humans can interact with computers is rapidly improving. From simple graphical interfaces Human-Computer interaction (HCI) has expanded to include different technical devices, multimodal interaction, social computing and accessibility for impaired people. Among solutions which aim to establish natural human-computer interaction the subjects of considerable research are Embodied Conversational Agents (ECAs). Embodied Conversation Agents are graphically embodied virtual characters that can engage in meaningful conversation with human users [5]. Their positive impacts in HCI have been proven in various studies [16] and thus they have become an essential element of A. Čereković (*) : I. S. Pandžić Faculty of Electrical Engineering and Computing, University of Zagreb, Zagreb, Croatia e-mail: [email protected] I. -
Michał Domański Curriculum Vitae / Portfolio
Michał Domański Curriculum Vitae / Portfolio date of birth: 09-03-1986 e-mail: [email protected] address: ul. Kabacki Dukt 8/141 tel. +48 608 629 046 02-798 Warsaw Skype: rein4ce Poland I am fascinated by the world of science, programming, I love experimenting with the latest technologies, I have a great interest in virtual reality, robotics and military. Most of all I value the pursuit of professionalism, continuous education and expanding one's skill set. Education 2009 - till now Polish Japanese Institute of Information Technology Computer Science - undergraduate studies, currently 4th semester 2004 - 2009 Cracow University of Technology Master of Science in Architecture and Urbanism - graduated 2000 - 2004 Romuald Traugutt High School in Częstochowa mathematics, physics, computer-science profile Skills Advanced level Average level Software C++ (10 years), MFC Java, J2ME Windows 98, XP, Windows 7 C# .NET 3.5 (3 years) DirectX, MDX SketchUP OpenGL BASCOM AutoCAD Actionscript/Flex MS SQL, Oracle Visual Studio 2008, MSVC 6.0 WPF Eclipse HTML/CSS Flex Builder Photoshop CS2 Addtional skills: Good understanding of design patterns and ability to work with complex projects Strong problem solving skills Excellent work organisation and teamwork coordination Eagerness to learn any new technology Languages: Polish, English (proficiency), German (basic) Ever since I can remember my interests lied in computers. Through many years of self-education and studying many projects I have gained insight and experience in designing and programming professional level software. I did an extensive research in the game programming domain, analyzing game engines such as Quake, Half-Life and Source Engine, through which I have learned how to structure and develop efficient systems while implementing best industry-standard practices. -
Nanoscience Education
The Molecular Workbench Software: An Innova- tive Dynamic Modeling Tool for Nanoscience Education Charles Xie and Amy Pallant The Advanced Educational Modeling Laboratory The Concord Consortium, Concord, Massachusetts, USA Introduction Nanoscience and nanotechnology are critically important in the 21st century (National Research Council, 2006; National Science and Technology Council, 2007). This is the field in which major sciences are joining, blending, and integrating (Battelle Memorial Institute & Foresight Nanotech Institute, 2007; Goodsell, 2004). The prospect of nanoscience and nanotechnology in tomorrow’s science and technology has called for transformative changes in science curricula in today’s secondary education (Chang, 2006; Sweeney & Seal, 2008). Nanoscience and nanotechnology are built on top of many fundamental concepts that have already been covered by the current K-12 educational standards of physical sciences in the US (National Research Council, 1996). In theory, nano content can be naturally integrated into current curricular frameworks without compromising the time for tradi- tional content. In practice, however, teaching nanoscience and nanotechnology at the secondary level can turn out to be challenging (Greenberg, 2009). Although nanoscience takes root in ba- sic physical sciences, it requires a higher level of thinking based on a greater knowledge base. In many cases, this level is not limited to knowing facts such as how small a nano- meter is or what the structure of a buckyball molecule looks like. Most importantly, it centers on an understanding of how things work in the nanoscale world and—for the nanotechnology part—a sense of how to engineer nanoscale systems (Drexler, 1992). The mission of nanoscience education cannot be declared fully accomplished if students do not start to develop these abilities towards the end of a course or a program. -
Faculteit Bedrijf En Organisatie Unity 5 Versus
Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Samenvatting Rusty Bolt is een Belgische indie studio. Deze studio wilt een nieuw project starten voor een 3D spel in een HyperText Markup Language 5 (HTML5) browser die intensief gebruik zal maken van artificiële intelligentie (AI) en Web Graphics Library (WebGL). Na onderzoek via een requirements-analyse van verschillende mogelijkheden van game engines komen we terecht bij twee opties namelijk Unity 5, die Rusty Bolt al reeds gebruikt, of de Unreal Engine 4, wat voor hen onbekend terrein is. Qua features zijn ze enorm verschillend, maar ze voldoen elk niet aan één voorwaarde die Rusty Bolt verwacht van een game engine. Zo biedt Unity Technologies wel een mogelijkheid om software te bouwen in de cloud. De broncode van Unity wordt niet openbaar gesteld, tenzij men er extra voor betaalt. Deze game engine is dus niet volledig open source in tegenstelling tot Unreal Engine 4. We vergelijken dan verder ook deze twee engines, namelijk Unity 5 en Unreal Engine 4. We tonen aan dat deze engines visueel verschillen van features, maar ook een andere implementatie van de AI hanteren. -
Game Programming Algorithms and Techniques This Page Intentionally Left Blank Game Programming Algorithms and Techniques
Game Programming Algorithms and Techniques This page intentionally left blank Game Programming Algorithms and Techniques A Platform-Agnostic Approach Sanjay Madhav Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Capetown • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their Editor-in-Chief products are claimed as trademarks. Where those designations appear in this book, Mark Taub and the publisher was aware of a trademark claim, the designations have been printed with initial capital letters or in all capitals. E x e c u t i v e E d i t o r Laura Lewin The author and publisher have taken care in the preparation of this book, but make no expressed or implied warranty of any kind and assume no responsibility for errors D e v e l o p m e n t E d i t o r or omissions. No liability is assumed for incidental or consequential damages in Chris Zahn connection with or arising out of the use of the information or programs contained M a n a g i n g E d i t o r herein. Kristy Hart For information about buying this title in bulk quantities, or for special sales opportunities (which may include electronic versions; custom cover designs; and P r o j e c t E d i t o r content particular to your business, training goals, marketing focus, or branding Elaine Wiley interests), please contact our corporate sales department at corpsales@pearsoned. -
Development of the Virtual Ela®-House
DEVELOPMENT OF THE VIRTUAL ELA®-HOUSE Milán Horváth1, Csaba Dániel2, Jacqueline Stark3 and Cecília Sik Lanyi4 1, 2, 4Department of Image Processing and Neurocomputing, University of Pannonia, Veszprém, Hungary 3 Austrian Academy of Sciences, Department of Linguistics and Communication Research, Vienna, Austria Keywords: Virtual reality, aphasia, language therapy. Abstract: In this paper, the rationale for the development and the process of creating the Virtual ELA® (Everyday Life Activities)-House are described. The Virtual ELA®-House is an innovative therapy program designed for use with clients with language and speech disorders and/or with other cognitive neuropsychological disorders, which result from brain damage, e.g. aphasia, apraxia of speech, neglect, etc. The Virtual Reality setting is chosen as a modern and relevant therapy setting which imitates real everyday life scenarios. Computer supported cognitive and language therapy allows for repetitive application in the clinical and home setting which is necessary for learning to take place. The advantages of employing a software program based on a Virtual Environment, in particular the Virtual ELA® -House, are discussed. 1 INTRODUCTION Thus, an important goal in this project was to attain a high degree of correspondence with the analogue Virtual Reality offers a wide range of applications in ELA®-picture stimuli, which is also required for an the field of cognitive neuropsychology, both in authentic virtual world. In a virtual world the diagnosing cognitive deficits and in treating them. designer of a task attempts to capture all aspects Virtual Reality is also a useful tool for skill-building which a particular task requires, but it is very crucial and training by creating a virtual setting, which for it to be true to nature. -
Sof Desi Inst Ftware Comp Doc Ign of I Tructi E Devel
