Roboser: A Real-World Composition System
Computer Music Journal
An Investigation of Collective Human Behavior in Large-Scale Mixed Reality Spaces
Presence: Teleoperators and Virtual Environments
How smart are our environments? An updated look at the state of the art
Pervasive and Mobile Computing
A tactile luminous floor for an interactive autonomous space
Robotics and Autonomous Systems
Gaussian Process Person Identifier Based on Simple Floor Sensors
EuroSSC '08 Proceedings of the 3rd European Conference on Smart Sensing and Context
Review: Ambient intelligence: Technologies, applications, and opportunities
Pervasive and Mobile Computing
Affect-aware behaviour modelling and control inside an intelligent environment
Pervasive and Mobile Computing
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Modulating behaviors using allostatic control
Living Machines'13 Proceedings of the Second international conference on Biomimetic and Biohybrid Systems
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A key question in the design of intelligent environments is how a space can influence the actions of its users, and how such behavior can be learned. We present the results of experiments conducted as part of the Ada project, an interactive entertainment exhibit deployed at the Swiss national exhibition Expo.02. We used a learning model called distributed adaptive control (DAC) that is based on the animal learning paradigms of classical and operant conditioning. DAC has been developed using mobile robots in foraging tasks. Here, it was applied to the learning of effective cues for guiding visitors in a given direction. Our results show that, by using this learning mechanism, Ada was able to influence the behavior of visitors by learning to deploy particular types of cues. Many visitors could be induced to move toward a region of the space that they normally avoided visiting-an effect that can be seen as a spatial classification of visitors into interactive and noninteractive categories. In our analysis, we also introduce a measure of human activity that combines different types of data to capture key aspects of human behavior in interactive spaces.