Gesture and speech are two very important behaviors for virtual humans. They are not isolated from each other but generally employed simultaneously in the service of the same intention. An underlying PaT-Net parallel ...
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Gesture and speech are two very important behaviors for virtual humans. They are not isolated from each other but generally employed simultaneously in the service of the same intention. An underlying PaT-Net parallel finite state machine may be used to coordinate them both. Gesture selection is not arbitrary. Typical movements correlated with specific textual elements are used to select and produce gesticulation online. This enhances the expressiveness of speaking virtual humans.
The MediSim system extends virtual environment technology to allow medical personnel to interact with and train on simulated casualties. The casualty model employs a three-dimensional animated human body that displays...
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The last few years have seen great maturation in the computation speed and control methods needed to portray 3D virtual humans that are suitable for real interactive applications. We first describe the state of the ar...
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The last few years have seen great maturation in the computation speed and control methods needed to portray 3D virtual humans that are suitable for real interactive applications. We first describe the state of the art, then focus on the particular approach taken at the University of Pennsylvania with the Jack system. Various aspects of real-time virtual humans are considered, such as their appearance and motion, interactive control, autonomous actions, gestures, attention, locomotion and multiple individuals. The underlying architecture consists of a sense-control-act structure that permits reactive behaviors to be locally adaptive to the environment, and a PaT-Net (parallel transition network) parallel-finite-state machine controller that can be used to drive virtual humans through complex tasks. We then argue for a deep connection between language and animation and describe current efforts in linking them through two systems: the Jack Presenter and the JackMOO extension to lambdaMOO. Finally, we outline a parameterized action representation for mediating between language instructions and animated actions.
Modern web-based Scientific Visualization applications try to overcome common limitations imposed by limited internet bandwidth, server bottlenecks or network latency. A further aspect is the desire to gain platform i...
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Modern web-based Scientific Visualization applications try to overcome common limitations imposed by limited internet bandwidth, server bottlenecks or network latency. A further aspect is the desire to gain platform i...
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Modern web-based Scientific Visualization applications try to overcome common limitations imposed by limited internet bandwidth, server bottlenecks or network latency. A further aspect is the desire to gain platform independence by solely using instruments which are platform independent by conception: the programming language Java, the Virtual Reality modeling Language (VRML), or the 3D API *** present a prototype of a hybrid web-based Scientific Visualization system which makes use of the increasing computational power of modern desktop workstations and personal computers on the client side, and the superior performance provided by a powerful machine on the server side. In order to achieve high interaction rates and to balance computational load the user can dynamically assign selected tasks to his client or to the *** the scientific field of humanmodeling we have implemented a hybrid web-based toolkit for the modeling of human muscles and skin. Our application allows the on-line generation and manipulation of three-dimensional implicit muscle models in a heterogeneous network and it offers various parameters to adjust computation and response time versus rendering quality.
Hybrid simulation includes both functional computer software models and actual hardware subsystems operating as an integrated whole. A ''hot test bed'' or a ''hybrid simulator-emulator''...
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Hybrid simulation includes both functional computer software models and actual hardware subsystems operating as an integrated whole. A ''hot test bed'' or a ''hybrid simulator-emulator'' enables design engineers to evaluate conceptual models in a more realistic real-lime context, but places increased cognitive demands on the designer. This paper describes an architecture, and results from a prototype implementation, for a design decision support system to allow a designer to make more productive and cost effective use of a test bed system.
The objectives of human Engineering (HE) are generally viewed as increasing human performance, reducing human error, enhancing personnel and equipment safety, and reducing training and related personnel costs. There a...
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The objectives of human Engineering (HE) are generally viewed as increasing human performance, reducing human error, enhancing personnel and equipment safety, and reducing training and related personnel costs. There are other benefits that are thoroughly consistent with the direction of the Navy of the future, chief among these is reduction of required numbers of personnel to operate and maintain Navy ships. The Naval Research Advisory Committee (NRAC) report on Man-Machine Technology in the Navy estimated that one of the benefits from increased application of man-machine technology to Navy ship design is personnel reduction as well as improving system availability, effectiveness, and safety The objective of this paper is to discuss aspects of the human engineering design of ships and systems that affect manning requirements, and impact human-performance and safety The paper will also discuss how the application of human engineering leads to improved performance, and crew safety, and reduced workload, all of which influence manning levels. Finally, the paper presents a discussion of tools and case studies of good human engineering design practices which reduce manning.
We present an integrated 3D virtual environment for the quantitative modeling of the anatomy and the physiology of the pulmonary system. Our approach formally integrates 3D deformable object modeling with conventional...
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作者:
Kushnier, SDHeithecker, CHBallas, JAMcFarlane, DCScott Kushnier:is an engineer at the Naval Air Warfare Center in Warminster
Pennsylvania where he has worked for the past seven years. He earned an M.S. degree in Computer Science from the University of Delaware in 1994. Scott has worked on projects in automated classification plan recognition interface design and modeling & simulation to support various aspects of the Naval Air Warfare mission. He is interested in humun-computer interaction artificial intelligence natural language pvocessing modeling & simulation and open systems architectures. Jim Ballas:is a scientist at the Navy Center for Applied Research in Artificial Intelligence at the Naval Research Lab. He has a Ph.D. in Applied Experimental Psychology
has been active in seueral areas of human-computer systems design and integration and has forty-two publications and technical reports. Prior to his position at NRL. he held faculty appointments at Georgetown and George Mason University. He is a member of the Acoustical Society of America the Human Factors and Ergonomics Society and Sigma Xi. He served in U.S. Army Intelligence and was awarded the Bronze Star for service in Vietnam.
Data fusion has been characterized as taking place at four levels oi abstraction: the unit level, the situation level, the threat level, and the resource allocation level. A unit level characterization tries to pin do...
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Data fusion has been characterized as taking place at four levels oi abstraction: the unit level, the situation level, the threat level, and the resource allocation level. A unit level characterization tries to pin down the attributes of individual platform objects, At the situation level, organized groups of units, such as battle groups, are explored. At the threat level and resource allocation level, reasoning about possible enemy intentions and possible responses is undertaken. Little work, however has been done concerning some of the higher levels of abstraction, namely the force and threat levels. This paper presents an approach toward situation assessment which includes explicit conceptualizations of forces and threats. Graphical representations of these forces and threats are designed to enhance the unit level depiction without obscuring it. This paper explores a novel style of user interface-one designed to allow collaboration between the person and the machine, enabling a tactical assessment which is superior to one in which either the person or the machine works in isolation. The paper will then describe a natural division of responsibilities between person and machine and illustrate the benefit of such a collaborative system in light of an example based on a warfare scenario.
The MediSim system extends virtual environments (both local and network) to represent simulated medical personnel interacting with simulated casualties. Our technology fosters dual-use applications involving planning,...
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The MediSim system extends virtual environments (both local and network) to represent simulated medical personnel interacting with simulated casualties. Our technology fosters dual-use applications involving planning, training, and evaluation of both medical corpsmen and civilian EMTs. Behaviors and behavioral control are being developed for the medical corpsmen that will enable their actions on the digital battlefield to conform to both military practice and medical protocols. From situationally-appropriate injury models, a set of physical and behavioral manifestations in a simulated casualty will be determined and portrayed on a three-dimensional body.
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