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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

Pogamut a StarCraft v prostředí Emergent / StarCraft and Emergent in Pogamut 3 environment

Dekar, Martin January 2014 (has links)
The Pogamut toolkit designed for rapid prototyping of computer game agents has been so far used for prototyping the agents based on 3D FPS Unreal Tournament 2004 and its sequels. After the environment of RTS Defcon was connected to Pogamut a question arose how difficult it would be to connect some other significantly different environments and action selection mechanisms. In order to test this flexibility of Pogamut we have interconnected it with more complex RTS video game StarCraft:Brood War and large neural network simulator Emergent, together with Jason and POSH action selection mechanisms. The work analyzes created connections to detail and demonstrates their functionality on examples. An integral part of the work is also web with video tutorials and guides. In this work we also analyze Pogamut's readiness to be connected to other environments.
2

Modèles de rendu et animation émotionnelle en 3 D / 3D emotional rendering and animation models

Huang, Jing 26 February 2013 (has links)
L'animation et le rendu sont deux domaines de recherche importants dans l'informatique graphique. L'occlusion ambiante (OA) est un moyen très répandu pour simuler l'éclairage indirect. Nous présentons une approche rapide et facile à mettre en œuvre pour l'approximation de l'occlusion ambiante de l'espace d'affichage. On calcule l'OA pour chaque pixel en intégrant les valeurs angulaires des échantillonneurs autour de la position du pixel qui pourrait bloquer l'éclairage ambiant. Nous appliquons une méthode séparable afin de réduire la complexité du calcul. La simulation des rides expressives du visage peut être estimée sans changer l'information géométrique. Nous avons construit un modèle de rides en utilisant une technique graphique qui effectue des calculs seulement dans l'espace d'affichage. Les animations faciales sont beaucoup plus réalistes avec la présence des rides. Nous présentons une méthode de cinématique inverse rapide et facile à mettre en œuvre qui s'appuie sur un modèle masse-ressort et qui repose sur les interactions de forces entre les masses. Les interactions de forces entre les masses peuvent être vues comme un problème de minimisation de l'énergie. Elle offre une très bonne qualité visuelle en haute performance de vitesse. En se basant sur notre méthode d'IK, nous proposons un modèle de synthèse des gestes corporels expressifs intégrés dans notre plateforme d'agents conversationnels. Nous appliquons l'animation de tout le corps enrichi par l'aspect expressif. Ce système offre plus de flexibilité pour configurer la cinématique expressive directe ou indirecte. De façon globale, cette thèse présente notre travail sur le rendu et l'animation en 3D. / Animation and rendering are both important research domains in computer graphics. We present a fast easy-to-implement separable approximation to screen space ambient occlusion.We evaluate AO for each pixel by integrating angular values of samplers around the pixel position which potentially block the ambient lighting.We apply a separable fashion to reduce the complexity of the evaluation. Wrinkle simulation can also be approximated without changing geometry information.We built a wrinkles model by using a modern graphics technique which performs computations only in screen space.With the help of wrinkles, the facial animation can be more realistic. Several factors have been proved, and wrinkles can help to recognize action units with a higher rate. Inverse kinematics (IK) can be used to find the hierarchical posture solutions. We present a fast and easy-to-implement locally physics-based IK method. Our method builds upon a mass-spring model and relies on force interactions between masses. Our method offers convincing visual quality results obtained with high time performance. Base on our IK method, we propose our expressive body-gestures animation synthesis model for our Embodied Conversational Agent (ECA) technology. Our implementation builds upon a full body reach model using a hybrid kinematics solution. Generated animations can be enhanced with expressive qualities.This system offers more flexibility to configure expressive Forward and Inverse Kinematics (FK and IK). It can be extended to other articulated figures. Overall, this thesis presents our work in 3D rendering and animation. Several new approaches have been proposed to improve both the quality and the speed.
3

A Computational Framework for Planning Therapeutical Sessions aimed to Support the Prevention and Treatment of Mental Health Disorders using Emotional Virtual Agents

