968 resultados para Performing software agent


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This research investigates the possibility for emergent choreographic behaviour to arise from the interactions between a human dancer and a learning, digital performing agent. The cognitive framework is extended through theories of distributed cognition to take into account the two interacting agents rather than a single agent and its environment. The Artificial Neural Network based performing agent demonstrated emergent dance behaviour when performing live with the human dancer. The agent was able to follow the dancer, create movement phrases based on what the dancer was performing and recognize short movement phrases, as a result of the interaction of the dancer’s motion captured movement data and the agent’s artificial neural network. This emergent behaviour was not explicitly programmed, but emerged as a result of the learning process and the interactions with the human dancer.

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For a Digital Performing Agent to be able to perform live with a human dancer, it would be useful for the agent to be able to contextualize the movement the dancer is performing and to have a suitable movement vocabulary with which to contribute to the performance. In this paper we will discuss our research into the use of Artificial Neural Networks (ANN) as a means of allowing a software agent to learn a shared vocabulary of movement from a dancer. The agent is able to use the learnt movements to form an internal representation of what the dancer is performing, allowing it to follow the dancer, generate movement sequences based on the dancer's current movement and dance independently of the dancer using a shared movement vocabulary. By combining the ANN with a Hidden Markov Model (HMM) the agent is able to recognize short full body movement phrases and respond when the dancer performs these phrases. We consider the relationship between the dancer and agent as a means of supporting the agent's learning and performance, rather than developing the agent's capability in a self-contained fashion.

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Virtual and augmented environments are often dependent on human intervention for change to occur. However there are times when it would be advantageous for appropriate human-like activity to still occur when there are no humans present. In this paper, we describe the installation art piece Recognition, which uses the movement of human participants to effect change, and the movement of a performing agent when there are no humans present. The agent's Artificial Neural Network has learnt appropriate movements from a dancer and is able to generate suitable movement for the main avatar in the absence of human participants.

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This thesis presents SodaBot, a general-purpose software agent user-environment and construction system. Its primary component is the basic software agent --- a computational framework for building agents which is essentially an agent operating system. We also present a new language for programming the basic software agent whose primitives are designed around human-level descriptions of agent activity. Via this programming language, users can easily implement a wide-range of typical software agent applications, e.g. personal on-line assistants and meeting scheduling agents. The SodaBot system has been implemented and tested, and its description comprises the bulk of this thesis.

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The phenomenonal growth of the Internet has connected us to a vast amount of computation and information resources around the world. However, making use of these resources is difficult due to the unparalleled massiveness, high communication latency, share-nothing architecture and unreliable connection of the Internet. In this dissertation, we present a distributed software agent approach, which brings a new distributed problem-solving paradigm to the Internet computing researches with enhanced client-server scheme, inherent scalability and heterogeneity. Our study discusses the role of a distributed software agent in Internet computing and classifies it into three major categories by the objects it interacts with: computation agent, information agent and interface agent. The discussion of the problem domain and the deployment of the computation agent and the information agent are presented with the analysis, design and implementation of the experimental systems in high performance Internet computing and in scalable Web searching. ^ In the computation agent study, high performance Internet computing can be achieved with our proposed Java massive computation agent (JAM) model. We analyzed the JAM computing scheme and built a brutal force cipher text decryption prototype. In the information agent study, we discuss the scalability problem of the existing Web search engines and designed the approach of Web searching with distributed collaborative index agent. This approach can be used for constructing a more accurate, reusable and scalable solution to deal with the growth of the Web and of the information on the Web. ^ Our research reveals that with the deployment of the distributed software agent in Internet computing, we can have a more cost effective approach to make better use of the gigantic scale network of computation and information resources on the Internet. The case studies in our research show that we are now able to solve many practically hard or previously unsolvable problems caused by the inherent difficulties of Internet computing. ^

