Call for Proposals
AISB-50: a convention commemorating both 50 years since the founding of the society for the study of Artificial Intelligence and the Simulation of Behaviour (the AISB) and sixty years since the death of Alan Turing, founding fathe...
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Mark Bishop on BBC ...
Mark Bishop, Chair of the Study of Artificial Intelligence and the Simulation of Behaviour, appeared on Newsnight to discuss the ethics of ‘killer robots’. He was approached to give his view on a report raising questions on the et...
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AISB YouTube Channel
The AISB has launched a YouTube channel: http://www.youtube.com/user/AISBTube (http://www.youtube.com/user/AISBTube). The channel currently holds a number of videos from the AISB 2010 Convention. Videos include the AISB round t...
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Lighthill Debates
The Lighthill debates from 1973 are now available on YouTube. You need to a flashplayer enabled browser to view this YouTube video
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Notice
AISB opportunities Bulletin Item
4 Vacancies PhD students Game & Media Technology, Utrecht
4 Vacancies PhD students Game & Media Technology The department of Information and Computing Sciences of Utrecht University is looking for 4 PhD-students for the project "GATE" (Game Research for Training and Entertainment). At the Department of Information and Computing Sciences of Utrecht University there are four openings for PhD students for 4 years within the Game Research for Training and Entertainment (GATE) project. Position 1: Automatic world generation based on real data Building virtual worlds from real data such as panorama images is still a very labor intensive work, error prone, slow, and expensive. Therefore, the results is often small-scale, of low resolution, and not accurate. Our objectives are to research new algorithms to build virtual worlds automatically and from multiple data sources in order to alleviate these problems. From the various data sources we will identify salient points and landmark objects. Then we will find a correspondence between them, derive the transformation to put the data in a common coordinate frame, merge the data, and construct the final virtual world. The envisioned results are methods that build virtual worlds fast and accurately. In this way, the quality of training people, mission planning, contingency planning, and decision making can be improved. This research is performed in collaboration with TNO Defence, Security and Safety. Position 2: Modeling planning behavior Computer games are inhabited by virtual characters. Such characters move around in the virtual world to perform certain actions. So an important task of virtual characters is to plan their paths to a required destination. Such a path must be natural. A natural path can be defined as a path that would be taken in the real world, or that is at least convincing to a viewer. A natural path will depend on the environment, the task of the character, its knowledge of the world, the presence and motion of other entities, and possibly its emotional state. The goal of this project is to develop path planning algorithms that lead to natural paths, while they put only a small load on the processor. To this end we will employ our motion capture system to record natural motion and combine this with algorithmic planning techniques. Position 3: Navigation and manipulation One of the research objectives within GATE addresses navigation and manipulation tasks within virtual environments. Usually the interface with the virtual environment is established by controlling an avatar represented by an animated virtual character. It is not an easy task to find an animation model that is capable of handling both manipulation and navigation tasks and that can dynamically switch between them. An example of such behaviour is to pick up an object from a table while waking past it, or walking toward a door and opening it, without an unnatural transition between walking (navigation) and manipulating the object. The goal of the intended research is to address such types of problems, by using motion capture and motion synthesis techniques, ultimately resulting in natural animation behaviour in real-time. Position 4: Detecting, interpreting and affecting user behavior In many applications, computer vision based analysis motion, gestures, and facial expressions of groups of people is desired. Current techniques are still limited to a single person, and to fixed position in from of a camera. The ability to robustly track persons in room opens many new applications. The objectives of this project are to develop fast and robust algorithms that can detect, track, and model accurately and robustly individual persons in the real 3D world. We also want to recognize gestures and motion of individuals, to identify the interaction between persons such as looking or gesturing at each other, and to design interaction between humans and computer systems. For all these techniques we will first choose application domains, in order to identify the needs, and to evaluate the methods against the requirements. This research is performed in collaboration with Technical University Delft. GATE The GATE (Game Research for Training and Entertainment) project aims to set up the leading edge research center in Europe (and world-wide) that advances the state-of-the-art in gaming and simulation with strong ties to production companies and users of gaming and simulation. The goal of the center is to create technology for highly effective entertainment, learning and training experiences. We ask MSc degree in Computer Science, Mathematics, or any other relevant discipline. Knowledge and experience in programming (C++), algorithms and data structures, pattern recognition, computer vision. More information about salary and how to apply can be found at http://www.cs.uu.nl/vacatures/en/62704.html Closing date: February 28, 2007 |