Bresó Guardado, Adrián 16 May 2016 (has links)
[EN] Interaction is defined as the realization of a reciprocal action between two or more people or things. Particularly in computer science, the term interaction refers to the discipline that studies the exchange of information between people and computers, and is generally known by the term Human-Computer Interaction (HCI). Good design decisions and an adequate development of the software is required for efficient HCI to facilitate the acceptability of computer-based applications by the users. In clinical settings it is essential to eliminate any barrier and facilitate the interaction between patients and the system. A smooth communication between the user and the computer-based application is fundamental to maximise the advantages and functionalities offered by the system. The design of these applications must consider the personal and current needs of the user by applying a User-Centered Design methodology. The main purpose of this research work is to contribute in the improvement of HCI-based applications addressed to the clinical context, particularly to enhance computer-based interactive sessions to support people suffering from a mental disorder such as Major Depression (MD). Thanks to the advances in Artificial Intelligence techniques, it is now possible to partially automate complex tasks such as the continuous provision of Cognitive-Behavioural Therapies (CBTs) to patients. These CBTs require good levels of adaptability and variability during the interaction with the patient that facilitates the acceptability in the user, an optimal usability and good level of engagement for a successful mid/long term use of the application and treatment adherence. The modelling of complex deliberative and affective processes in artificial systems can be applied to support the prevention and treatment of mental health related issues, enhancing the continuous and remote assistance of patients, saving some economical and clinical resources and reducing the waiting lists in the health services. In this regard, the efforts of this Thesis have been concentrated on the research of two main lines: (1) the generation and planning of adequate contents in an interactive system to support the prevention and treatment of MD based on characteristics of the user; and (2) the modelling of relevant affective processes able to communicate the contents in an emotional effective way taking into account the importance of the affective conditions associated with the MD in the users. Rule Based Systems and the appraisal theory of emotions have been the roots used to develop the main two modules of the computational Framework presented: the Contents Management and the Emotional Modules. Finally, the obtained Framework was integrated into two interactive systems to evaluate the achievement of the research objectives. The first system has been developed in the context of the Help4Mood European research project and its main aim was to support the remote treatment of patients with MD. The second scenario was a system developed to prevent MD and suicidal thoughts in the University community, which was developed in the context of the local PrevenDep research project. These evaluations have indicated that the proposed Framework has reached good levels of usability and acceptability in the target users thanks to the personalizations and adaptation capabilities of the contents and in the way how these contents are communicated to the user. The research work and the obtained results in this Thesis has contributed to the state of the art in HCI-based systems used as support in therapeutic interventions for the prevention and treatment of MD. This was obtained by the combination of a personalized content management to the patient, and the management of the affective processes associated to these pathologies. The developed work also identifies some research lines that need to be addressed in future works to get better HCI systems used for therapeutic purposes. / [ES] Interactuar se define como la realización de una acción recíproca entre dos o más personas o cosas. Particularmente en informática, el término interacción se refiere a la disciplina que estudia el intercambio de información entre las personas y computadoras, y suele conocerse por el término anglosajón Human-Computer Interaction (HCI). Un buen diseño y un adecuado desarrollo del software es necesario para lograr una HCI eficiente que facilite la aceptabilidad del sistema por el usuario. En entornos clínicos es fundamental eliminar cualquier tipo de barrera y facilitar la interacción entre los pacientes y el computador. Es de vital importancia que haya una buena comunicación entre usuario y computador, por este motivo el sistema debe de estar diseñado pensando en las necesidades actuales, cambiantes y personales del usuario, basándose en la metodología de diseño centrado en el usuario. El propósito principal de esta investigación es la identificación de mejoras en HCI aplicada en entornos clínicos, en concreto para dar soporte a personas con trastornos mentales como la Depresión Mayor (DM) y que precisan de terapias psicológicas adecuadas y continuas. Gracias a técnicas de Inteligencia Artificial, es posible automatizar eficientemente ciertas acciones asociadas a los procesos de las terapias cognitivo-conductuales (CBTs, del inglés Cognitive-Behavioural Therapies). Los sistemas de ayuda a la CBT, requieren de una adaptabilidad y variabilidad en la interacción para favorecer la usabilidad del sistema y asegurar la continuidad de la motivación del paciente. Una buena gestión de esta automatización influiría en la aceptabilidad de los pacientes y podría mejorar su adherencia a los tratamientos y por consiguiente mejorar su estado de salud. Adicionalmente, la unión de procesos deliberativos dinámicos pueden liberar recursos clínicos, mejorando el control de los pacientes, y reduciendo los tiempos de espera y los costes económicos. En este sentido, los esfuerzos de esta Tesis se han centrado en