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Because of limited sensor and communication ranges, designing efficient mechanisms for cooperative tasks is difficult. In this article, several negotiation schemes for multiple agents performing a cooperative task are presented. The negotiation schemes provide suboptimal solutions, but have attractive features of fast decision-making, and scalability to large number of agents without increasing the complexity of the algorithm. A software agent architecture of the decision-making process is also presented. The effect of the magnitude of information flow during the negotiation process is studied by using different models of the negotiation scheme. The performance of the various negotiation schemes, using different information structures, is studied based on the uncertainty reduction achieved for a specified number of search steps. The negotiation schemes perform comparable to that of optimal strategy in terms of uncertainty reduction and also require very low computational time, similar to 7 per cent to that of optimal strategy. Finally, analysis on computational and communication requirement for the negotiation schemes is carried out.

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Many infrastructure and necessity systems such as electricity and telecommunication in Europe and the Northern America were used to be operated as monopolies, if not state-owned. However, they have now been disintegrated into a group of smaller companies managed by different stakeholders. Railways are no exceptions. Since the early 1980s, there have been reforms in the shape of restructuring of the national railways in different parts of the world. Continuous refinements are still conducted to allow better utilisation of railway resources and quality of service. There has been a growing interest for the industry to understand the impacts of these reforms on the operation efficiency and constraints. A number of post-evaluations have been conducted by analysing the performance of the stakeholders on their profits (Crompton and Jupe 2003), quality of train service (Shaw 2001) and engineering operations (Watson 2001). Results from these studies are valuable for future improvement in the system, followed by a new cycle of post-evaluations. However, direct implementation of these changes is often costly and the consequences take a long period of time (e.g. years) to surface. With the advance of fast computing technologies, computer simulation is a cost-effective means to evaluate a hypothetical change in a system prior to actual implementation. For example, simulation suites have been developed to study a variety of traffic control strategies according to sophisticated models of train dynamics, traction and power systems (Goodman, Siu and Ho 1998, Ho and Yeung 2001). Unfortunately, under the restructured railway environment, it is by no means easy to model the complex behaviour of the stakeholders and the interactions between them. Multi-agent system (MAS) is a recently developed modelling technique which may be useful in assisting the railway industry to conduct simulations on the restructured railway system. In MAS, a real-world entity is modelled as a software agent that is autonomous, reactive to changes, able to initiate proactive actions and social communicative acts. It has been applied in the areas of supply-chain management processes (García-Flores, Wang and Goltz 2000, Jennings et al. 2000a, b) and e-commerce activities (Au, Ngai and Parameswaran 2003, Liu and You 2003), in which the objectives and behaviour of the buyers and sellers are captured by software agents. It is therefore beneficial to investigate the suitability or feasibility of applying agent modelling in railways and the extent to which it might help in developing better resource management strategies. This paper sets out to examine the benefits of using MAS to model the resource management process in railways. Section 2 first describes the business environment after the railway 2 Modelling issues on the railway resource management process using MAS reforms. Then the problems emerge from the restructuring process are identified in section 3. Section 4 describes the realisation of a MAS for railway resource management under the restructured scheme and the feasible studies expected from the model.

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The insider threat is a security problem that is well-known and has a long history, yet it still remains an invisible enemy. Insiders know the security processes and have accesses that allow them to easily cover their tracks. In recent years the idea of monitoring separately for these threats has come into its own. However, the tools currently in use have disadvantages and one of the most effective techniques of human review is costly. This paper explores the development of an intelligent agent that uses already in-place computing material for inference as an inexpensive monitoring tool for insider threats. Design Science Research (DSR) is a methodology used to explore and develop an IT artifact, such as for this intelligent agent research. This methodology allows for a structure that can guide a deep search method for problems that may not be possible to solve or could add to a phenomenological instantiation.

