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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Synthetic behavioural ecology

De Bourcier, P. G. R. January 1996 (has links)
No description available.
2

Classroom simulation for trainee teachers using 3D virtual environments and simulated smartbot student behaviours

Alotaibi, Fahad Mazaed January 2014 (has links)
his thesis consists of an analysis of a classroom simulation using a Second Life (SL) experiment that aims to investigate the teaching impact on smartbots (virtual students) from trainee teacher avatars with respect to interaction, simulated behaviour, and observed teaching roles. The classroom-based SL experiments' motivation is to enable the trainee teacher to acquire the necessary skills and experience to manage a real classroom environment through simulations of a real classroom. This type of training, which is almost a replica of the real-world experience, gives the trainee teacher enough confidence to become an expert teacher. In this classroom simulation, six trainee teachers evaluated the SL teaching experience by survey using qualitative and quantitative methods that measured interaction, simulated behaviour, and safety. Additionally, six observers evaluated trainee teachers' performance according to a set of teaching roles and roleplay approaches. The experiment scenario was set up between smartbots, trainee teacher avatars, and observer avatars in the virtual classroom, where smartbots are intelligent agents managing SL bots, and where groups are similar to one another but are under programming control.
3

A generic framework for life simulation and learning multi-agent systems with the ability to solve complex problems in multiple domains

Doukas, Gregory 09 December 2013 (has links)
M.Sc. (Computer Science) / This research study investigates multi-agent systems (MASs), artificial life concepts and machine learning, amongst other things, in answering the key research question: “How can a generic multi-agent system integrate with machine learning through artificial life principles?” In answering this question, this dissertation illustrates the design and development of a generic multi-agent, life simulation and learning software framework. This framework simplifies and enables the realisation of MASs in solving complex problems in multiple domains. Finally, this research presents a prototype solution as a proof of concept of the framework’s strengths and weaknesses. The research study illustrates the design of MASs utilising sound design principles, patterns and methodologies. Furthermore, this research explores the requirements for creating and integrating MASs with other technologies, as well as the possible pitfalls in creating such large-scale systems. In addressing the necessity of learning, several machine learning techniques are examined and reinforcement learning is identified as an ideal candidate for the proposed framework. In addition, by understanding the overall machine learning process, the proposed framework integrates machine learning as three separate processes: data extraction, learning and inference. Lastly, the literature study focuses on artificial life, specifically its use in MASs, and defines what constitutes an intelligent system. This research depicts artificial life as a plausible natural integrator between MAS and machine learning technologies. The proposed framework presented in this dissertation consists of five core agent modules that can be extended, depending on the problem domain requirements. The framework in itself is self-containing and independent of any concrete implementation. A multi-agent antivirus system is presented as the prototype implementation of the proposed framework. A quantitative and qualitative analysis was conducted, identifying the results of the prototype and generic framework while highlighting strengths and weaknesses. The contribution of this research is found partly in the proposed generic framework as a means of augmenting mechanisms for MAS design and development by means of artificial life and machine learning integration. In a broader context, this research serves as a foundation towards creating advanced MAS frameworks, leading to numerous interesting and influential agent-oriented applications.
4

Modelování umělého života / Artificial Life Modelling

Žák, Jakub January 2009 (has links)
This paper deals with artificial life simulation by means of artificial BDI agents.This work aims to create a virtual world, to which agents are put. In system, there is 5 kinds of agents. Agent father, who rules and synchronizes the system. Next are agent worker, salesman, cop and thief. Model of the system is created by use of Prometheus methodology. The system is programed in the Jason language, which is implementation of AgentSpeak language.
5

La socialisation du joueur-adolescent : son voyage identitaire avec Les Sims® / The video-ludological socialization of teenager-gamers : their voyage of identity with The Sims®