la investigación de dos líneas diferentes: (1) la selección y planificación adecuada de los contenidos presentados durante la interacción a través de una planificación dinámica y personalizada, y (2) la adecuación de la comunicación de los contenidos hacia el paciente tomando en cuenta la importancia de los procesos afectivos asociados a estas patologías. Los Sistemas Basados en Reglas (SBR) han sido la herramienta utilizada para dar soporte a los dos módulos principales que componen el Framework presentado en esta Tesis: el módulo de gestión de los contenidos y el módulo emocional. Concluida la fase de diseño, desarrollo y testeo, el Framework fue adaptado e integrado en sistemas reales, para validar la viabilidad y la adecuación del marco de trabajo de esta Tesis. En primer lugar, el sistema se aplicó durante tres años en el tratamiento de la DM en varios centros clínicos europeos en el contexto del Proyecto Europeo de investigación Help4Mood. Finalmente, el sistema fue evaluado en la tarea de prevención de la DM y del suicidio en el Proyecto Local de investigación PrevenDep, de un año de duración. El feedback de estas evaluaciones demostraron que el HCI del Framework tiene unos niveles altos de usabilidad y aceptación, gracias a la personalización, variabilidad y adaptación de los contenidos y de la comunicación de los mismos. Los experimentos computacionales llevados a cabo en esta Tesis han permitido avanzar el estado del arte de sistemas computacionales emocionales aplicados en entornos terapéuticos para la prevención y tratamiento de la DM. Principalmente, gracias a la combinación de una gestión personalizada de los contenidos hacia el paciente tomando en cuenta la importancia de los procesos afectivos asociados a estas patologías. Este trabajo abre nuevas líneas de investigación, como la aplicación de este sistema en otras patologías de salud mental en las qu / [CA] Interactuar es defineix com la realització d'una acció recíproca entre dos o més persones o coses. Particularment en informàtica, el terme interacció es refereix a la disciplina que estudia l'intercanvi d'informació entre les persones i computadores, i es sol conèixer pel terme anglosaxó Human-Computer Interaction (HCI). Un bon disseny i un adequat desenvolupament del software és necessari per aconseguir una HCI eficient que faciliti l'acceptabilitat del sistema per l'usuari. En entorns clínics és fonamental eliminar qualsevol tipus de barrera i facilitar la interacció entre els pacients i el computador. És de vital importància que hi hagi una bona comunicació entre l'usuari (o pacient) i el computador, per aquest motiu el sistema ha d'estar dissenyat pensant en les necessitats actuals, cambiants i personals de l'usuari, basant-se en la metodologia de disseny centrat en l'usuari. El propòsit principal d'aquesta investigació és la identificació de millores en HCI aplicada en entorns clínics, en concret per donar suport a persones amb trastorns mentals com la Depressió Major (DM) i que precisen de teràpies psicològiques adequades i contínues. Gràcies a tècniques d'Intel·ligència Artificial, és possible automatitzar eficientment certes accions asociades al processos de les teràpies cognitiu-conductuals. Els sistemes computacionals de ajuda a la CBT, requereixen d'una adaptabilitat i variabilitat en la interacció per afavorir la usabilitat del sistema i assegurar la continuïtat de la motiviació del pacient. Una bona gestió d'aquesta automatització influiria en l'acceptabilitat dels pacients i podria millorar la seva adherència als tractaments i per tant millorar el seu estat de salut. Addicionalment, la unió de processos deliberatius dinàmics poden alliberar recursos clínics, millorant el control dels pacients, i reduint els temps d'espera i els costos econòmics. En aquest sentit, els esforços d'aquesta Tesi s'han centrat en la investigació de dues línies diferents: (1) la selecció i planificació adequada dels continguts presentats durant la interacció a través d'una planificació dinàmica i personalitzada, i (2) l'adequació de la comunicació dels continguts cap al pacient tenint en compte la importància dels processos afectius associats a aquestes patologies. Els Sistemes Basats en Regles (SBR) han estat la eina utilitzada per donar suport als dos mòduls principals que componen el Framework presentat en aquesta Tesi: el mòdul de gestió dels continguts oferits a l'usuari; i el mòdul emocional. Conclosa la fase de disseny, desenvolupament i testeig, el Framework va ser adaptat als dominis corresponents i integrat en sistemes madurs per ser avaluat en dos escenaris reals, per validar la viabilitat i l'adequació del Framework d'aquesta tesi. Primerament, el sistema es va aplicar durant tres anys en el tractament de la DM major en diversos centres clínics europeus en el context del Projecte Europeu d'investigació Help4Mood. Finalment, el sistema va ser avaluat en la tasca de prevenció de la DM i del suïcidi al Projecte Local d'investigació PrevenDep, d'un any de durada. El feedback de les avaluacions han demostrat que el HCI del Framework obté uns nivells alts d'usabilitat i acceptació, gràcies a la personalització, variabilitat i adaptació dels continguts i de la comunicació. Els experiments computacionals duts a terme en aquesta Tesi han permès avançar l'estat de l'art de sistemes computacionals emocionals aplicats en entorns terapèutics per a la prevenció i tractament de la DM. Principalment, gracies a la combinació d'una gestió personalitzada dels continguts cap al pacient tenint en compte la importància dels processos afectius associats a aquestes patologies. Aquest treball obre noves línies d'investigació, com l'aplicació d'aquest sistema en altres patologies de salut mental en què sigui recomanable l'aplicació de sessions terapèutiques. / Bresó Guardado, A. (2016). A Computational Framework for Planning Therapeutical Sessions aimed to Support the Prevention and Treatment of Mental Health Disorders using Emotional Virtual Agents [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/64082
4

