Interactive multi-agent system improves reusability of agents by separating application design from agent design. However, it remains difficult for application designers (usually non-computer ...professionals) to script massive multi-agents. This is especially true for scripting hundreds of NPCs (Non Player Characters, agents) hosted by hostile, dynamic and complex 3D (three-dimensional) environments in military simulation. Out of perspective of interaction between agents and environments, namely virtual spaces, we introduce virtual space ontologies to facilitate interaction between humans and agents. Three advantages are obtained by using virtual space ontologies: 1) A hybrid approach of integrating qualitative and quantitative spatial reasoning is achieved so that application designers can specify arguments of actions (scenario primitives) qualitatively. 2)Primitive actions of agents are abstracted hierarchically so that application designers can sketch scenarios for units of agents. 3) Better intent communication between humans and agents is realized so that application users can control agents easily in real time.
Gülmece kuramları arasında yer alan “Uyumsuzluk Kuramı” bağlamında “e-fıkra.net” adlı fıkra sitesindeyer alan Temel fıkraları arasından seçilen örnekler incelenmiştir. Sonuç olarak seçilen örneklerle ...kuramınsanal ortamda da geçerliliğini koruduğu görülmüştür.
This paper presents a simplified virtual space vector PWM (VSVPWM) by using g-h coordinate for three-level neutral-point clamped power converter applications. The VSVPWM is a very appealing ...modulation technique due to the fact that the neutral-point (NP) voltage will be strictly balanced during one switching cycle. Current VSVPWM needs more calculation than the traditional SVPWM due to use more switching states. It can be seen that all virtual space vectors have special position in 60-degree frame. Therefore, sector/subsector judgment and dwell time calculation of VSVPWM can significantly avoid trigonometry functions (sin/cos) in g-h coordinate. This will significantly simplify calculation workload and thus allowing for being used in higher switching frequency application areas. In addition, the optimal switching sequence is selected to reduce even-order harmonics which has a bad impact on NP balancing issues in three-level power converter system. Finally, the correctness and effectiveness of VSVPWM based on g-h coordinate are verified through simulation results.
In the field of virtual game design, in addition to the game content to meet the immersive needs of users, the design in the virtual space is also very important. The color harmony generated by the ...lights in the virtual space also changes the mindset and cognition of users. They can immerse themselves in the game more quickly, so the colors in the space and the colors produced by the lights can show different atmospheres through different forms of presentation. In the existing researches, interior design color matching is based on simple theories such as hue or contrast color. In terms of space, the consideration is not only for the hue, but also the intensity and configuration of the light. Therefore, by studying the relationship between color and cognition produced by space lighting, this study uses the color effects produced by four different lights as a cognitive difference study, supplemented by an exploration of the trend of color application, and induces the principle of color matching Finally, the differences between the user's perception of the different color matching colors are provided, and finally the reference for the design of the virtual space is provided.
Future computing systems interact with a large number of users moving around buildings and streets. In this paper, we propose an example of such systems and how to evaluate ubicomp systems equipped ...with a large-scale physical environment that includes a large number of people inside. In our emergency guidance system, off-site guiding staff monitors a crowded large-scale public space to understand its situation, and instruct on-site guiding staff how to guide crowds effectively. Our system tracks and synthesizes the public space to enable the off-site staff to grasp it, and support communication between the on-site and the off-site staffs. Because it is not affordable to use the physical public space and a lot of human subjects to evaluate the system, we used our social interaction platform to simulate our guidance system. We could successfully construct simulations, in which the crowds are replaced with social agents in the virtual public space.
Mrežno doba medijskog posredovanja postepeno i suptilno mijenja način na koji doživljavamo sebe i svijet u kojem živimo. Emitiranje vlastitih života na mrežama uključuje i svakodnevno ...eksterioriziranje emocija na tehničke posrednike trećeg stepena kako ih naziva Jensen (prema Bogdanić 2013). Ispoljavanje emocionalnih doživljaja čitamo svakodnevno na društvenim mrežama, ali one postaju i sastavni dio korisničkih sadržaja ispod redovnih medijskih tekstova na web portalima. Ove, takozvane, intelektualne tehnologije, preuzimaju esencijalne ljudske osobine poput racionalnosti, memorije, računanja, prevođenja, ali i osobine poput emocionalnosti i komunikativnosti (Carr 2014, Turkle 2010).
