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8/3/2019 Autonomous Agents in Collaborative Virtual Environments
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Autonomous Agents in Collaborative Virtual Environments
Dr. Stefan Noll
Christian Paul
Ralph Peters
Norbert Schiffner
Fraunhofer-Institute for Computer Graphics
Rundeturmstrae 6
D-64283 Darmstadt, Germany
+49 6151 155 209
{noll, paul, peters, schiffne }@igd.fhg.de
ABSTRACT
Our world is now entering an age where the current
understanding of telecommunications and graphics
computing will be constantly challenged. The universal
advancement of graphics technology, new business
models, and the continuing upgrade of global
infrastructure are transforming the solitary, platform-
centric 3D computing model. With the availability of
global information highways intercontinental collaboration
using 3D graphics will become part of our daily work
routine.
The research efforts have been concentrated on
determining how the distributed workplace can be
transformed into a shared virtual environment. Interaction
among people and processes in this virtual world has to be
provided and improved. To enhance the usability and
functionality of our collaborative virtual environment we
integrated software agents into it. These agents support the
user as well as the designer and the interaction with
objects in the virtual world. In this paper, we describe the
basic needs for combining agents and virtual worlds as
well as techniques to enhance VR environments.
Keywords
Collaborative virtual workspace, cooperation, software
agents, integration, usability, architecture.
1. INTRODUCTION
The combination of 3D graphics, spatial audio, object
interaction, and haptic feedback in a distributed virtualenvironment constitute a multidimensional form of
telecommunication. This framework addresses the three
main perception senses of human beings simultaneously.
These advanced forms of telecommunication make it
possible to transform workplaces into collaborative virtual
workspaces (CVW). Scenarios can be tailored to the
particular needs of an application or user. Possible
applications range from simple distributed multimedia
visualizations of scientific data in standard 3D data
formats to distributed VR environments for teleconferences
and simulators [1], which demand advanced computer
technology.
In this paper, we introduce the use of agents in
combination with virtual realities as a future
communication system. By doing so, two major fields of
Computer Science are tied together: agents, which stem
from the field of Artificial Intelligence (AI), and 3D-VR
systems as part of Computer Graphics. The main goal is to
enhance usability and realism of virtual environments by
combining 3D objects with intelligent agents, and to
explore new aspects evolving from this combination.
As a basis for our work introduced here, we use our
collaborative virtual workspace. Using this framework we
built the Virtual Emergency Task Force (VETAF) and
Virtual Showroom scenarios [4].
Concepts of software agents, their usability and
employment in virtual environments, exemplary
implementations of agents, our scenarios, and relateddevelopments are explained in this article.
In a virtual reality, objects and avatars are connected to
agents, which reflect a behavior to other agents and users.
Agents act autonomously and improve interaction between
objects. The following short description of the applied
agent technology gives an introduction into this topic.
2. SOFTWARE AGENTS
Software agents are most relevant and applicable for the
use in real-world domains. Their intelligent behavior
enables them to automate and delegate cognitive tasks that
were not feasible for machines in the past. Agents support
each user individually during a session. They act as arepresentative of their 'employer' in the task they are
assigned to.
Several dimensions can classify agent technology: their
mobility, whether they are deliberative or reactive, their
appearance, and their roles. Three major attributes may
describe the behavior of software agents in general (for a
more complete definition of the term agent please refer to
[Fehler! Verweisquelle konnte nicht gefunden werden.]
and [9]):
Autonomy: The ability to take initiative on what theagent believes is in the users interest. It fulfills its tasks
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based on internal states, rules, and goals, and does not
need any guidance by a human.
Cooperation: The agent is able to engage in complexcommunication with other agents to obtain information
or help of others. The agent society cooperates to
accomplish their owners goals.
Learning: In order to be smart, agents have to adapt totheir environment. They need to learn how to react or
interact with the system, users, and other agents.