Episodická pamäť virtuálnych agentov: Klamné spomienky / Episodická pamäť virtuálnych agentov: Klamné spomienky

Čermák, Michal January 2013 (has links)
The goal of this work is to design a model of episodic memory for virtual agents capable of creating false memories and implement its prototype. The model architecture is inspired by present day knowledge about human episodic memory. Core structures in our model are the chronobags storing details of experienced episodes, and the schemabag storing the general scripts for all experienced events. The episodes are stored in the form of AND-OR trees and it is possible to derive missing details from the stored scripts during recall. We followed the work of Burkert and implemented a prototype of designed memory model in Java using the Pogamut 3 Framework. The model is parameterizable and it is evaluated in several experiments. In these experiments we looked on the trends in correct and incorrect recalls over time and we simulated the experiment demonstrating existence of room schemata. We compared the results produced by our model with the data from psychological researches and we showed that our model can produce false memories similar to false memories recollected by humans.
5

Zvýšení kvality pohybu IVA ve virtuálním prostředí Unreal Tournament 2004 / IVA Movement Quality Improvement for the Virtual Environment of Unreal Tournament 2004

Macháč, Bohuslav January 2014 (has links)
Title: IVA Movement Quality Improvement for the Virtual Environment of Unreal Tournament 2004 Author: Bohuslav Macháč Department / Institute: Department of Software and Computer Science Education Supervisor of the master thesis: Mgr. Jakub Gemrot, Department of Software and Computer Science Education Abstract: PogamutUT2004 is an extension of the Pogamut platform designed for developing intelligent virtual agents (IVAs) in Unreal Tournament 2004. Navigation of IVAs in Pogamut is handled by a navigation system, which uses a navigation graph as an environment abstraction. Navigation mesh is a new, more advanced abstraction, but the existing navigation system is not capable of using its advantages. We created a new navigation system, which exploits advantages of the navigation mesh and solves several other issues of the old one. We show that the new navigation system improves the quality of navigation. To demonstrate the quality improvement, an evaluation framework was created for the comparison of navigation systems. Systems were compared in terms of total number of significant paths on the map, which the system is able to follow, length of the path and time of the navigation. We selected 18 different maps for thorough evaluation and we performed the basic evaluation on 58 other maps. The new system is more...
6

