ORCID Profile
0000-0003-4133-7913
Current Organisation
RMIT University
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In Research Link Australia (RLA), "Research Topics" refer to ANZSRC FOR and SEO codes. These topics are either sourced from ANZSRC FOR and SEO codes listed in researchers' related grants or generated by a large language model (LLM) based on their publications.
Computer Gaming and Animation | Simulation And Modelling | Film, Television and Digital Media | Artificial Intelligence and Image Processing | Screen and Media Culture | Other Artificial Intelligence | Virtual Reality And Related Simulation | Pattern Recognition and Data Mining | Interactive Media | Computer-Human Interaction
Application tools and system utilities | Application packages | Computer software and services not elsewhere classified | Media Services not elsewhere classified | Computer Gaming Software | Behaviour and Health | The Media | Arts and Leisure not elsewhere classified | Global climate change adaptation measures | Expanding Knowledge in Technology |
Publisher: IEEE
Date: 12-2015
Publisher: No publisher found
Date: 2005
Publisher: Association for Computing Machinery (ACM)
Date: 25-09-2023
DOI: 10.1145/3603621
Abstract: Brain-computer interface (BCI) systems hold the potential to foster human flourishing and self-actualization. However, we believe contemporary BCI system design approaches unnecessarily limit these potentialities as they are approached from a traditional interaction perspective, producing command-response experiences. This article proposes to go beyond “interaction” and toward a paradigm of human-computer integration. The potential of this paradigm is demonstrated through three prototypes: Inter-Dream, a system that integrates with the brain's autonomic physiological processes to drive users toward healthy sleep states Neo-Noumena, a system that integrates with the user's affective neurophysiology to augment the interpersonal communication of emotion and PsiNet, a system that integrates interpersonal brain activity to lify human connection. Studies of these prototypes demonstrate the benefits of the integration paradigm in realizing the multifaceted benefits of BCI systems, and this work presents the brain-computer integration framework to help guide designers of future BCI integrations.
Publisher: ACM
Date: 15-10-2021
Publisher: Inderscience Publishers
Date: 2015
Publisher: Springer Science and Business Media LLC
Date: 14-04-2012
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 03-2018
Publisher: Springer International Publishing
Date: 2018
Publisher: Acoustical Society of America (ASA)
Date: 07-2021
DOI: 10.1121/10.0005201
Abstract: Fault identification using the emitted mechanical noise is becoming an attractive field of research in a variety of industries. It is essential to rank acoustic feature integration functions on their efficiency to classify different types of sound for conducting a fault diagnosis. The Mel frequency cepstral coefficient (MFCC) method was used to obtain various acoustic feature sets in the current study. MFCCs represent the audio signal power spectrum and capture the timbral information of sounds. The objective of this study is to introduce a method for the selection of statistical indicators to integrate the MFCC feature sets. Two purpose-built audio datasets for squeak and rattle were created for the study. Data were collected experimentally to investigate the feature sets of 256 recordings from 8 different rattle classes and 144 recordings from 12 different squeak classes. The support vector machine method was used to evaluate the classifier accuracy with in idual feature sets. The outcome of this study shows the best performing statistical feature sets for the squeak and rattle audio datasets. The method discussed in this pilot study is to be adapted to the development of a vehicle faulty sound recognition algorithm.
Publisher: ACM
Date: 21-04-2020
Publisher: IEEE
Date: 08-2015
Publisher: Springer Science and Business Media LLC
Date: 10-05-2014
Publisher: Informa UK Limited
Date: 09-2003
DOI: 10.1080/713827257
Publisher: ACM
Date: 17-10-2019
Publisher: Springer International Publishing
Date: 2016
Publisher: IEEE
Date: 06-2010
Publisher: IEEE
Date: 03-2023
Publisher: ACM
Date: 29-11-2022
Publisher: Association for the Advancement of Artificial Intelligence (AAAI)
Date: 17-07-2019
DOI: 10.1609/AAAI.V33I01.3301881
Abstract: Sparse reward games, such as the infamous Montezuma’s Revenge, pose a significant challenge for Reinforcement Learning (RL) agents. Hierarchical RL, which promotes efficient exploration via subgoals, has shown promise in these games. However, existing agents rely either on human domain knowledge or slow autonomous methods to derive suitable subgoals. In this work, we describe a new, autonomous approach for deriving subgoals from raw pixels that is more efficient than competing methods. We propose a novel intrinsic reward scheme for exploiting the derived subgoals, applying it to three Atari games with sparse rewards. Our agent’s performance is comparable to that of state-of-the-art methods, demonstrating the usefulness of the subgoals found.
