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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)
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)
Pedestrian simulations have recently focused on top-down implementations ignoring more computationally intensive agent based dynamics. This paper presents a framework for agent based modelling on the Graphics Processing Unit (GPU) which demonstrates large scale pedestrian simulation and rendering. GPU hardware offers significant performance for dynamic(More)
The orientation of the N-terminal lobe of the myosin regulatory light chain (RLC) in demembranated fibers of rabbit psoas muscle was determined by polarized fluorescence. The native RLC was replaced by a smooth muscle RLC with a bifunctional rhodamine probe attached to its A, B, C, or D helix. Fiber fluorescence data were interpreted using the crystal(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)
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 mapping of(More)
Traditional Agent Based Modelling (ABM) applications and frameworks lack the close coupling between the simulation behaviour and its visualisation that is required to achieve real time interactive performance with populations above a couple of thousand. The Graphics Processing Unit (GPU) offers an ideal solution to simulate and visualise the behaviour of(More)
Cellular level agent based modelling is reliant on either sequential processing environments or expensive and largely unavailable PC grids. The GPU offers an alternative architecture for such systems, however the steep learning curve associated with the GPUs data parallel architecture has previously limited the uptake of this emerging technology. In this(More)