DESIGN OF INTERVENTIONS FOR INSTRUCTIONAL REFORM IN SOFTWARE DEVELOPMENT EDUCATION FOR COMPETENCY ENHANCEMENT Thesis submitted in fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By Sanjay Goel Department of Computer Science & Engineering and Information Technology JAYPEE INSTITUE OF INFORMATION TECHNOLOGY A-10, SECTOR-62, NOIDA, INDIA April, 2010 DESIGN OF INTERVENTIONS FOR INSTRUCTIONAL REFORM IN SOFTWARE DEVELOPMENT EDUCATION FOR COMPETENCY ENHANCEMENT Thesis submitted in fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By Sanjay Goel Department of Computer Science & Engineering and Information Technology JAYPEE INSTITUE OF INFORMATION TECHNOLOGY A-10, SECTOR-62, NOIDA, INDIA April, 2010 ii Copyright JAYPEE INSTITUE OF INFORMATION TECHNOLOGY, NOIDA March, 2010 ALL RIGHTS RESERVED iii DECLARATION BY THE SCHOLAR I hereby declare that the work reported in the Ph.D. thesis entitled “Design of Interventions for Instructional Reform in Software Development Education for Competency Enhancement” submitted at Jaypee Institute of Information Technology, Noida, India, is an authentic record of my work carried out under the supervision of Prof. J.P. Gupta and Dr. Mukul K. Sinha. I have not submitted this work elsewhere for any other degree or diploma. (Sanjay Goel) Department of Computer Science & Engineering and Information Technology Jaypee Institute of Information Technology, Noida, India April 9th, 2010 iv v SUPERVISOR’S CERTIFICATE This is to certify that the work reported in the Ph.D. thesis entitled “Design of Interventions for Instructional Reform in Software Development Education for Competency Enhancement”, submitted by Sanjay Goel at Jaypee Institute of Information Technology, Noida, India is a bonafide record of his original work carried out under our supervision. -
Continuous Collision Principle Software Engineer, Blizzard
Erin Catto, @erin_catto Continuous Collision Principle Software Engineer, Blizzard Expert Lego Set Number 952, 315 pieces, 1978 Games are fancy flipbooks Games are just fancy flip books. We draw discrete frames that are snapshots of a moving world. Of course the difference is that in a game, the player can influence what is drawn in each frame. Physics engines usually operate in the same way. The engine executes discrete time steps, usually of a fixed size, that march the simulation forward in time. When we do this, the physics engine can miss events that happen in between frames. Discrete steps lead to missed events Consider a bouncing ball. Discrete time steps are good enough for most of the simulation. However, suppose the discrete time steps skip over the time where the ball hits the floor. How can the ball bounce if it never touches the floor? Well it won't and this is a big problem for physics engines. Solution #1: Ignore the bug Bye! If you ignore the missed collision you can get tunneling. In this case the ball falls out of the world. Many physics engines don’t address this problem and leave it up to the game to fix (or ignore the problem). In some cases this is a reasonable choice. For example, if two pieces of debris pass through each other quickly in a game, you may never notice and it doesn’t effect the outcome of the game. Solution #2: Make the floor thicker You can prevent missed collisions by using more forgiving geometry. In this case I made the floor thicker to catch the ball. -
Videopelien Historia Ja Pelinkehitys 2D
Jani Ylönen VIDEOPELIEN HISTORIA JA PELINKEHITYS 2D-PELIMOOTTOREIDEN VERTAILU JYVÄSKYLÄN YLIOPISTO TIETOJENKÄSITTELYTIETEIDEN LAITOS 2014 TIIVISTELMÄ Ylönen, Jani Videopelien historia ja pelinkehitys – 2D-pelimoottoreiden vertailu Jyväskylä: Jyväskylän yliopisto, 2014, 92 s. Tietojärjestelmätiede, Pro Gradu -tutkielma Ohjaaja: Puuronen, Seppo Videopelien historia alkoi 1940-luvun lopulta ja on 2010-luvulla nopeimmin kasvava viihdeteollisuuden ala, niin Suomessa kuin maailmanlaajuisestikin. Tekniikan kehittymisen myötä myös pelit ja niiden kehittäminen ovat muuttu- neet. Peleistä on tullut entistä laajempia ja näyttävämpiä, samalla kuitenkin ke- hityskustannukset ja kehitysajat ovat kasvaneet. Mobiililaitteet kuten älypuhe- limet ja tabletit, sekä digitaalinen jakelu ovat muuttaneet alaa 2000-luvulla, ja mahdollistaneet jälleen pienten studioiden menestymisen yksinkertaisilla peli- ideoilla. Pelinkehitysvälineiden kehittyminen on helpottanut ja nopeuttanut videopelien tekemistä, ja yksinkertaisimmilla pelimoottoreilla voidaan toteuttaa pelejä jopa ilman ohjelmointia. Tässä teoreettis-käsitteellisessä tutkielmassa pe- rehdytään kirjallisuuden pohjalta videopelien historiaan, niiden kehityksen muutoksiin sekä yleiskäyttöisiin pelinkehitysvälineisiin. Tutkimus selvittää ke- hityksessä käytettävien rajapintojen ja pelimoottoreiden käyttötarkoituksen, ja esittelee vuonna 2014 pelinkehittäjien keskuudessa viisi suosituinta pelimootto- ria. Tarkempaan tarkasteluun valikoituneissa kehitysvälineissä on kriteerinä käytetty kykyä alustariippumattomaan -
Razvoj Neodvisnih Video Iger Run&Roll
