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Developing Virtual Heritage Applications as Normative Multiagent Systems

AbstractThe majority of existing virtual heritage applications are focused on detailed 3D reconstruction of historically significant sites and ancient artifacts. Recreating the way of life of ancient...

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Real-Time Human-Robot Interactive Coaching System with Full-Body Control...

AbstractThe ambitious goal being pursued by researchers participating in the RoboCup challenge [8] is to develop a team of autonomous humanoid robots that is capable of winning against a team of human...

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The City of Uruk: Teaching Ancient History in a Virtual World

AbstractIn this paper we show how 3D Virtual Worlds can be utilised for teaching ancient history. Our goal is to build an accurate replica of one of humanity’s first cities in a 3D Virtual World and...

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Formalising Believability and Building Believable Virtual Agents

AbstractBelievability is an important characteristic of intelligent virtual agents, however, very few attempts have been made to define and formalise it. This paper provides a formal analysis of...

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Personalities, Physiology, Institutions and Genetics: Simulating Ancient...

Abstract3D Virtual Reality simulations of ancient societies represent a powerful mechanism for combining the knowledge of many researchers (e.g. archaeologists, historians and anthropologists) in a way...

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Generating Needs, Goals and Plans for Virtual Agents in Social Simulations

AbstractMany modern virtual reality reconstructions of historical sites focus on buildings and artefacts, but often ignore the issue of portraying everyday life of the people who populated the...

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Virtual Dreaming: Simulating Everyday Life of the Darug People

AbstractIn the virtual dreaming simulation [2] we show everyday life of Aboriginal people from the Darug tribe, who used to live in the Parramatta basin (New South Wales, Australia) in year 1770 A.D....

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To Plan or Not to Plan: Lessons Learned from Building Large Scale Social...

AbstractBuilding large scale social simulations in virtual environments requires having a large number of virtual agents. Often we need to simulate hundreds or even thousands of individuals in order to...

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Lessons learned from supplementing archaeological museum exhibitions with...

AbstractArchaeological excavations provide us with important clues about the past. Excavated artefacts represent an important connection to civilisations that no longer exist and help us understand...

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Classes and Objects

AbstractIn this chapter we will introduce a new way of reusing code through classes. We give a brief overview of classes and will talk about objects (class instances) and manipulations with those.

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Expressions

AbstractIn this chapter we will introduce some mathematics by covering the use of arithmetic operations. We will also learn her how to handle situations when Clara must act in response to an event that...

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Arrays

AbstractArrays allow for storing a collection of data of the same type within a single variable. In this chapter we introduce this concept and discuss how arrays can be used for solving different types...

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Debugging and Random Numbers

AbstractIn this chapter we will cover the key approaches to debugging that exist in programming with a particular focus on debugging tools that are available in Clara’s World. Another important topic...

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Variables

AbstractIn this chapter we introduce variables. With the help of variables Clara will get a significant boost in her abilities. She will now be able to memorize various values and count or evaluate...

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Loops

AbstractIn this chapter we will learn about different types of loops in Java. With the help of loops we can execute a set of commands multiple times and have more control over what to repeat compared...

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Learning Java Programming in Clara‘s World

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Coding Style and Decomposition

AbstractIn this chapter we will discuss the widely accepted coding style principles of Java programming. Following good coding style will not only make your code more pleasing to look at, but will also...

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Flow of Control

AbstractIn this chapter we will learn the first simple mechanism of changing the execution flow (also known as the “flow of control”), so that we execute our code in a slightly more flexible manner...

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Introduction to Clara’s World

AbstractIn this book we will be learning to program in the Clara’s World programming environment that is accessible online at http://claraworld.net. All programming problems that this book covers are...

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Methods

AbstractIn this chapter we will have a more detailed look into methods with a particular focus on creating methods that receive input and return output. We will discuss how Java executes such methods,...

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