One major issue of agent technology is cooperation
between agents. Independent, heterogeneous agents
therefore need a flexible possibility to communicate with
each other in order to adapt to their environment. This
communication facility has to fulfill two major tasks: on
the one hand, various kinds of information must be
transported reliably, on the other hand, the content of
every message has to be understandable by every agent.
However, the agent does not have to be able to interpret
the object included in the message. Agent Communication
Languages (ACL) solve these problems by using
communication objects with a specified structure. ACL
messages are well defined and can be processed without
necessarily knowing about the embedded object of a
message (content). The most common ACL is the
Knowledge Query and Manipulation Language (KQML).
KQML is an agent communication language developed by
the ARPA supported Knowledge Sharing Effort [2]. It is a
message format and message handling protocol to support
runtime knowledge sharing among agents. It provides high
level access to information and serves for low level
communication tasks such as automatic error checking.
3. AVATARS & AGENTS IN WORKSPACES
The main issue addressed by virtual environments refers to
social and workspace awareness in CVWs. Avatars address
this problem by representing users in virtual environments.
Agents can enhance usability, convenience, and realism
when the virtual human is present in the collaborative
virtual workspace.
3.1. Avatars in CVWs
Avatars are controversial creatures on the cutting edge of
user interface designs. They provide new ways for peopleto interact with their computers and with other users on a
network. The driving force behind avatars is the ongoing
search for an interface that's easier and more comfortable
to use, especially for the millions of people who are non-
computer experts. The earliest computer users were
engineers and programmers who were fairly comfortable
with command-line prompts. Today, most users are
professionals who are fairly comfortable with graphical
desktops. But a metaphor based on files and folders means
nothing to a five-year-old, and the abstractions of menus
and icons are difficult for even some adults to grasp.
Avatars won't necessarily replace menus, icons, and other
elements of GUI computing. Instead, they'll play the role
of helpful assistants or guides. Proponents think avatars
are tailor-made for the growing virtual communities of on-
line services and networks.
Avatars are an important metaphor in CVWs: users can
determine whom they are sharing the information with andin which particular object the other person is interested.
Positions can express if users are following the discussion
and whether they are looking at the same object. They
express if users want to talk to somebody or if they are
moving tirelessly and nervously around. Appearances of
avatars show the status of participants in the world: they
can express a user's rank in a group, show if users are
present at work as well as show the individual taste of a
user.
Realism in participant representation involves two
elements: believable appearance and the capability of
movement.
This becomes ever more important in a CVW, since the
participants' positions are used for communication. As an
example: The distance between avatars controls the
volume of the participants' audio. The participants local
environments store the whole scene description and use
their own avatars to move around the scene. Rendering
takes place from their own viewpoints. This avatar concept
in CVW has crucial functions in multi-user virtual
environments:
Perception (see if anyone is around)
Localization (see where the other person is) Identification (recognize the other person)
Visitation of other person's interest focus (see wherethe persons attention is directed to)
Using abstract virtual figures for avatar representation
(Figure 1) fulfils these functions. Our avatar uses a live
video stream and a business card identifying the user it
represents. The video screen indicates the direction in
which the user is currently looking. Each user is assigned
a unique colour; ears and feet of the avatar as well as the
selection pointer are all in this colour. To point to an
interesting position or perform an action the user can use a
distributed pointer, located on top of the avatar.
In a collaborative virtual environment, the system has to
know which objects are in a scene, how to represent them,
and where they move in case they are not static. Any
communication between objects, no matter if they are
under control of a user or the underlying program, is
difficult to predict and also difficult to implement as they
should fit in different scenarios. One possibility to solve
the problem is the use of agents. Each object or object
group in the virtual collaborative environment is connected
with its agent (Figure 2). Agents act according to their
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functionality and are able to enhance interaction between
objects and the virtual environment.
Figure 1: Avatar
Avatars, the graphical representations of participants, are
also objects. Therefore, agents can act on a higher
abstraction level, like human assistants. This includes
repetitive tasks (for example finding a way through the
scenario and locating a room within it), remembering
certain facts, which the user forgot, and recapitulating
complex sequences in an intelligent way (who is in a room
and which action is she or he performing at the moment).