Adaptívne formácie pre viruálnych agentov / Adaptive formations for virtual agents

Švagerka, Michal January 2011 (has links)
There is a growing number of virtual agents in today's virtual worlds. This is directly related to the need of coordinating their behavior and movement. In this work we design algorithms to maintain desired formation of agents while moving through difficult terrain. The methods we study should maintain the requirements of the formation as well as traverse along various obstacles. We then use an arbitrary fitness function to compare the performance of these methods on typical scenarios.
7

On the Sociability of a Game-Playing Agent: A Software Framework and Empirical Study

Behrooz, Morteza 10 April 2014 (has links)
The social element of playing games is what makes us play together to enjoy more than just what the game itself has to offer. There are millions of games with different rules and goals; They are played by people of many cultures and various ages. However, this social element remains as crucial. Nowadays, the role of social robots and virtual agents is rapidly expanding in daily activities and entertainment and one of these areas is games. Therefore, it seems desirable for an agent to be able to play games socially, as opposed to simply having the computer make the moves in game application. To achieve this goal, verbal and non-verbal communication should be inspired by the game events and human input, to create a human-like social experience. Moreover, a better social interaction can be created if the agent can change its game strategies in accordance with social criteria. To bring sociability to the gaming experience with many different robots, virtual agents and games, we have developed a generic software framework which generates social comments based on the gameplay semantics. We also conducted a user study, with this framework as a core component, involving the rummy card game and the checkers board game. In our analysis, we observed both subjective and objective measures of the effects of social gaze and comments in the gaming interactions. Participants' gaming experience proved to be significantly more social, human-like, enjoyable and adoptable when social behaviors were employed. Moreover, since facial expressions can be a strong indication of internal state, we measured the number of participants' smiles during the gameplay and observed them to smile significantly more when social behaviors were involved than when they were not.
8

Human - Virtual Agent Interaction

Schanche, Anders January 2012 (has links)
This thesis was carried out at Imagination Studios in Uppsala. IMS is a motion capture studio that alsodoes animation. Motion capture is the capturing of (generally) human motions to make 3Danimations look more realistic. In motion capture, the actors have to imagine the scene. The goal ofthis thesis is to help the motion capture actor by creating a tool that lets the actor interact with avirtual agent that represents his acting partner. Scenarios and a video sketch were created todescribe how the interaction can work. The Microsoft Kinect is used to capture the motions of theactor and recognize gestures. These gestures are then responded to by a virtual agent that isdisplayed in a 3D environment created in the Unreal Development Kit. Programming was done in C++and UnrealScript to make this solution work. Motions were recorded and applied to the virtual agentto create realistic animations that are played in response to the actor's gestures. The final product isan interactive application that can be used to immerse a person in an acting scenario.
9

Évaluation cognitive du leader dans une dyade hiérarchique : des comportements non verbaux du suiveur aux comportements de leadership / Cognitive evaluation of the leader of a hierarchical dyad : from nonverbal behaviors of the follower to leadership behaviors

