An arti cial life entertainment-software product called Creatures was released in Europe in late 1996 and in the United States and Japan in mid-1997. When installed on a domestic c...
We present a strategy for analyzing large, social small-world graphs, such as those formed by human networks. Our approach brings together ideas from a number of different resear...
In this case study I argue for the usage of a machine-oriented controlled natural language as interface language to knowledge systems. Instead of using formal languages that are di...
Abstract. Imitation learning is a powerful approach to humanoid behavior generation, however, the most existing methods assume the availability of the information on the internal s...
In this paper, we describe a method for pedagogical agents to choose when to interact with learners in interactive learning environments. This method is based on observations of h...