Intelligent agents can learn and even make suggestions to
the user.
3.2. Agent-Object Pairs in CVWs
While evaluating the integration of agents intocollaborative virtual workspaces, several fundamental
functions and tasks have been identified. The central idea
is building Agent-Object pairs: Every graphical object in
the virtual environment that represents a certain universal
service owns an underlying agent. The following actions
are regarded as essential functions for these pairs:
Creation: When a new object is brought into the scene,the agent creates the graphical representation and
distributes the necessary data to every participant of the
environment.
Administration: Every action and event concerningthe object is dispatched and then, given certain premises,
distributed or reacted on by the agent.
Modification: The user has the possibility to changethe graphical representation of objects (and avatars) in
form and color. Every object controls these attributesitself. The agent is responsible to keep modifications
consistent. All new appearances are broadcasted via the
multicast network.
Control: The object itself has no information about itsinner state except of appearance; the agent has full
control over its functionality and position in the
environment being responsible for moving around,
contacting other agents or users, perceiving the
environment, and gathering useful information (in the
sense of fulfilling a certain task).
Erasure: Similar to creation, the agent deletes itsgraphical representations in all environments and the
underlying functionality.
While developing agents for multi-user environments, the
following problems were encountered and had to be coped
with depending on the particular type of application and
agent:
One or many underlying agents for the objects: Theprogrammer has to evaluate if it is applicable to use one
agent for all object instances, or if it is more useful to
provide an underlying agent for every occurrence of the
graphical representation. For example, guides in the
environment (see below) should have their ownunderlying agent but share one information agent. This
agent is responsible to provide information about the
environment because it is useful to have one database
about all rooms and participants taking part in the
scenario.
Handling objects: Cloning and multiplication ofobjects in virtual environments can lead to
inconsistencies. The underlying agents have to keep
track of these user actions and should be able to replicate
themselves (in case every object is controlled by its own
agent), or adapt to the new instance of the generated
graphical object and provide the functionality controllingit.
Mobile agents: If the graphical object is attached to amobile agent, its functionality is accessible by one user at
a time. Scheduling of many requests of using the object
has to be controlled and dealt with by the agent. For
example, if you implement the guide agents as mobile
agents, you might have to contact a receptionist and ask
for assistance. The receptionist will contact the mobile
guide agents and request information about availability.
(For more information about mobile agents see [9].)
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The possibilities of using agent technology to assist the
user, populate the environment, and add functionality to
virtual environments are numerous. In the following, we
describe the integration of agents into virtual environments
and explain the use of guides in the scenario.
4. INTEGRATING AGENTS INTO CVWsIn the previous chapters we described software agents in
general and the theoretical conditions for the integration of
agents into VCWs. This chapter explains how we put our
thoughts into practice.
Figure 2: CVW and Agent Setup
Figure 2 shows the general setup, which is split into two
parts: the multicast net and the agent net. The multicast
net (solid ring) consists of a multicast backbone (MBone,
which is explained in the 'Application' Chapter). It
connects the CVWs and is the basis for transmitting
continuous audio and video feeds as well as all changes
that occur in the virtual environments (i.e. who is present,
how does the avatar look like, what is the current position
of every participant). The agent net (striped lines)
interconnects all agents by using the communication
facilities of ASAP. This partition into two independent
nets results from the different needs for communication
and scalability uses. While agents rely on a secure
submission of their messages, video and audio feeds do not
have such requirements; they need high-speed connections
to allow real-time transmissions. Agents come to full effect
when they form agent societies, consisting of a largenumber of agents acting in and therefore supporting a
comparably small number of virtual environments.
So-called CVWAgents link the two subnets together. They
accept messages from either side and enable the agents to
control objects in the environments, as well as transferring
user inputs from the CVWs to the corresponding agents.
