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Homunculus
An Open Architecture for Scientific Exploration of Virtual Environments and Simulation Technologies
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Overview

ASCE

CLAS

Leaders

ELECT

 


Overview

Homunculus is a both an architecture and an implemented framework designed and constructed to provide an environment that aids and assists in the production of distributed simulation and visualization applications. The primary goal of the tools provided in the reference distribution, is to form a basis for researchers to experiment with new ways of creating distributed simulations and resulting visualizations of those simulations. Homunculus consists of a number of subcomponents that each targets a different domain within simulation and visualization. First of all a system component abstracts many operating system dependent functionality. Second a data component creates a programming abstraction, allowing developers to work with data in a homogeneous way across platforms. This second component forms the foundation of the distributed data mechanism embedded in the third component known as pervade. Pervade is the network abstraction that forms the core mechanism by which simulations and visualizations can be distributed across the network. The fourth component is a scientific module, which supports a number of widely used algorithms used in the artificial intelligence and language understanding community. Currently this component focuses mainly on text processing. The fifth component encapsulates the visual part of the toolkit and is known as Lumina. This part can assist developers in creating operating system independent 2-dimensional and 3-dimensional graphics that can be linked together using the Pervade networking component.

Homunculus powered simulations

Homunculus has been used in a number of simulation and training systems. In each case Homunculus provided the foundation software to rapidly create the first prototypes. Due to the pervasive design patterns in the framework, applications built using it can easily transition new capabilities back into the toolkit.

Spatial Cognition (ASCE)

The Spatial Cognition project develops spatial perception abilities for virtual characters. Virtual characters, like humans, exist in an environment of tremendous complexity, especially with the rapid growth of rendering and modeling capabilities. Humans manage their environmental complexity through a number of cognitive mechanisms, whereas their counterparts in virtual space are only beginning to come to terms with their polygons. This project seeks to test and explore the abilities of virtual characters within a unified sensory model and environment called the Agent Spatial Cognition Environment (ASCE). Using the Agent Spatial Cognition Environment, the project team will be able to enhance the realism of the virtual characters by limiting their sensory perception, using the same types of limits that real humans have. As a result, the virtual characters will have more believable behaviors, dialog, and gaze control. With fewer perceptual input requirements, the quantity of dynamically processed sensory data is controlled, freeing up processing for other aspects of the virtual human.

Homunculus ASCE Gamebryo Driver    
A demonstration of volumetric perception. The solid cubes are perceived by the agent     A demonstration of agent perception. Whilst scanning the environment the agent is asked to indicate what is being observed.

CLAS/AXL

The Army Excellence in Leadership (AXL) project develops case studies and interactive training technologies to support the acquisition of leadership skills. The project is a collaboration with the Army Research Institute (ARI) Leader Development Research Unit. AXL leverages the best practices of case-method teaching and Hollywood storytelling techniques to create fictional case studies that address specific leadership issues. The first case, “Power Hungry,” is a thirteen-minute film about a food distribution operation in Afghanistan. Currently under development is “Trip Wire,” a case that considers the leadership challenges posed by the threat of IEDs in Iraq. AXL will be available through two media: online, through a Web-based, interactive application, and as a DVD-based solution. The online system will provide a dynamic and interactive experience. The AXL team is developing an authorable, instructional design to track and control the student’s learning experience as they explore the case. Using ICT Natural Language Understanding research, students are also able to interview characters from the cases through free-text questions. These interviews give the students the opportunity to “think like a commander” as they gather information about the case.

Leaders

As the first project to use the Narratoria authoring tools, the Leaders project applied branching storylines and state-of the art text classification technologies to present an engaging interactive training simulation. We will briefly present some background information on the project but for more information please visit the Narratoria website.

The Story Representation and Management project develops technologies, applications, and languages for collecting, retrieving, and analyzing stories told by US Army soldiers about real-life experiences. The current research focuses on the following areas: 

  • Automated story collection—Technologies for automatically recognizing when people are telling stories of their experiences in oral conversations and written text using automated speech recognition and statistical text classification methods 

  • Story retrieval interfaces—Web-based applications to enable training developers to search story repositories and the Web for stories that relate to the specific activities of their target training applications 

  • Formal representation languages—Large-scale knowledge representations (first-order predicate calculus theories) for expressing the situations and points articulated in stories, with a particular emphasis on vocabularies of commonsense psychology

Leaders Clip    
Intro to the Leaders Interactive Narrative based Training Simulation     A screenshot of the Narratoria application showing the branching storyline editor

ELECT

The Enhanced Learning Environments with Creative Technologies (ELECT) project develops tools for rapidly integrating operational lessons learned into field training applications. In the PC-based, bilateral contact training module, trainees act as US Army leaders tasked to plan and conduct a series of bi-lateral meetings. The meetings teach trainees how to make contact with public or religious officials and to discuss local concerns, such as the status of water or electrical power for an area. The trainees interact with virtual components to create compelling and immersive bilateral training environments.



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