Demary, Guillaume 28 November 2018 (has links)
Les interactions de l’équipe de travail et l’efficacité de celles-ci sont constitutives d’un système hiérarchique préétabli composé notamment de dyades verticales. Afin d’étudier cette dyade, ce travail doctoral s’intéresse aux rôles sociaux associés au statut de chacun des protagonistes de la dyade verticale (i.e., leader pour le chef et suiveur pour le subordonné) et considère le leadership.L’influence du suiveur et de ses comportements sur le leader et le leadership est de plus en plus considérée. Cependant, les comportements du suiveur influençant le leader restent inexplorés. Ce travail doctoral plurisdisciplinaire (i.e., psychologie et informatique affective) vise donc à mettre en évidence les comportements du suiveur influençant le leader ainsi que les mécamises sous-jacents à cette influence.Pour cela, nous nous sommes intéressés aux comportements non verbaux (CNV) du suiveur en tant qu’indices sociaux pouvant influencer le leader et ses comportements. Les principes de la cognition sociale sont appliqués dans cette thèse pour étudier l’évaluation cognitive réalisée par le leader, au travers de l’activation des caractéristiques utilisées pour catégoriser les suiveurs : les théories implicites du followership (IFTs).L’étude de l’évaluation cognitive du leader se confronte à de nombreuses difficultés, notamment méthodologiques. Ainsi, un travail préliminaire essentiel de ce travail doctoral s’est attaché à traduire et valider en français une échelle d’évaluation des IFTs. La première étude exploratoire utilise des images d’agents virtuels pour explorer plusieurs CNV pouvant activer les IFTs du leader de manière explicite. La deuxième étude propose une analyse de vidéos d’entraînements d’équipes médicales pré-hospitalières pour étudier dynamiquement d’autres CNV intervenant dans la perception du followership. En troisième étude, les CNV observés dans les études précédentes ont été implémentés dans un agent virtuel placé en interaction avec des leaders médicaux. Une tâche de Go / No Go a permis par la suite d’étudier l’activation implicite des IFTs. Enfin, une dernière étude quantitative transversale a tenté d’étudier l’influence de l’évaluation cognitive du suiveur par le leader sur les comportements de leadership.Les résultats de ces études suggèrent que certaines caractéristiques affichées dans les CNV (i.e., dominance, support apporté au leader) peuvent activer les IFTs du leader. De plus, l’évaluation cognitive semble avoir une influence sur les comportements de leadership choisi.Nous discuterons les résultats obtenus et présenterons les contributions scientifiques et pédagogiques de cette thèse. Nous ouvrirons notre réflexion au positionnement épistémologique nécessaire à l’étude des IFTs, ainsi qu’à l’utilisation des agents virtuels dans l’étude de la catégorisation. Le but applicatif de ce travail doctoral est l’implémentation de CNV chez des subordonnés virtuels médicaux dans un serious game permettant la formation de leader médicaux. / Interactions in teamwork and their efficiency are based on a hierarchical system including verticale dyads. This research studies leadership through the social roles link to the hierarchical status of the vertical dyad (i.e., leader for the chief and follower for the subordinate).The influence of follower on leader and leadership is increasingly considered. However, the follower’s behaviors are still unexplored. This multidisciplinary doctoral work (i.e., psychology and affective computing) tries to highlight the influence of follower’s behavior on the leader, and the underlying process of this influence.To do so, we used the follower’s nonverbal behaviors (CNV) as the social clues that can influence the leader and his behaviors. The principles of social cognition are applied in this thesis to study the cognitive evaluation made by the leader. We worked on the activation of the caracteristics used to categorize followers, the implicit followership theories (IFTs).The study of the cognitive evaluation made by the leader comes we multiple issues, including methological ones. Thus, a preliminary work of translation and validation of a scale evaluating the IFTs was realized. The first exploratory study used images of virtual agents displaying CNV that could explicitly activate leaders’ IFTs. We complete these result through an analysis of a corpus of videos filming medical teams’ training. This study allowed us to observe dynamic CNV that could influence the perception of followership. In a third study, we implemented the CNV of the two previous studies in a virtual agent. Medical leaders had to interact with it, and implicit activation of IFTs was collected using a Go / No Go protocol. Finally, using a quantitative approach, we studied the influence of cognitive evaluation of the leader on his leadership behaviors.Results suggest that some caracteristics displayed in CNV (i.e., dominance and support) can activate the leaders’ IFTs. Moreover, the cognitive evaluation of the leader seems to influence his leadership behaviors.We will discuss the results and explain the scientifical and pédagogical contributions of this thesis. We will analyse our problematic through multiple angles, including the epistemologycal point of view allowing the study of IFTs, and the use of virtual agents in the research field of categorization process. The practical application of the doctoral work is the implementation of CNV in virtual subordinates for the deployement of a serious game for medical team leader.
10