The CVWAgents have a twofold functionality: on the one
side, they are participants of the workspace by sending and
receiving multicast messages. On the other, they are agents
being able to understand KQML messages. Their main
task is to listen on both nets, filter all information
necessary for the other side, and translating these
messages appropriately. For example, when a position
message on the multicast net is recognized by the
CVWAgent to be relevant for an agent, it translates this
message to KQML and sends it to the relevant agent using
the agent network. Figure 3 displays the central position ofthe CVWAgent.
Figure 3: The Role of the CVWAgent
Another example is the interaction between a user and the
agent society: Using the avatar's graphical user interface
(GUI), the participant issues a message requesting a
special service. Assuming that a button was pressed, the
CVW core will issue a message containing this event on
the multicast net. The CVWAgent converts this message to
KQML and sends it to the appropriate agent using ASAP
and its agent network (for more information on ASAP,
please refer to Chapter 5.1.) This initiates the execution of
the desired service.
An Example: The GuideAgent
To show the usability of agents in virtual environments,we built a set of agents: DoorAgents restrict access to
rooms and seek for identification or payment, and
UserAgents provide information about their employers,
handle access codes and payments whenever they are
entitled to [7]. This chapter considers the GuideAgent. Its
main task is to walk around the environment and provide
information about objects, participants and the
environment.
The guide fulfills all properties of the above mentioned
agent-object pair: it has its own distinct representation by
the use of a special avatar and an underlying agent to
control this graphical representation. The GuideAgentdoes not only send out position messages to move its
avatar around the scenario but also manages an area of
interest. If another participant appears within this area, the
GuideAgent identifies him and offers help. If the user
refuses this offer, the guide will move on. If help is
needed, the guide suggests many different services:
Navigation aid: Especially novices usually havedifficulties in using the different moving modes (i.e.
walk and fly) to move their avatar. The guide can
therefore provide a lesson of how to navigate through the
environment.
Guide-
Agent
Agent
Door-
Agent
UserAgent
InformationAgent
CVWAgent
CVWAgent
CVW
CVW
CVW
Multicast Agent Communication
Multicast Net Agent Net
CVW-
AgentGUI
CVW Core
Agents
ASAP
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Giving a tour: As virtual environments usually consistof many rooms and places, the guide can supply a tour
and explain the most important features. The
GuideAgent therefore contacts an InformationAgent,
which has all relevant sites, their position within the
environment and the relating facts in its database. Theuser has the possibility of following the guide on his own
as well as choosing the option that the guide drives the
user's graphical representation. The tour can be quit at
any time.
Information about participants: Participants have thepossibility to be additionally represented by UserAgents.
These agents have more information about their owner,
for example real and company name, real world location,
and interests. The GuideAgent keeps track of visitors to
the workspace and offers the possibility to get a directory
of participants and their current position in the
environment. The users can get the information aboutother participants through contacting the guide which
asks the individual UserAgent about their employer to
receive the desired facts.
Another strength of the GuideAgent is its capability to
model the user's behavior and preferences. This refers to
keeping track of preferred means of interaction as well as
recognizing when help is needed. Interaction modes are
multiple.
The field of applications is very wide: not only static
information about objects can be administrated, but also
dynamic and constantly changing situations (for example
people participating in the environment) can be handled.An example application for the first scenario is the
purpose of a guide agent in a virtual museum: it knows all
the information and facts about the displayed pieces of art
and recognizes objects of higher interest on its own when
the user stays longer or requests more information about a
certain exhibit. These preferred objects are incorporated in
the user profile and the guide can adjust its route
accordingly. An example for the dynamic situation is a
company: When you wait for a visitor to contact you, you
are bound to your desk, which means you can not prepare
the next demo or gather all other persons involved in a
meeting. Instead an agent can be responsible to guide thevisitor from the receptionist to the meeting room to save
time. If more people are involved, then this comes to full
effect as the agents take over the task of scheduling as well
as gathering and guiding people to a certain place.
The convenient ways of sharing information are essential
among agents and, at the same time, the major advantage
of using them instead of fixed pieces of software. Not only
the introduction of new agent types and services is easier,
but their cleverness and adaptability offer new means of
using agent technology in virtual worlds to enhance
usability and comfort.
