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Schriftenreihe
Sonstige beteiligte Institutionen
- Johns Hopkins School of Medicine, Baltimore, MD, U.S. (4)
- Cologne Game Lab (3)
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- Social and Technological Systems (SaTS) lab, School of Art, Media, Performance and Design, York University, Toronto, Canada (1)
EU-Project number / Contract (GA) number
- 701983 (8)
Immersive virtual environments provide users with the opportunity to escape from the real world, but scripted dialogues can disrupt the presence within the world the user is trying to escape within. Both Non-Playable Character (NPC) to Player and NPC to NPC dialogue can be non-natural and the reliance on responding with pre-defined dialogue does not always meet the players emotional expectations or provide responses appropriate to the given context or world states. This paper investigates the application of Artificial Intelligence (AI) and Natural Language Processing to generate dynamic human-like responses within a themed virtual world. Each thematic has been analysed against humangenerated responses for the same seed and demonstrates invariance of rating across a range of model sizes, but shows an effect of theme and the size of the corpus used for fine-tuning the context for the game world.
In accordance with various other studies. the present longitudinal study gave no clues for specific personality variables or traits 01' drug addicts. Personality factors did not allow a valid prediction of the kind 01' th~apy termination. nor were there clear deviations from the norm. Analyzed as a group. the addicts showed only minor changes that appeared over the course of treatment. These results correspond to data reported on alcohol dependency (cf. Wanke 1987). A more differentiated picture is gained when stable and changeable components of personality and analyzed separately. Changeable components are of special relevance for treatment. From the current study these were characteristics of action regulation, that is, activation and impulse control, social interaction, and somatic reactions (sleep disorders, bodily reactions to drug deprivation). For relapse prevention, attention should be given to stable, persistent, problematic components. Persistent suicidal ideas turned out to be one such aspect. Like the differentiation between state and trait anxiety, stable and variable components could also be separated for other domains of personality when they are used to describe the course of treatment. How can personality concepts and instruments for assessment be utilized for treatment? The claim of therapists to predict the outcome of a treatment may be realized for only a delimited period of time. Especially at such critical points as shortly before relapse, a firm prediction might be possible only rarely (Wanke 1987). Lack of predictability could be a warning which, however, can be verified only afterward. According to the current results, one benefit of personality concepts could be to specify targets of change on an individual basis and thus clarify effects of therapeutic interventions. Personality concepts can help patients to better understand their problems and to recognize changes as weil as persistent areas of vulnerability.
Natural walking in virtual reality games is constrained by the physical boundaries defined by the size of the player’s tracking space. Impossible spaces, a redirected walking technique, enlarge the virtual environment by creating overlapping architecture and letting multiple locations occupy the same physical space. Within certain thresholds, this is subtle to the player. In this paper, we present our approach to implement such impossible spaces and describe how we handled challenges like objects with simulated physics or precomputed global illumination.
Follow-ups across discourse domains: A cross-cultural exploration of their forms and functions
(2012)
The edited volume documents the proceedings of the ESF workshop "Follow-ups across discourse domains: a cross-cultural exploration of their forms and functions". It examines the forms and functions of the dialogue act of a follow-up, viz. accepting or challenging a prior communicative act, in political discourse across spoken and written dialogic genres. Specifically, it considers (1) the discourse domains of political interviews, editorials, op-eds and discussion forums, (2) their sequential organization as regards the status of initial (or 1st order) follow-up, a follow-up of a prior follow-up (2nd order follow-up), or nth-order follow-up, and (3) their discursive realization as regards degrees of indirectness and responsiveness which are conceptualized as a continuum along the lines of degrees of explicitness and degrees of responsiveness. The chapters come from the fields of linguistics, discourse analysis, socio-pragmatics, communication, political science and psychology, examining the heterogeneous field of political discourse and its manifestation in diverse discourse genres with respect to evasiveness, indirectness and redundancy in mediated political discourse, professional discourse, discourse identity and doing politics, to name but the most prominent questions.
Based on the results of a 3-day workshop at the Brown University (2012) this white paper tries to sum up important topics and problems which came up in the presentations and discussions and to outline some general aspects of data modeling in digital humanities. Starting with an attempt to define data modeling it introduces distinctions like curation-driven vs. research-driven for a more general description of data modeling. The second part discusses specific problems and challenges of data modeling in the Humanities, while the third part outlines practical aspects, like the creation of data models or their evaluation.