Gdje žive emocije kada ih prenesemo u virtuelno i kako postaju sastavni dio medijskih sadržaj? Gdje živi čovjekova duša prenesena u njegov virtuelni self? – pitanja su na koja ćemo tražiti odgovore u prvom dijelu ovoga rada.
Analizirat ćemo virtuelni prostor, njegove mogućnosti i ograničenja. Diskutirat ćemo o potencijalu mrežnih medija za posredovanje emocionalnih doživljaja. Tragat ćemo i za razumijevanjem tehnologije i uređaja kao alternativne ljudskosti, onda kada zakaže ili ne želi djelovati čovjek sam. Pokušat ćemo naći odgovore na pitanja o posljedicama takvog posredovanja, referirajući se na istrživanja drugih autora poput Sive Vaidhyanathana, Shery Turkle, Nicholasa Carra i drugih.
Posljednji dio rada analizirat će književne analize medijskog posredovanja koje se sporadično pojavljuju u djelima svjetskih pisaca (Ruždi, Igo, Mehmedinović, Sabato, Spengler...) i interakciju njihovog razumijevanja medija s McLuhanovim viđenjem medijskog posredovanja i produžavanja/sakaćenja čula.
This paper proposes a novel virtual space vector pulse width modulation (VSVPWM) method for reliability improvement of the three-level inverters. In the three-level inverters, the DC-link is divided ...into two capacitors to create the neutral-point (NP). The split DC-link capacitors induce a drawback which is AC unbalance between each DC-link voltage of capacitors. To mitigate this drawback, VSVPWM was widely researched. The VSVPWM controls AC ripple component of the NP voltage to zero within one switching period. However, VSVPWM does not consider the NP ripple current and CMV. The NP current equals to the sum of each capacitor currents. Its large ripple component increases the core temperature in capacitor, which reduces the lifespan of the DC-link capacitors. Additionally, CMV with a large peak-to-peak value generates the electro-magnetic interference issues and leakage current. In this paper, an optimized VSVPWM for suppressing the capacitor ripple current and the variation of CMV is proposed. The effectiveness and validity of the modified VSVPWM are verified with various simulation results.
Ambient intelligence is a rapidly developing field producing a new generation of applications and services demanding new, more complex strategies for usability testing and evaluation. In this paper, ...we identify caveats of traditional methods of application usability testing when applied to an ambient intelligent environment and we introduce a method for unified analysis of user behavior using a virtual environment visualization. For the usability testing in ambient environments, we propose to transform data (both data recorded in real settings and data artificially created by experts) into a virtual environment to cope with the following issues: a) overwhelming amount of data, b) proprietary data formats, and c) ethical codices issues. We describe a tool for creation of expert evaluation data and for transformation of data from video recordings and illustrate its use on two cases.
Localization using low-power wireless devices is one of the promising methods even in outdoor environments because the Global Navigation Satellite System (GNSS) devices generally consume much power ...to result in frequent battery replacements. Received Signal Strength Indicator (RSSI) is often utilized in such methods due to availability in most wireless devices. Even in outdoor open space, however, various factors such as path-loss characteristics and antenna directivity possibly cause difficulty in RSSI-based localization. This paper investigates the error factors of Deep Neural Network (DNN)-based fingerprinting localization in terms of antenna directivity. Most existing studies have analyzed the error factor in localization algorithms or methods to improve accuracy. On the other hand, the error factors on the environments had not been paid attention yet at all. In this paper, we investigate distance errors of the DNN-based fingerprinting method in terms of antenna directivity as one of the environmental factors using virtual space reproduced in a computer. Through experiments where an actual Bluetooth Low Energy (BLE) tag system was emulated, we found that the tag antenna directivity could be the factor to worsen the localization accuracy while receiver antenna directivity to better.
The traditional color hierarchical structure feature extraction method needs to establish the spectrum of each color, and the processing structure is highly affected by color resolution, which ...affects the accuracy of feature extraction. Aiming at the above problems, research on the feature extraction method of indoor spatial color hierarchy based on virtual reality technology. The parameters of virtual space modeling are obtained from the high color resolution images, and the indoor space modeling is carried out by using virtual reality technology. Carry on spatial color correction to the established model, and detect the edge of color hierarchy, and extract the characteristics of indoor spatial color hierarchy according to the principle of clustering. The experimental results show that the feature extraction method based on virtual reality technology has the advantages of short processing time, good extraction effect and reliability.