5. APPLICATIONS
The integration of agents into collaborative virtual
environments provides an interesting field of research in
computer science. This chapter describes the two
underlying applications, which were put together by the
development of agents (see Chapter 4).5.1. ASAP
To simplify our work we use A Simple Agent Platform
(ASAP) to build our agents. ASAP provides agent
templates to enable the programmer to develop software
agents easily. During runtime agents use the capabilities of
ASAP: A facilitator, being part of the agent society itself,
offers information about services of other agents. Different
conditioners inform agents about system dependent events
or changes in the state of the computer. Integrated
networking allows communication over different kinds of
networks.
ASAP is an agent platform developed by the InternationalComputer Science Institute (ICSI) and Fraunhofer-
Institute for Computer Graphics (FhG-IGD) and is written
entirely in the Java language. ASAP is a framework,
which helps to develop new agents in an easy and
uncomplicated way by providing agent templates. The
execution of these new agents takes place in ASAP's
runtime environment. The user gets a convenient way to
keep track about all agent actions as this environment
provides a graphical user interface (GUI).
Figure 4: Overview of all components in ASAP
All components of ASAP communicate among each other
through the use of events. This process is based on a
general broadcast of all messages and events to ensure that
all other agents are notified. Figure 4 shows the general
overview of all components in ASAP.
Local Agent 1
Local Agent 2
Local Agent 3
Agent
Controller
Message Handler 1
Message Handler 2
Message Handler n
Event Handlers
Conditioner
Ext. Command
Network
Conn. Type A
Conn. Type B
Conn. Type M
Facilitator
ASAP Core Module
Agent NameService
Other
ASAP
Core
Modules
Events
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The ASAP Core Module represents one agent society. The
Agent Controller is the runtime environment providing the
general user interface to monitor the local agents. In
addition, the controller offers the possibilities to access
system resources. Conditioners alert an agent when a
specified event occurs (for example a time event in thecase of a scheduling agent), or give information about
system resources (e.g. disc space, system load). External
Commands provide the interface to non-agent programs,
which then can be used by the agent or its user.
To contact other agent societies, no matter if they are other
ASAP Core Modules or a third-party platform, ASAP uses
the idea of integrated networking. Different types of
Connections are responsible for a reliable message
transmission. Networks in this case are standard telephone
lines, ISDN connections, ATM links, and the TCP/IP-
based Internet. Due to the open structure of ASAP new
Connection Types can easily be implemented and usedupon request. During runtime, the Network object
autonomously chooses one available connection type to
contact other agents.
Agents know each other only by their name, not by
address. The Agent Name Service converts identification
strings (names) to physical addresses, which reflect the
actual network identifier (e.g. address, port).
5.2. Virtual Emergency Task Force and VirtualShowroom
In the VETAF scenario, a group of experts located
throughout the world meets to discuss a global crisis in a
virtual environment. It is specially designed to supporttheir cooperation, whereas the Virtual Showroom is
mainly intended to demonstrate how virtual environments
can be used in advertising and presentation.
In the scenario, the setting is a virtual room with a 3D-
model of the object of interest suspended in the middle of
the room (Figure 5). The 3D-model in the virtual
environment has different levels of detail and it can be
edited. The possibility to replace it is provided by loading
other objects into the scene (supported formats include
VRML, 3DS, NFF).
The environments are enabled to map additional data onto
the walls. Projection of static data (e.g. blueprints and
diagrams) and video-recordings are practicable. Video
streams are broadcasted into the virtual environment by
other participants or rescue teams on location in the case
of VETAF. Displaying standard Microsoft Windows
applications (PowerPoint, Word) or distributed
whiteboards is also being put into practice.
Figure 5 Virtual Showroom
All participants can talk to each other with full duplex
spatial sound. A chat facility makes it possible to connect
to other participants on low bandwidth networks.
