11486065
Implementation of a scripting language for VRML/X3D-based embodied agents
Embodied agents or humanoid avatars may effectively be used to communicate with human users. Currently there is a wide range of specification formalisms and scripting languages for embodied agents, many of which are of a somewhat ad hoc nature lacking clear semantics. In this paper, we discuss the implementation of a scripting language for humanoid avatars in VRML/X3D-based environments. The scripting language STEP is based on dynamic logic, which provides a clear semantics for complex behavioral patterns. Moreover, the implementation of STEP is realized in a platform that extends VRML/X3D with distributed logic programming (DLP), which provides the computational support necessary to realize such complex behavioral patterns as well as the interaction with a (rich media) 3D environment. As an application example, we will discuss the development of an instructional VR for Tai Chi (the Chinese art of movement), illustrating how our approach allows for the creation of reusable libraries of behavioral patterns. We will discuss some implementation issues, in particular how to realize parallel actions and synchronization within an environment.
1230191
3D agent-based virtual communities
In this paper we propose an approach to 3D agent-based virtual communities in which autonomous agents are participants in VRML-based virtual worlds to enhance the interaction with users or serve as intelligent navigation assistants. In addition, an agent communication language (ACL) is designed as a high-level communication facility, in particular for the realization of shared objects in virtual communities. As a typical example of 3D agent-based virtual communities, a VRML-based multi-user soccer game has been developed and implemented in the distributed logic programming language DLP. We discuss how DLP can be used for the implementation of 3D agent-based virtual communities.
38873444
Logics for Belief Dependence
In this paper, we investigate the theoretical foundations of belief dependence in multiple agent environment, where agents may rely on someone else about their beliefs or knowledge. Several logics for belief dependence are introduced and studied. First of all, we try to formalize the problem of belief dependence in the framework of general epistemic logics, by which we will argue that general epistemic logic is not appropriate to formalize the problem of belief dependence. Then, based on an approach which is similar to Fagin and Halpern's general awareness logic, we present the second logic for belief dependence, which is called a syntactic approach. The third logic is an adapted possible world logic, where sub-beliefs are directly introduced in the models.
13610294
Seeing is believing: A common sense theory of the adoption of perception-based beliefs
In this paper we present a formal common sense theory of the adoption of perception-based beliefs. We begin with a logical analysis of perception and then consider when perception should lead to belief change. Our theory is intended to apply to perception in humans and to perception in artificial agents at the level of the symbolic interface between a vision system and a belief system. In order to provide a context for our work we relate it to the emerging field of cognitive robotics, give an abstract architecture for an agent which is both embodied and capable of reasoning, and relate this to the concrete architectures of two vision-based surveillance systems.
19558398
Gestures for Embodied Agents with Logic Programming
The paper discusses how distributed logic programming can be used to define and control the hand gestures of embodied agents in virtual worlds, by using the STEP language as an interface between the constructs of logic programming and the humanoid model defined in Virtual Reality Modelling Language (VRML). By using this framework, different gesture dictionaries can be defined and variants of a hand gesture, according to dynamically changing factors, can be generated on the fly. The approach is tested on the demanding demonstrator of conducting, providing experience, also on time performance of the animation.
18313204
A taxonomy of web agents
We propose a taxonomy of Web agents, which encompasses agents that provide a text-based interface to, for example, information retrieval services as well as avatar-embodied guides that help visitors to navigate in virtual environments. Our taxonomy must be regarded as an instrument to delineate targets for research and the realization of prototype applications that demonstrate the usefulness of agent-based intelligence on the Web. In addition, we deploy our agent-taxonomy to establish the implications particular target applications have with respect to software architecture and computational resources.
5239541
Link prediction approach to collaborative filtering
Recommender systems can provide valuable services in a digital library environment, as demonstrated by its commercial success in book, movie, and music industries. One of the most commonly-used and successful recommendation algorithms is collaborative filtering, which explores the correlations within user-item interactions to infer user interests and preferences. However, the recommendation quality of collaborative filtering approaches is greatly limited by the data sparsity problem. To alleviate this problem we have previously proposed graph-based algorithms to explore transitive user-item associations. In this paper, we extend the idea of analyzing user-item interactions as graphs and employ link prediction approaches proposed in the recent network modeling literature for making collaborative filtering recommendations. We have adapted a wide range of linkage measures for making recommendations. Our preliminary experimental results based on a book recommendation dataset show that some of these measures achieved significantly better performance than standard collaborative filtering algorithms
1799662
REVIEW: a real-time virtual walkthrough system
1. Real-time Virtual Walkthrough Data representing virtual environments (VEs) are getting increasingly large in order to better simulate real scenes. This poses interesting challenges to organize, store, and render the data for interactive navigation in VEs, or walkthrough. A large VE usually consists of thousands of 3D objects, each of which can be represented by hundreds of polygons, and may take thousands of megabytes of storage space. The amount of data is so large that it is impossible to store all of them in the main memory. Even for memory resident models, the graphics pipeline can become a bottleneck quickly with a large amount of data and slow down the rendering to an unacceptable frame rate for the walkthrough.
3144439
Fast rendering of foveated volumes in wavelet-based representation
A foveated volume can be viewed as a blending of multiple regions, each with a different level of resolution. It can be efficiently represented in the wavelet domain by retaining a small number of wavelet coefficients. We exploit the arrangement of those wavelet coefficients to achieve fast volume rendering. The running time is O(n2+m), where n is the width of the rendered image, and m is the number of wavelet coefficients retained for the foveated volume. Our algorithm consists of two phases. The first phase is a fast reconstruction of the super-voxels from the wavelet coefficients, and the second phase renders the super-voxels by carefully tracking rays with different thickness in the super-voxels. No expensive preprocessing on the wavelet coefficients is required. Hence, it is possible to interactively modify different viewing parameters like the transfer functions. A potential application of our algorithm is in remote visualization of large volume data-sets.
10707976
Robust image authentication using content based compression
Abstract.Image authentication is becoming very important for certifying data integrity. A key issue in image authentication is the design of a compact signature that contains sufficient information to detect illegal tampering yet is robust under allowable manipulations. In this paper, we recognize that most permissible operations on images are global distortions like low-pass filtering and JPEG compression, whereas illegal data manipulations tend to be localized distortions. To exploit this observation, we propose an image authentication scheme where the signature is the result of an extremely low-bit-rate content-based compression. The content-based compression is guided by a space-variant weighting function whose values are higher in the more important and sensitive region. This spatially dependent weighting function determines a weighted norm that is particularly sensitive to the localized distortions induced by illegal tampering. It also gives a better compactness compared to the usual compression schemes that treat every spatial region as being equally important. In our implementation, the weighting function is a multifovea weighted function that resembles the biological foveated vision system. The foveae are salient points determined in the scale-space representation of the image. The desirable properties of multifovea weighted function in the wavelet domains fit nicely into our scheme. We have implemented our technique and tested its robustness and sensitivity for several manipulations.
33359596
A framework to customize a face model for reusing animation
We propose a framework to customize a face model for reusing animation. In this framework, two orthogonal photos of a human face are used as input. Based on them, a set of feature points is manually selected. Then, the existing face model will be adapted for both the geometry and muscle model underneath. We formulate it as a nonlinear optimization problem and apply the Levenberg-Marquardt method for the solution. We can get the result instantly. The result is a new animation-ready model with the same look as the two photos. Applying the previous motion specification to this model, we can reuse the animation. Our initial results demonstrate that our approach is effective.