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Expert supervision systems are software applications specially designed to automate process monitoring. The goal is to reduce the dependency on human operators to assure the correct operation of a process including faulty situations. Construction of this kind of application involves an important task of design and development in order to represent and to manipulate process data and behaviour at different degrees of abstraction for interfacing with data acquisition systems connected to the process. This is an open problem that becomes more complex with the number of variables, parameters and relations to account for the complexity of the process. Multiple specialised modules tuned to solve simpler tasks that operate under a co-ordination provide a solution. A modular architecture based on concepts of software agents, taking advantage of the integration of diverse knowledge-based techniques, is proposed for this purpose. The components (software agents, communication mechanisms and perception/action mechanisms) are based on ICa (Intelligent Control architecture), software middleware supporting the build-up of applications with software agent features

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To use the vast amount of information efficiently and effectively from Web sites is very important for making informed decisions. There are, however, still many problems that need to be overcome in the information gathering research arena to enable the delivery of relevant information required by users. In this paper, an information gathering system is develop by means of multiple agents to solve those problems. We employed some ideas of Gaia's methodology and an open agent architecture to analyze and design the system. The system consists of a query preprocessing agent, information retrieval agent, information filtering agent, and information management agent. The filtering agent is trained with categorized documents and can provide users with the necessary information. The experimental results show that all agents in the system can work cooperatively to retrieve relevant information from the World Wide Web environment.

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This work proposes an animated pedagogical agent that has the role of providing emotional support to the student: motivating and encouraging him, making him believe in his self-ability, and promoting a positive mood in him, which fosters learning. This careful support of the agent, its affective tactics, is expressed through emotional behaviour and encouragement messages of the lifelike character. Due to human social tendency of anthropomorphising software, we believe that a software agent can accomplish this affective role. In order to choose the adequate affective tactics, the agent should also know the student’s emotions. The proposed agent recognises the student’s emotions: joy/distress, satisfaction/disappointment, anger/gratitude, and shame, from the student’s observable behaviour, i. e. his actions in the interface of the educational system. The inference of emotions is psychologically grounded on the cognitive theory of emotions. More specifically, we use the OCC model which is based on the cognitive approach of emotion and can be computationally implemented. Due to the dynamic nature of the student’s affective information, we adopted a BDI approach to implement the affective user model and the affective diagnosis. Besides, in our work we profit from the reasoning capacity of the BDI approach in order for the agent to deduce the student’s appraisal, which allows it to infer the student’s emotions. As a case study, the proposed agent is implemented as the Mediating Agent of MACES: an educational collaborative environment modelled as a multi-agent system and pedagogically based on the sociocultural theory of Vygotsky.

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In this paper we propose a flexible Multi-Agent Architecture together with a methodology for indoor location which allows us to locate any mobile station (MS) such as a Laptop, Smartphone, Tablet or a robotic system in an indoor environment using wireless technology. Our technology is complementary to the GPS location finder as it allows us to locate a mobile system in a specific room on a specific floor using the Wi-Fi networks. The idea is that any MS will have an agent known at a Fuzzy Location Software Agent (FLSA) with a minimum capacity processing at its disposal which collects the power received at different Access Points distributed around the floor and establish its location on a plan of the floor of the building. In order to do so it will have to communicate with the Fuzzy Location Manager Software Agent (FLMSA). The FLMSAs are local agents that form part of the management infrastructure of the Wi-Fi network of the Organization. The FLMSA implements a location estimation methodology divided into three phases (measurement, calibration and estimation) for locating mobile stations (MS). Our solution is a fingerprint-based positioning system that overcomes the problem of the relative effect of doors and walls on signal strength and is independent of the network device manufacturer. In the measurement phase, our system collects received signal strength indicator (RSSI) measurements from multiple access points. In the calibration phase, our system uses these measurements in a normalization process to create a radio map, a database of RSS patterns. Unlike traditional radio map-based methods, our methodology normalizes RSS measurements collected at different locations on a floor. In the third phase, we use Fuzzy Controllers to locate an MS on the plan of the floor of a building. Experimental results demonstrate the accuracy of the proposed method. From these results it is clear that the system is highly likely to be able to locate an MS in a room or adjacent room.