Technical RealizationThe VCE environment can be separated into three major
components: the main VCE (internal communication)
application, the agent platform, and the multimedia
delivery platform. We use the MBone tools for audio and
video communication.
The main VCE application is realized with WorldToolKit,
a portable, cross-platform software development system for
building high-performance, real-time, integrated 3D
applications. VCE renders the virtual environment and
handles the input/output devices (e.g. space mouse,
monitor, shutter glasses). Any transformation or
movement of entities in the environment is sent asprotocol-data-unit (PDU) packets to every other
participant. Communication between multiple participants
is based on the IP multicast protocol.
The spatial audio server, developed at Fraunhofer IGD in
Darmstadt, is based on a client-server architecture.
Different audio sources (e.g. Internet phone, Mediaplayer)
can be related to objects in the virtual scene. These audio
sources are connected as clients to the audio server, which
renders these audio signals depending on the position and
orientation of each source in the virtual scene. The
VETAF application transmits this position and orientation
data via a socket connection to the audio-server.5.3. Other Agents and Future Work
The main task during the development of agents for VR
applications is the exploration of new forms of interaction
with objects and persons in virtual environments like
CVW. This environment shows how 3D graphics can be
used in conference systems in a way that the visitor of the
conference does not have to miss convenient usability and
accustomed surroundings. In the continuing work the
following types of objects will be evaluated:
Before it comes to interaction, the GuideAgent has toget in touch with the visitors. The agent will be equipped
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with different triggers which lead it to recognize a needy
user: if someone gets lost, people tend to stand still, turn
around themselves to get an overview, or run around the
scenario without any destination. The GuideAgent has to
recognize this multitude of different situations and offer
help. At the same time, the agent has to considerprevious experiences with the individual user in order to
distinguish between situations when help is needed and
when not. The agent must not bother the visitors and get
on their nerves by constantly asking if they request help
but at the same time should always be around in case a
question arises. The users themselves will be able to
contact the guide by either approaching it directly,
contacting a service point or wait for the agent to
recognize the "help situation".
Simple objects like walls, which receive an additionalfunctionality by projecting information and by providing
a user interface to web browsers and other commonapplications, are considered. The underlying agent
controls the application and ensures the correct service is
delivered. One example is an advanced search capability
by contacting other agents in combination with common
search engines. Another example is the possibility to
display advertisements, which reflect the users
preferences. The AdvertAgent therefore contacts the
UserAgent and presents special offers depending on the
user's interests.
In the first implementation step, a DoorAgentcontrolling access to virtual rooms has been developed
(see [7] for more information). It is planned to enhancethis agent by applying a keyhole metaphor. In addition,
the ability to push messages through beneath a door is
considered. By using this function, a visitor of the
environment does not have to enter a charge room
himself in order to contact somebody.
The most interesting research task concerns generalobjects which can be brought into the environment.
Those so-called black boxes are universal tools, which
get a functionality and behavior by external programs.
The main problem here is the generality of the objects. It
is intended to make them as universal as possible by
specifying a general purpose API to develop thepossibility for everybody to build agent-object pairs using
ASAP and integrate these pairs into a virtual
environment.
Other possible object-agent classes include cashiers,
hostesses, reporters, and librarians. New agent concepts of
secure transmission of personal data and intelligence by
neural networks have to be evaluated. Cloning of objects
and agents is another interesting field of our research.
6. EVALUATION
The evaluation was performed by asking 12 computer
natives and developers about the usability of the virtual
collaborative environment (CVE) without and with the aid
of guide agents.
6.1. CVE without Agents
When people enter a virtual world, they usually dont
know who is present and what to do in the scenario. This
is the main point, which was criticized. Participantsdemand the implementation of a help desk or a
receptionist. They want maps about the building to see
which rooms may be interesting, where people with the
same interests gather, and to show them a way for
orientation purposes. To help them with navigation, it is
useful to have maps at every junction or central point.
Signposts need to be present as well. It is important for the
users to have the possibility to get information at all times,
as it is the case with directories displayed on walls.