Publisher: IEEE
Date: 03-2023
Publisher: Springer International Publishing
Date: 2015
Publisher: Elsevier BV
Date: 02-2004
Publisher: IEEE
Date: 08-2017
Publisher: IEEE
Date: 06-2013
Publisher: No publisher found
Date: 2001
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 03-2018
Publisher: ACM
Date: 29-01-2018
Publisher: IEEE
Date: 03-2023
Publisher: No publisher found
Date: 2006
DOI: 10.1007/11821830\_29
Publisher: Springer Berlin Heidelberg
Date: 2006
DOI: 10.1007/11821830_29
Publisher: ACM
Date: 08-05-2021
Publisher: Springer Berlin Heidelberg
Date: 2001
Publisher: IOP Publishing
Date: 19-07-2016
DOI: 10.1088/1741-2560/13/4/046027
Abstract: In this paper we propose a novel application of reinforcement learning to the area of auditory neural stimulation. We aim to develop a simulation environment which is based off real neurological responses to auditory and electrical stimulation in the cochlear nucleus (CN) and inferior colliculus (IC) of an animal model. Using this simulator we implement closed loop reinforcement learning algorithms to determine which methods are most effective at learning effective acoustic neural stimulation strategies. By recording a comprehensive set of acoustic frequency presentations and neural responses from a set of animals we created a large database of neural responses to acoustic stimulation. Extensive electrical stimulation in the CN and the recording of neural responses in the IC provides a mapping of how the auditory system responds to electrical stimuli. The combined dataset is used as the foundation for the simulator, which is used to implement and test learning algorithms. Reinforcement learning, utilising a modified n-Armed Bandit solution, is implemented to demonstrate the model's function. We show the ability to effectively learn stimulation patterns which mimic the cochlea's ability to covert acoustic frequencies to neural activity. Time taken to learn effective replication using neural stimulation takes less than 20 min under continuous testing. These results show the utility of reinforcement learning in the field of neural stimulation. These results can be coupled with existing sound processing technologies to develop new auditory prosthetics that are adaptable to the recipients current auditory pathway. The same process can theoretically be abstracted to other sensory and motor systems to develop similar electrical replication of neural signals.
Publisher: Springer Berlin Heidelberg
Date: 2003
Publisher: Springer Berlin Heidelberg
Date: 2008
Publisher: IEEE
Date: 08-2014
Publisher: Association for Computing Machinery (ACM)
Date: 03-2017
DOI: 10.1145/2629700
Abstract: In this paper we describe an approach for developing an intelligent game master (GM) for computer role-playing games. The role of the GM is to set up the game environment, manage the narrative ow and enforce the game rules whilst keeping the players engaged. Our approach is to use the popular Belief-Desire-Intention (BDI) model of agents to developing a GM. We describe the process for creating such a GM and how we implemented a prototype of it for a scenario in the Neverwinter Nights (NWN) game. We describe the evaluation of our prototype with human participants who played the chosen NWN scenario both with and without the BDI GM. The comparison survey completed by the participants shows that the system with the BDI GM was the clear winner with respect to game replayability, flexibility, objective setting and overall interest thus, validating our hypothesis that a BDI GM will provide game players with a better gaming experience.
Publisher: Springer Science and Business Media LLC
Date: 28-05-2014
Publisher: Springer Berlin Heidelberg
Date: 2005
DOI: 10.1007/11552451_105
Publisher: Springer Berlin Heidelberg
Date: 2003
Publisher: IEEE
Date: 08-2015
Publisher: ACM
Date: 02-05-2019
Publisher: IEEE
Date: 06-2012
Publisher: Wiley
Date: 22-08-2013
DOI: 10.1111/CGF.12196
Publisher: ACM
Date: 05-10-2015
Publisher: No publisher found
Date: 2015
Publisher: IEEE
Date: 08-2015
Publisher: Springer Nature Switzerland
Date: 2023
Publisher: IEEE
Date: 08-2015
Publisher: Springer International Publishing
Date: 2021
Publisher: No publisher found
Date: 2016
Publisher: International Joint Conferences on Artificial Intelligence Organization
Date: 08-2017
Abstract: In platform videogames, players are frequently tasked with solving medium-term navigation problems in order to gather items or powerups. Artificial agents must generally obtain some form of direct experience before they can solve such tasks. Experience is gained either through training runs, or by exploiting knowledge of the game's physics to generate detailed simulations. Human players, on the other hand, seem to look ahead in high-level, abstract steps. Motivated by human play, we introduce an approach that leverages not only abstract "skills", but also knowledge of what those skills can and cannot achieve. We apply this approach to Infinite Mario, where despite facing randomly generated, maze-like levels, our agent is capable of deriving complex plans in real-time, without relying on perfect knowledge of the game's physics.
Publisher: Elsevier BV
Date: 12-2014
Publisher: No publisher found
Date: 2018
Publisher: The Eurographics Association
Date: 2013
Publisher: ACM
Date: 23-10-2018
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 06-2015
Publisher: Informa UK Limited
Date: 06-03-2023
Publisher: Association for Computing Machinery (ACM)
Date: 22-01-2020
DOI: 10.1145/3361524
Abstract: Theme parks visits can be very playful events for families, however, waiting in the ride’s queues can often be the cause of great frustration. We developed a novel augmented reality game to be played in the theme park’s queue, and an in-the-wild study with X participants using log data and interviews demonstrated that every minute playing was perceived to the same extent of about 5 minutes of not playing the game. We articulate a design space for researchers and strategies for game designers aiming to reduce perceived waiting time in queues. With our work, we hope to extend how we use games in everyday life to make our lives more playful.
Publisher: No publisher found
Date: 2003
Publisher: No publisher found
Date: 2003
Publisher: ACM
Date: 12-07-2011
Publisher: ACM
Date: 09-10-2023
Publisher: IEEE
Date: 09-2016
Publisher: IEEE
Date: 07-2014
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 12-2018
Publisher: The Eurographics Association
Date: 2013
Start Date: 06-2008
End Date: 05-2011
Amount: $310,000.00
Funder: Australian Research Council
View Funded ActivityStart Date: 2010
End Date: 12-2013
Amount: $290,000.00
Funder: Australian Research Council
View Funded ActivityStart Date: 07-2013
End Date: 12-2017
Amount: $300,000.00
Funder: Australian Research Council
View Funded ActivityStart Date: 03-2020
End Date: 03-2024
Amount: $573,620.00
Funder: Australian Research Council
View Funded Activity