Towards reactive navigation and attention skills for 3D intelligent characters
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Grupo de Neurotecnología, Control y Robótica. (NEUROCOR)Knowledge Area
Ingeniería de Sistemas y AutomáticaSponsors
Partially supported by the GVA-project CTIDIB-2002-182 (Spain).Publication date
2003-01-01Publisher
Springer Berlin / HeidelbergBibliographic Citation
LOZANO IBAÑEZ, Miguel; GRIMALDO MORENO, Francisco y GRIMALDO VILAPLANA, Javier. Towards reactive navigation and attention skills for 3D intelligent characters. En: International Work-Conference on Artificial and Natural Neural Networks (7ª: 2003: Menorca). Artificial Neural Nets Problem Solving Methods: 7th International Work-Conference on Artificial and Natural Neural Networks, IWANN2003 Maó, Menorca, Spain, June 3–6, 2003. Proceedings, Part II. Menorca: Springer Berlin / Heidelberg, 2003. P. 8. ISBN 978-3-540-40211-4Keywords
Diseño neuronalEntornos virtuales 3D
Teoría de resonancia adaptativa
Caracteres inteligentes en 3D
Robótica inteligente
Entornos virtuales inteligentes
Neural design
3D virtual environments
Adaptative Resonance Theory (ART)
Intelligent 3D characters
Intelligent robotics
Intelligent virtual environments(IVE)
Abstract
This paper presents a neural design which is able to provide
the necessary reactive navigation and attention skills for 3D embodied
agents (virtual humanoids or characters). Based on Grossberg’s
neural model of conditioning [6], as recently implemented by Chang
and Gaudiando [7], and according to the Adaptative Resonance Theory
(ART) and the neuroscientific concepts associated, the neural design
introduced has been divided in two main phases. Firstly, an environmentcategorization
phase, where an on-line pattern recognition and categorization
of the current agent sensory input data is carried out by a self
organizing neural network, which will finally provide the agent’s short
term memory layer(STM). Secondly, and based on the classical conditioning
paradigm, the model will associate the interesting STM states,
from the navigation or attention points of view, to finally simulate these
necessary skills for 3D characters or humanoids. Finally, we will show
some experimental ...
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