Another point of interest is timetables, so that people can
check where their meeting takes place at which time. It
should also give an overview about the participants withthe possibility to get more information about them on
demand. Interaction with other persons is also requested.
This is not only for social purposes but also an additional
way of getting information.
People had difficulties with large worlds, as there is no
possibility to travel large distances at a short time. The
scenario lacks teleporters, which transport the
participants from one point to a desired destination in no
time. (Several persons mentioned the lacking of this
feature individually.)
Over all, people tended to a setting very close to reality,
where sales personal, guides, receptionists, elevators, and
maps are common and helpful.
6.2. CVE with Agents
After integrating agents into our collaborative virtual
worlds, people are much more satisfied concerning
usability and navigation. They like the constant
availability of a guide agent and its way of interacting.
They emphasize that it is very important for the agent to
be polite and to answer reliably. The hierarchical
arrangement of information and therefore fast access to a
wanted fact is very important.
The navigation help of the new agent was highlywelcomed. As described in Chapter 4, the agent offers the
possibility to guide the user to a person or room in the
scenario. People liked the possibility to leave this guidance
at any time on their own whenever something interesting
appears on their way, and to continue later on. Probands
welcome the implementation of the tour feature, providing
detailed information about the setting.
But there are still problems to be solved: First, the agent
has to adapt on users and their behavior in case they need
help. Currently, some users are annoyed when the guide
repeatedly asks them if they request aid. Second,
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interaction with buttons is not enough. People requested a
more natural inaction possibility like speech recognition.
Third, the functionality of the guide agent should be
extended. Users lack the possibility to send short notices to
other participants through the use of the guide. Currently,
there is no possibility for one user to tell another thathe/she is coming to a meeting point and that the other
person is supposed to wait there. The tours and tutorials
also have to be designed more complex in order to provide
more information and offer more possibilities to the user.
Forth, the teleporter function as an alternative to the
regular tour has to be implemented.
7. RELATED WORK
In the Virtual Polis project (Carnegie Mellon University of
Pittsburgh, PA, USA), agents are used to popularize the
simulated world with people and animals. The main point
of interest is a simulation of behavior close to reality [8].
At the University of Southern California virtual realitiesare used to visualize air combat simulations [5]. Every
helicopter and plane is linked to an agent, which controls
the correct execution of the individuals mission. Team
coordination between agents, and recognition and
correction of occurring errors are the main aims in this
project. The schematic visualization is used to control and
monitor the resulting activities of agents.
8. CONCLUSION
Fraunhofer IGD is focusing its research efforts on
determining how collaborative virtual environments can
help transform the workplace into a shared environment,
allowing real-time interaction between people regardless oftheir physical location.
Current research includes work on a general architecture
for applications in collaborative virtual environments. This
architecture supports current applications as well as
research in the areas of distributed simulation, agents in
virtual environments, and networking for large-scale
virtual environments.
Especially agents play a significant role in the
maintenance and processing of large amounts of data. The
importance of this technology will extend across many
different application domains. The ongoing work explores
the application of agents in virtual worlds. The problemdomain includes both simple tasks, such as management of
projection walls, as well as complex processes, such as
path planning and controlled access to resources. All of
these tasks can be managed, simplified and made
accessible to the user by the use of agents.
In this article we introduced the integration of
collaborative virtual environments and intelligent agents to
enhance the usability of 3D user interfaces. At the present
time, stable prototypes of the virtual environment system
VCE and the agent platform ASAP exist. The scenario
VETAF was demonstrated at several trade shows (e.g.
SIGGRAPH 97 in Los Angeles, ACM 97 in San Jose, and
the G7 Meeting in Bonn). By integrating both these
research projects, this work creates a framework for
extending objects in virtual cooperative environments by
high level behaviors. Using the resulting system, different
agent behaviors and their utility to the users can beevaluated. Experiments with the already implemented
agents VRDoorAgent and VRDeputyAgent showed a
significant simplification of the tasks and increased
usability for the user. These improvements were made
possible by the combination of current work in two
important areas of Computer Science.
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