While Bill Gates, Stephen Hawking, Elon Musk, Peter Thiel, and others engage in OpenAI discussions of whether or not AI, robots, and machines will replace humans, proponents of human-centric computing continue to extend work in which humans and machine partner in contextualized and personalized processing of multimodal data to derive actionable information. In this talk, we discuss how maturing towards the emerging paradigms of semantic computing (SC), cognitive computing (CC), and perceptual computing (PC) provides a continuum through which to exploit the ever-increasing and growing diversity of data that could enhance people’s daily lives. SC and CC sift through raw data to personalize it according to context and individual users, creating abstractions that move the data closer to what humans can readily understand and apply in decision-making. PC, which interacts with the surrounding environment to collect data that is relevant and useful in understanding the outside world, is characterized by interpretative and exploratory activities that are supported by the use of prior/background knowledge. Using the examples of personalized digital health and a smart city, we will demonstrate how the trio of these computing paradigms form complementary capabilities that will enable the development of the next generation of intelligent systems. AI and Machine Learning in IoT
Serious games employ video game technology to convey serious content, facilitate learning, or initiate behavioral change. A common approach is to combine standard game mechanics with linear content expected to deliver the intended message. In contrast, we advocate an approach centered on player decisions and subjective experience, referring to innovative examples of learning by experience, both analog and digital. We present the design decisions underlying Aquamorra, a serious game to support the treatment of childhood obesity in the light of this approach.
Autonomous characters in interactive storytelling can be supported by using affective agent architectures. The configuration of most current tools for controlling agents is, however, implementation specific and not tailored to the needs of authors. Based on literature review, a questionnaire evaluation of authors’ preferences for character creation, and a case study of an author’s conceptualization of this process, we investigate the different methods of configuration available in current agent architectures, reviewing discrepancies and matches. Given these relations, promising approaches to configuration are identified, based on initial inner states, “global” parameters of characters, libraries of stock characters, and selections of backstory experiences.
Serious games deliver interactive worlds in support of a wide range of application areas. Addressing the current paucity of scientific empirical studies in game-based psychotherapy, we address scientific and methodological challenges and their implications for the design of serious games for this domain. We do so in the context of a comprehensive multistage design process that preceded the final game concept of the "Trauma Treatment Game", a serious game to support individualised interventions to children of age eight to twelve suffering from trauma.
The aim of this article is to start a dialogue and search for a unified game design tool within the game design and research community. As a possible direction, presented paper outlines the practice and importance of design pattern use in serious game development and argues that design patterns can make serious game development more efficient by enabling knowledge exchange and better communication between different stakeholders. Furthermore, the use of design patterns provides a foundation for structured research and analysis of games. In order to help advance the state of game design the paper proposes a new method - the Serious Games Design Pattern Canvas or shorter Design Pattern Canvas (DPC). DPC is a design template for developing new or documenting existing (serious) game design patterns. It is a visual chart with elements describing a pattern's purpose, mechanic, audience, consequences, collected data, related research and ethical considerations. It assists game designer in aligning their activities by illustrating patterns characteristics and potential trade-offs. One of the goals of the DPC is to either help break larger game design problems into smaller pieces or assist in a bottom up approach of designing serious games. It is important to note, that the paper proposes the first step for co-creation of a game design tool and further research and validation of the DPC is needed.
We introduce the Design Pattern Canvas, a visual tool for alignment and decomposition of game designer activities.
Serious games deliver interactive worlds in support of a wide range of application areas. Addressing the current paucity of scientific empirical studies in game-based psychotherapy, we present a principled concept for the design and deployment of a Trauma Treatment Game aimed at the support of individualised interventions to children suffering from childhood trauma. Focusing on the particular methodological challenges of IT-based psycho-therapeutic support, we detail a domain-general staged process that is fully embedded in a scaffolding of validation and evaluation assessments. We motivate the structural decomposition, explain the nature and requirements of quality insurance measures, identify suitable instruments for their implementation, and specify success criteria and contingency measures.
The authoring and configuration of affective characters for interactive narratives presents a significant problem for the viability of interactive digital storytelling. Motivated by work on exploring the author's perspective on character creation, we present an outline of how a selection of action sequences as backstory experiences can be used to derive configuration parameters for an affective agent architecture. Potential planning paths that include the action sequences provide the foundation for setting concrete values for the importance of goals, standards, and tastes of the character as well as for determining the availability of implicated plans during runtime.
