This study concerns virtual environments for training in operational conditions. The principal developed idea is that these environments are heterogeneous and open multiagent systems. The MASCARET model is proposed to organize the interactions between agents and to give them reactive, cognitive and social abilities to simulate the physical and social environment. The physical environment represents, in a realistic way, the phenomena that learners and teachers have to take into account. The social environment is simulated by agents executing collaborative and adaptive tasks. They realize, in team, procedures that they have to adapt to the environment. Users participate to the training environment through their avatar. To validate our model, the SECUREVI application for fire-fighters training is developed.
Virtual agents are a real asset in Collaborative Virtual Environment for Training (CVET) as they can replace missing team members. Collaboration between such agents and users, however, is generally limited. We present here a whole integrated model of CVET focusing on the abstraction of the real or virtual nature of the actor to define a homogenous collaboration model. First, we define a new collaborative model of interaction. This model notably allows to abstract the real or virtual nature of a teammate. Moreover, we propose a new role exchange approach so that actors can swap their roles during training. The model also permits the use of physically based objects and characters animation to increase the realism of the world. Second, we design a new communicative agent model which aims at improving collaboration with other actors using dialogue to coordinate their actions and to share their knowledge. Finally, we evaluated the proposed model to estimate the resulting benefits for the users and we show this is integrated in existing CVET applications.
International audienceThe aim of this paper is to present the principles and results about case-based reasoning adapted to real- time interactive simulations, more precisely concerning retrieval mechanisms. The article begins by introducing the constraints involved in interactive multiagent-based simulations. The second section pre- sents a framework stemming from case-based reasoning by autonomous agents. Each agent uses a case base of local situations and, from this base, it can choose an action in order to interact with other auton- omous agents or users' avatars. We illustrate this framework with an example dedicated to the study of dynamic situations in football. We then go on to address the difficulties of conducting such simulations in real-time and propose a model for case and for case base. Using generic agents and adequate case base structure associated with a dedicated recall algorithm, we improve retrieval performance under time pressure compared to classic CBR techniques. We present some results relating to the performance of this solution. The article concludes by outlining future development of our project
In an increasingly competitive world, the responsiveness has become essential to improve the performance of companies. Accordingly a large number of companies have implemented the Lean approach. This approach is a production management method based on waste elimination and just-in-time production. This leads manufacturers to update and adapt their ways of production management and so reorganize the production lines to reduce costs, minimize delays as well as optimize their flexibility. To do this, the use of the Virtual Reality (VR) in the lines production's simulation would offer many advantages. Thus, this technology would allow users to interact with simulation model in real-time and in a 3D format. However, few works have integrated virtual reality in the field of simulation in Lean manufacturing environment. The objective of this paper is to propose a method of simulation of production flows in a virtual environment in real time. To this end, we will review the traditional industrial tools in the field of production simulation. Then we will present the main advantages of using the VR to the manufacturing processes in a lean environment. Finally a global software solution which integrates VR will be proposed and an example of its application to simulate lines production in VR will be presented.
The context of this research is the creation of human learning environments using virtual reality. We propose the integration of a generic and adaptable intelligent tutoring system (Pegase) into a virtual environment. The aim of this environment is to instruct the learner, and to assist the instructor. The proposed system is created using a multi-agent system. This system emits a set of knowledge (actions carried out by the learner, knowledge about the �eld, etc.) which Pegase uses to make informed decisions. Our study focuses on the representation of knowledge about the environment, and on the adaptable pedagogical agent providing instructive assistance
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