Lorentz, Pascaline 18 October 2012 (has links)
Ce travail doctoral se propose de prendre pour objet un jeu vidéo très connu du grand public paradoxalement ignoré par la communauté scientifique alors que son premier opus fut distribué dès l’an 2000. Alors que les études précédemment réalisées sur les jeux vidéo portent principalement sur une pratique en ligne, nous avons voulu nous consacrer à un jeu hors-ligne afin de nous questionner sur la relation que le joueur entretient avec ses avatars dans cette configuration. En effet, quelle est la nature de cette relation entre le joueur et ses personnages ? Que se passe-t-il durant le jeu ? Que font les joueurs et pourquoi ? En étudiant les joueurs de Les Sims ainsi que leurs pratiques, nous avons pu mettre en évidence la présence d’une socialisation spécifique, la socialisation vidéo-ludique, via un processus particulier comportant différentes étapes. L’adolescence nous est apparue comme un moment de la vie à la charnière entre des temporalités socialisatrices favorisant la richesse de l’expérience de simulation et un âge de la vie où le jeu est encore socialement permis et même encouragé. Dans le but d’améliorer notre interprétation, nous avons dessiné un modèle théorique prenant la forme d’un voyage que le joueur effectue durant son activité. Ce voyage identitaire véhicule le processus de socialisation vidéo-ludique advenant au cours de la pratique de simulation de vie. En prenant du recul, et en ajoutant les résultats d’une enquête menée en parallèle de la recherche doctorale, nous avons complété notre modèle avec des explications relevant d’un niveau macro social. Notre objectif a été d’inscrire la pratique vidéo-ludique dans la globalité de la vie sociale du joueur. / In many books, articles, conferences, we can read, hear, notice that gaming is helping the socialization process, that games are socializing tools and that is the reason why video games could be “good” for individuals (Greenfield, 1994 ; Taylor, 2002 ; Gee, 2003). But what is that socialization? What does this specific socialization is bringing to the overall understanding of the evolution of individuals in our societies? In one word: what is the video-ludological socialization? The concept of socialization is widely used by many disciplines such as Sociology, Social Psychology, Communication Sciences, Media Studies, Game Studies and Educational Studies and so forth. Socialization, which is the social process that makes a subject become a social being, is a key concept for understanding society and its functioning. That is why I scrutinize video-ludological socialization in this dissertation. To cast light on benefits of this specific socialization, no game is better than one simulating life which is also very popular: The Sims. For my research I overlooked praxis of teenagers gaming and how they utilize the gameplay to experiment social behaviours. In this thesis, I propose to explain what video gaming is bringing more than usual play by presenting findings of this study carried out in two steps with 180 teenagers from 12 to 16 years old.This video-ludological socialization, befalling through interacting, is part of the main socialization process which lasts during all the lifespan of individuals (Berger & Luckmann, 1966). In my research, I demonstrated that gaming with The Sims channels the video-ludological socialization process and that gaming plays an active role in gamers’ social lives.
6

Övning ger färdighet? : Lagarbete, riskhantering och känslor i brandmäns yrkesutbildning / Practice makes perfect? : Teamwork, risk management, and emotions in firefighters´ vocational training

Blondin, Magnus January 2014 (has links)
Brandmän arbetar i situationer av stark osäkerhet och risk. Ett fungerande lagarbete är en förutsättning för att de ska kunna hantera de faror som förekommer vid olyckor, samordna sin verksamhet, rädda byggnader och fordon, ta hand om drabbade människor och även undvika att själva bli skadade. Blivande brandmän måste alltså lära sig arbetssätt som inbegriper både samordning, interaktion och individuella insatser i en mycket speciell och krävande arbetsmiljö. Denna studie bygger på deltagande observationer och intervjuer inom den tvååriga yrkesutbildningen Skydd Mot Olyckor. I fokus står hur studenterna i komplexa insatsövningar lär sig en praktisk förståelse av lagarbetet i sitt kommande yrke. Studien analyserar hur övningarna organiseras som en samtidig rekonstruktion och simulering av operativa arbetsuppgifter. Skolans övningsverksamhet ses alltså som en del av ett bredare lärandefält och med nära relationer till räddningstjänstens operativa verksamhet. I studien ges en detaljerad bild av hur övningarna genomförs samt av hur studenterna lär sig skapa kontroll. Det gäller såväl över arbetets materiella villkor och tekniska utrustning som över sociala interaktioner i arbetslaget och emotionella reaktioner på osäkerhet och risk. Studien bygger på ett sociokulturellt lärandeperspektiv med emfas på praktik och lärande av praktisk förståelse. I studien kombineras perspektiv från sociologi och från Science-and-Technology-Studies (STS) för att fånga praktikens sociomateriella dimensioner av teknik, social koordinering och emotioner. / Firefighters work in situations of strong uncertainty and risk. A functional teamwork is a precondition in order for them to handle dangers occurring at accidents, coordinate their activity, saving buildings and vehicles, take care of victims and avoid being hurt themselves. Potential firefighters must learn working methods that involve bringing together efforts, interaction and individual achievements in a very special and demanding work environment. The study investigates how students, through their participation in complex reallife simulations of operational work, learn a practical understanding of firefighting practice. The study draws on participant observations and interviews within the two-year firefighter’s vocational training program, Skydd mot olyckor. The study analyzes how exercises are organized simultaneously as reconstruction and simulation of operational tasks. The training program is seen as part of a larger learning field with close ties to firefighting practice. The study gives a detailed account of how exercises are conducted and of how students learn to achieve control in and through work. That includes material conditions and equipment as well as social interaction within the team and emotional reactions on uncertainty and risk. The study uses a socio-cultural learning perspective with an emphasis on practice and practical understanding. Perspectives from sociology and Science-and-Technology-Studies (STS) are combined to capture the socio-material dimensions of the specific practice studied, including technology, social coordination and emotions.

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