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Interactivity and Educational Information in Virtual Real-Time 3D Videos

机译:虚拟实时3D视频中的交互性和教育信息

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摘要

Conceiving an Animat (i.e. an Artificial Animal) is of interest in many research fields, from video games for realistic behavior of creatures, to biology for studying ecosystems evolution from known initial conditions. In this paper, we define a simple, while quite general and efficient, way to build such an Animat. An interactive application is provided by means of a virtual fish tank. Our method relies on a basic principle: a decision is taken according to two sets of parameters. The first one describes the External State of the animat, that is what it is able to observe using its species sensors. The second one describes its Internal State that is, present needs such as fear and hunger as well as general feeling. Any Animat owns a list of behaviors allowing interactions with the environment. Each behavior is defined as a component taking inputs in the set of Internal and External States and giving as output an action (e.g. a new direction). Finally, the better-adapted component is chosen. Those different states are available for visualization and modification by selecting fish on a touch screen. Its goal is to give interactive educational information.
机译:在许多研究领域中,从动物的真实行为的电子游戏到研究从已知初始条件开始的生态系统演化的生物学,在许多研究领域中都可以想到构想一个Animat(即人造动物)。在本文中,我们定义了一种简单但相当通用且有效的方法来构建此类Animat。借助虚拟鱼缸提供了一个交互式应用程序。我们的方法基于一个基本原理:根据两组参数进行决策。第一个描述了animat的外部状态,即它可以使用其种类传感器观察到的状态。第二个描述其内部状态,即当前的需求,例如恐惧,饥饿以及一般感觉。任何Animat都有一个行为列表,允许与环境进行交互。每个行为都定义为一个组件,该组件接受内部和外部状态集中的输入,并给出一个动作(例如,新的方向)作为输出。最后,选择适应性更好的组件。通过在触摸屏上选择鱼,这些不同的状态可用于可视化和修改。其目标是提供交互式教育信息。

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