Perceived physical presence in Mixed reality embodiment vs Augmented reality robot interaction

Karlgren, Kasper January 2019 (has links)
This thesis presents a novel interaction model using mixed reality simulating a robot human interaction; a clay embodiment is overlaid with animated facial features using mobile augmented reality. One of the challenges when building a social agent, whether it is for education or solely social interaction, is to achieve social presence. One way to increase the feeling of presence is to have the agent physically embodied by using a robot. Earlier research has found that users listen more to robots that are present, than robots that are presented through a screen. But there are problems that come with robots that are not yet solved. Robot are expensive, they break, they are hard to update and they are very limited to the realm and problems they are built for: even standing up can be a challenge. This thesis tests if the theory of embodiment as a tool to heighten presence can be achieved, even if the robot and the interaction is only present in a screen. The clay embodiment is built by hand and later 3D scanned. The clay embodiment is tracked using Vuforia’s object recognition of the scan and is given an animatable face in a mixed reality setting through unity. The interaction of comparison and the basis of evaluation consist of a fully virtual robot head placed in 3D space using ground plane tracking. These interactions are compared separately and test subjects are only exposed to one type of interaction. Through the study the participants interacting with the clay embodiment rated the exeprience higher in respect to physical presences and scored better ability to recall details than the one with the fully augmented robot human interaction. The results were significant and indicate, with the reservation of false positives given the small participation sample, that mobile augmented reality agent interactions are improved, in respect to attention allocation and physical presence, by the use of mixed reality embodiments. Overall the interaction was very well perceived. Both conditions were highly enjoyed and critique mostly focused on the lack of complexity in the dialogue - the participants wanted more. Initial positive feedback states that this can and should be tested further. / Den här uppsatsen presenterar en ny interaktionsmodell i mixed reality (förstärkt verklighet). Modellen simulerar en interaktion mellan en robot och en användare: en robotfigur gestaltad i lera är förstärkt med animerade ansiktsdrag som visas i en mixed reality - miljö genom en mobiltelefon. Interaktionsmodellen med den fysiska robotfiguren kombinerad med animerade ansiktsdrag testas mot en likadan interaktion med en helt virtuellt robot utan fysisk gestaltning. En av utmaningarna vid skapandet av sociala agenter, oavsett om de är byggda för undervisningsmiljöer eller enbart rent sociala interaktioner, är att åstadkomma en upplevelse av social närvaro. Ett sätt att öka känslan av närvaro är att använda sig av en fysisk gestaltning i form av en robot. Tidigare forskning har funnit att användare lyssnar mer på robotar som finns fysiskt närvarande än robotar som presenteras via en skärm. Problemet med robotar är att de är dyra, de går sönder, de är svåra att uppdatera och de kan vara väldigt fysiskt begränsade: till och med att gå kan vara en utmaning. Den här uppsatsen testar ifall fysisk gestaltning ökar känslan av social närvaro, trots att all interaktion sker via en skärm. Ler-gestaltningen är skulpterad för hand, 3D-skannad och sedan spårad med hjälp av Vuforias objektigenkän- ning. Ler-gestaltningen får animerbara ansiktsdrag i mobilen. Denna interaktion jämförs mot en interaktion utan fysisk gestaltning: ett enbart virtuellt robothuvud med samma ansiktsdrag som är virtuellt positionerad i det fysiska rummet med hjälp av yt- och plan-igenkänning. Resultaten visade att interaktion mellan en människa och en virtuell agent har en ökad upplevelse av fysisk närvaro och att en virtuell agent tilldelas mer uppmärksamhet av den mänskliga parten ifall agenten har en fysisk gestaltning. Resultaten är statistiskt signifikanta med viss reservation för deltagarantalet i studien. Överlag upplevdes interaktionerna väldigt positivt. Deltagare från bägge interaktionerna gillade upplevelse. Deltagarnas tydligaste kritiska synpunkter gällde brist på komplexitet i konversationen - deltagarna ville ha en rikare interaktion. Den positiva responsen visar att interaktionssättet kan och bör studeras yttligare.

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