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La unión de distintos sistemas software constituye un elemento principal de las nuevas Tecnologías de la Información y la Comunicación. La integración de entornos virtuales tridimensionales con agentes software inteligentes es el objetivo que persigue este trabajo de investigación. Para llevar a cabo esta integración se parte de la creación de un agente virtual, un personaje que es controlado por una mente desarrollada siguiendo un enfoque basado en agentes software. Se busca así dotar al sistema de cierto nivel de inteligencia, tomando como referencia el funcionamiento del cerebro humano. Lo que se consigue es que el agente capte los estímulos del entorno, los procese y genere comportamientos, tanto reactivos como deliberativos, que son ejecutados por el personaje. Los resultados obtenidos resaltan el dinamismo del sistema, a la vez que animan a seguir investigando en este campo lleno de aplicaciones directas y reales sobre el mundo. En conclusión, esta investigación busca y consigue un nuevo paso en el progreso de las nuevas tecnologías mediante una integración real de distintos sistemas software. ---ABSTRACT---The union of different software systems is a major element of Information and Communications Technology. The aim of this research is the integration of 3D virtual environments and intelligent software agents. This integration is based on the development of a virtual agent, a character that is controlled by a mind developed following a software agent approach. It is sought to provide the system with some intelligence level, taking the human brain function as a reference point. The consequence is that the agent captures environmental stimuli, processes them and creates reactive and deliberative behaviours that can be executed by the avatar. The findings emphasize the dynamism of the system as well as they encourage to research more in this field that has a lot of direct and real-life applications on the world. In conclusion, this research seeks and takes a new step in the progress of new technologies through a real integration of different software systems.

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The objective of this research is to design and build a groupware system which will allow members of a distributed group more flexibility in performing software inspection. Software inspection, which is part of non-execution based testing in software development, is a group activity. The groupware system aims to provide a system that will improve acceptability of groupware and improve software quality by providing a software inspection tool that is flexible and adaptable. The groupware system provide a flexible structure for software inspection meetings. The groupware system will extend the structure of the software inspection meeting itself, allowing software inspection meetings to use all four quadrant of the space-time matrix: face-to-face, distributed synchronous, distributed asynchronous, and same place-different time. This will open up new working possibilities. The flexibility and adaptability of the system allows work to switch rapidly between synchronous and asynchronous interaction. A model for a flexible groupware system was developed. The model was developed based on review of the literature and questionnaires. A prototype based on the model was built using java and WWW technology. To test the effectiveness of the system, an evaluation was conducted. Questionnaires was used to gather response from the users. The evaluations ascertained that the model developed is flexible and adaptable to the different working modes, and the system is capable of supporting several different models of the software inspection process.

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The main objective of this thesis work is to develop communication link between Runrev Revolution (IDE) and JADE (Multi-Agent System) through Socket programming using TCP/IP layer. These two independent platforms are connected using socket programming technique. Socket programming is considered to be newly emerging technology among these two platforms, the work done in this thesis work is considered to be a prototype.A Graphical simulation model is developed by salixphere (Company in Hedemora) to simulate logistic problems using Runrev Revolution (IDE). The simulation software/program is called “BIOSIM”. The logistic problems are complex, and conventional optimization techniques are unlikely very successful. “BIOSIM” can demonstrate the graphical representation of logistic problems depending upon the problem domains. As this simulation model is developed in revolution programming language (Transcript) which is dynamically typed and English-like language, it is quite slow compared to other high level programming languages. The object of this thesis work is to add intelligent behaviour in graphical objects and develop communication link between Runrev revolution (IDE) and JADE (Multi-Agent System) using TCP/IP layers.The test shows the intelligent behaviour in the graphical objects and successful communication between Runrev Revolution (IDE) and JADE (Multi-Agent System).