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Recent research on conversational agents emphasises the need to build affective conversational systems with social intelligence. Politeness is an integral part of socially appropriate and affective conversational behaviour, e.g. consider the difference in the pragmatic effect of realizing the same communicative goal with either " Get me a glass of water(More)
Driven by the availability of experimental data and ability to simulate a biological scale which is of immediate interest, the cellular scale is fast emerging as an ideal candidate for middle-out modelling. As with 'bottom-up' simulation approaches, cellular level simulations demand a high degree of computational power, which in large-scale simulations can(More)
We present an efficient implementation of a high performance parallel framework for Agent Based Modelling (ABM) exploiting the parallel architecture of the Graphics Processing Unit (GPU). It provides a mapping between formal agent specifications, with C based scripting, and optimised NVIDIA Compute Unified Device Architecture (CUDA) code. The CUDA specific(More)
Politeness is an integral part of human language variation, e.g. consider the difference in the pragmatic effect of realizing the same communicative goal with either " Get me a glass of water mate! " or " I wonder if I could possibly have some water please? " This paper presents POLLy (Politeness for Language Learning), a system which combines a natural(More)
Virtual Reality (VR) has been used for some time for training various skills. The results obtained are generally very reassuring, suggesting that Virtual Environments (VEs) are an effective new kind of educational tool. There are some, however, who argue that there are cases in which a 2D approach would achieve the same training effect. The literature(More)
In this paper a computational model for believable adaptable characters is presented, which takes into account several psychological theories: five factors model of personality[1], the pleasure arousal dominance[2] and the social cognitive factors[3] to create a computation model able to process emotionally coded events in input, alter the char-acter's(More)
A large scale pedestrian simulation method, implemented with an agent based modelling paradigm, is presented within this paper. It allows rapid prototyping and real-time modifications, suitable for quick generation and testing of the viability of pedestrian movement in urban environments. The techniques described for pedestrian simulation make use of(More)
— Interaction techniques play a fundamental role in the success of video games. An example of this success is the Nintendo Wii console. Its novel interaction method based on motion-sensing technology has attracted gamers of different generations. In this paper, real-time processing of physiological signals is presented as an alternative approach for natural(More)
We present a demo of our conversational system POLLy (POliteness in Language Learning) which uses a common planning representation to generate actions to be performed by embodied agents in a virtual environment and to generate spoken utterances for dialogues about the steps involved in completing the task. In order to generate socially appropriate dialogue,(More)