Affective agent architectures can be used as control components in Interactive Storytelling systems for artificial autonomous characters. Creative authoring for such systems then involves configuration of these agents that translate part of the creative process to the system’s runtime, necessarily constrained by the capabilities of the specific implementation. Using a framework for presenting configuration options based on literature review; a questionnaire evaluation of authors’ preferences for character creation; and a case study of an author’s conceptualisation of the creative process, we categorise available and potential methods for configuring affective agents in existing systems regarding creative exploration. Finally, we present work-in-progress on exemplifying the different options in the ActAffAct system.
The literature on social agents has put forward a number of requirements that social agents need to fulfill. In this paper we analyze the kinds of reasons and motivations that lie behind the statement of these requirements. In a second part of the paper, we look at how one can go about engineering the social agents. We introduce a general language in which to express dialogue rules and some tools that support the development of dialogue systems.
The Interactive Digital Storytelling (IDS) field has produced numerous research prototypes over the last years [1]. These prototypes cover several different technological domains, including: drama management; human computer interaction; language understanding and generation; behavioral modeling; 3D rendering, modeling and animation. Research in the field usually focuses on one specific area. However, it is often the case that other dimensions need to be integrated with one’s core contribution to provide the end-user with a whole experience that can be assessed. As a consequence, researchers in IDS tend to become “one-person bands” trying to unite being scientists in multiple fields; engineers in an array of domains; and developers at home with many technologies and processes. Game technologies aim to simplify this challenge by providing, in particular, sophisticated game engines. But since game engines do not cover all IDS needs, important development/integration efforts still remain to be addressed beyond the central scientific investigation itself. This workshop aimed at helping IDS researchers to identify and adopt existing IDS-relevant technologies, for them to be able to deliver prototypes that are more varied - or better tailored to their needs and goals - with less effort.
Modeling believable autonomous agents needs to take into account many different aspects from very different disciplines, ranging from cognitive psychology to mechanics. In this paper, we focus on research work dedicated to the modeling of human decision in a reactive way, a domain in-between the biomechanical motion control of the activity and the rational and social background which motivates and shapes the execution of such activities. We cover models of reactive human behaviors introduced in computer science and cognitive science, assessing and comparing them from the application-oriented perspective of modeling credible real-time virtual anthropomorphic actors. Copyright (C) 2010 JohnWiley & Sons, Ltd.
This article introduces OPARIS, an OPen ARchitecture for Interactive Storytelling, which aims at facilitating and fostering the integration of various and heterogeneous Interactive Storytelling components. It is based on a modular decomposition of functionalities and a specification of the various messages that different modules exchange with each other.
Emotion pervades human life in general, and human communication in particular, and this sets information technology a challenge. Traditionally, IT has focused on allowing people to accomplish practical tasks efficiently, setting emotion to one side. That was acceptable when technology was a small part of life, but as technology and life become increasingly interwoven we can no longer ask people to suspend their emotional nature and habits when they interact with technology. The European Commission funded a series of related research projects on emotion and computing, culminating in the HUMAINE project which brought together leading academic researchers from the many related disciplines. This book grew out of that project, and its chapters are arranged according to its working areas: theories and models; signals to signs; data and databases; emotion in interaction; emotion in cognition and action; persuasion and communication; usability; and ethics and good practice. The fundamental aim of the book is to offer researchers an overview of the related areas, sufficient for them to do credible work on affective or emotion-oriented computing. The book serves as an academically sound introduction to the range of disciplines involved technical, empirical and conceptual and will be of value to researchers in the areas of artificial intelligence, psychology, cognition and usermachine interaction.
The development of emotion-oriented systems has the potential to raise a range of ethical issues, not all of which were clearly understood at the inception of the project. This chapter discusses these issues and details the practical measures taken and the challenges faced in addressing them. An ethical audit revealed a lack of consistency in ethical procedures across the institutions and disciplines involved in the network, and HUMAINE established its own ethics committee to offer ethical advice and scrutiny when required. In addition, space was provided within the project for discussion of ethical issues - a process that allowed the emergence of a wider understanding of the issues themselves and of the sensitivities of different disciplines and users to them.
The EMCSR'2010 Proceedings will be printed directly from camera-ready copies sent electronically to the conference secre- tariat <sec@ofai.at>. To ensure that all papers in the Proceedings have a uniform ap- pearance, authors are asked to adhere to the instructions given in this document.
Stefan Rank合作论文数Austrian Research Institute for Artificial Intelligence (OFAI)10
Thomas Psik合作论文数3
Sonia Bergamaschi合作论文数Dipartimento di Ingegneria "Enzo Ferrari", Universita Degli Studi di Modena e Reggio Emilia3
Marcus Herzog合作论文数Computer Science department of the Vienna University of Technology,3
Bernhard Jung合作论文数TU Bergakademie Freiberg Institut fur Informatik2