Univerza v Ljubljani Fakulteta za racunalniˇ ˇstvo in informatiko Rok Creˇsnikˇ Razvoj neodvisnih video iger Run&Roll DIPLOMSKO DELO NA UNIVERZITETNEM STUDIJUˇ RACUNALNIˇ STVAˇ IN INFORMATIKE, SMER INFORMATIKA Ljubljana 2013 University of Ljubljana Faculty of Computer and Information Science Rok Creˇsnikˇ Indie Game Development Run&Roll THESIS FACULTY OF COMPUTER AND INFORMATION SCIENCE, DEPARTMENT OF INFORMATICS Mentor: doc. dr. Rok Rupnik Ljubljana 2013 Univerza v Ljubljani Fakulteta za racunalniˇ ˇstvo in informatiko Rok Creˇsnikˇ Razvoj neodvisnih video iger Run&Roll DIPLOMSKO DELO NA UNIVERZITETNEM STUDIJUˇ RACUNALNIˇ STVAˇ IN INFORMATIKE, SMER INFORMATIKA Mentor: doc. dr. Rok Rupnik Ljubljana 2013 The results of the thesis are the intellectual property of the author, and the Faculty of Computer and Information Science, University of Ljubljana. For publishing or exploitation of the results of the thesis the written consent of the author, Faculty of Computer and Information Science and the mentor is needed. Namesto te strani vstavite original izdane teme diplomskega dela s pod- pisom mentorja in dekana ter ˇzigomfakultete, ki ga diplomant dvigne v ˇstudentskem referatu, preden odda izdelek v vezavo! Izjava o avtorstvu diplomskega dela Spodaj podpisani Rok Cresnik, z vpisno ˇstevilko 63050021, sem avtor di- plomskega dela z naslovom: Indi Game Development S svojim podpisom zagotavljam, da: • sem diplomsko delo izdelal samostojno pod mentorstvom doc. dr. Roka Rupnika. • so elektronska oblika diplomskega dela, naslov (slov., angl.), povzetek (slov., angl.) ter kljuˇcnebesede (slov., angl.) identiˇcnis tiskano obliko diplomskega dela • soglaˇsamz javno objavo elektronske oblike diplomskega dela v zbirki "Dela FRI". V Ljubljani, dne 15. oktober 2013 Podpis avtorja: Thank you! Contents Povzetek 1 Abstract 5 Prologue: The Hero is Born: iOS & Objective-C 7 0.1 iOS . -
A Case Study on One-Source Multi-Platform Mobile Game Development Using Cocos2d-X
International Journal of Engineering and Applied Sciences (IJEAS) ISSN: 2394-3661, Volume-3, Issue-11, November 2016 A Case Study on One-Source Multi-Platform Mobile Game Development Using Cocos2d-x Jinseok Seo, Hun Choi Abstract— In this paper, by introducing a case study on of "ResourceMaker", a tool developed for efficient game development of a first-person shooter game “Biosis” playable in resource sharing and management. This chapter also both iOS and Android platforms, we present guidelines for describes the level engine implemented to reflect the game developing one-source multi-platform mobile games using designers’ intention freely. Finally, Chapter V concludes the cocos2d-x game engine. This paper also describes the paper. “ResourceMaker” implemented to share and manage game assets efficiently in our multi-targeted development environment and the level engine by using which game planners can easily apply their designs to game levels. We expect that the presented guidelines will help game developers reduce the time and cost for development in the mobile game ecosystem, the life-cycle of which is very short. Index Terms—cocos2d-x, mobile game, multi-platform I. INTRODUCTION Recently, as the mobile platforms including smart phones have achieved popular success, the size of the mobile game market is also rapidly increasing [1]. As the market grows, more and more types of smart devices are emerging. Even on platforms that support the same operating system, many various types of devices with different screen resolutions are being announced. Therefore, it is inevitable that the cost required to develop a game for various platforms and display types as described above is greatly increased. -
LJMU Research Online
CORE Metadata, citation and similar papers at core.ac.uk Provided by LJMU Research Online LJMU Research Online Tang, SOT and Hanneghan, M State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning http://researchonline.ljmu.ac.uk/205/ Article Citation (please note it is advisable to refer to the publisher’s version if you intend to cite from this work) Tang, SOT and Hanneghan, M (2011) State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning. Journal of Interactive Learning Research, 22 (4). pp. 551-605. ISSN 1093-023x LJMU has developed LJMU Research Online for users to access the research output of the University more effectively. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. Users may download and/or print one copy of any article(s) in LJMU Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. The version presented here may differ from the published version or from the version of the record. Please see the repository URL above for details on accessing the published version and note that access may require a subscription. For more information please contact [email protected] http://researchonline.ljmu.ac.uk/ State of the Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning Stephen Tang* and Martin Hanneghan Liverpool John Moores University, James Parsons Building, Byrom Street, Liverpool, L3 3AF, United Kingdom * Corresponding author.