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Dell'Acqua, Pierangelo
Alternative names
Publications (10 of 46) Show all publications
Dell'Acqua, P., Klompstra, L. V., Jaarsma, T. & Samini, A. (2013). An Assistive Tool for Monitoring Physical Activities in Older Adults. In: : . Paper presented at IEEE 2nd International Conference on Serious Games and Applications for Health, SeGAH 2013; Vilamoura; Portugal (pp. 1-6). IEEE
Open this publication in new window or tab >>An Assistive Tool for Monitoring Physical Activities in Older Adults
2013 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Active living in older adults reduces disabilities and increases quality of life. Adherence to physical activity is low in older adults, therefore new possibilities to motivate to exercise must be explored. One of this new possibilities is to use exergaming. In this paper, we present an assistive tool for monitoring daily, physical activities in older adults with access to exergaming in their home environments. The proposed system employs the Kinect device and allows one to analyse the body movements. From a pilot study, we proved that the system can detect movements through exergaming. In the future we plan to implement the developed monitoring tool as well as exergaming in nursing homes.

Place, publisher, year, edition, pages
IEEE, 2013
National Category
Computer Sciences
Identifiers
urn:nbn:se:liu:diva-93224 (URN)10.1109/SeGAH.2013.6665315 (DOI)000333970100018 ()978-146736165-1 (ISBN)
Conference
IEEE 2nd International Conference on Serious Games and Applications for Health, SeGAH 2013; Vilamoura; Portugal
Available from: 2013-05-27 Created: 2013-05-27 Last updated: 2018-01-11
Pereira, L. M., Dell'Acqua, P., Pinto, A. M. & Lopes, G. (2013). Inspecting and Preferring Abductive Models. In: Kazumi Nakamatsu, Lakhmi C. Jain (Ed.), Handbook on Reasoning-based Intelligent Systems: (pp. 243-274). World Scientific
Open this publication in new window or tab >>Inspecting and Preferring Abductive Models
2013 (English)In: Handbook on Reasoning-based Intelligent Systems / [ed] Kazumi Nakamatsu, Lakhmi C. Jain, World Scientific, 2013, p. 243-274Chapter in book (Refereed)
Abstract [en]

This book consists of various contributions in conjunction with the keywords "reasoning" and "intelligent systems", which widely covers theoretical to practical aspects of intelligent systems. Therefore, it is suitable for researchers or graduate students who want to study intelligent systems generally.

Readership: Graduate students, software engineers and researchers in theoretical computer science, artificial intelligence and neural networks.

Place, publisher, year, edition, pages
World Scientific, 2013
Keyword
Artificial intelligence, Reasoning, Thought and thinking, Artificiell intelligens, Tänkande
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:liu:diva-73060 (URN)10.1142/9789814329484_0010 (DOI)000336529400011 ()978-981-4329-47-7 (ISBN)
Available from: 2011-12-14 Created: 2011-12-14 Last updated: 2018-01-12Bibliographically approved
Johansson, A. & Dell Acqua, P. (2012). Comparing behavior trees and emotional behavior networks for NPCs:  . In: Proceedings of CGAMES2012 USA - 17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games: . Paper presented at 17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games,July 30 2012-Aug. 1 2012, Louisville, KY (pp. 253-260).
Open this publication in new window or tab >>Comparing behavior trees and emotional behavior networks for NPCs:  
2012 (English)In: Proceedings of CGAMES2012 USA - 17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games, 2012, p. 253-260Conference paper, Published paper (Refereed)
Abstract [en]

Behavior trees have become increasingly popular as an action selection mechanism for non-player characters in games. A different approach to the action selection problem is represented by emotional behavior networks. They are a dynamic, goal-driven decision-making model, which focuses on using emotions for decision making, incorporating various psychological theories concerning emotions. In this paper, we compare behavior trees to emotional behavior networks from a design and functionality point of view. © 2012 IEEE.

Keyword
artificial intelligence; behavior networks; behavior trees; decision making
National Category
Engineering and Technology
Identifiers
urn:nbn:se:liu:diva-100946 (URN)10.1109/CGames.2012.6314584 (DOI)978-1-4673-1120-5 (ISBN)
Conference
17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games,July 30 2012-Aug. 1 2012, Louisville, KY
Available from: 2013-11-15 Created: 2013-11-14 Last updated: 2013-11-15
Johansson, A. & Dell’Acqua, P. (2012). Comparing Behavior Trees and Emotional Behavior Networks for NPCs. In: Dimitri Plemenos and Georgios Miaoulis (Ed.), Mehdi, Q; Elmaghraby, A; Marshall, I; Moreton, R; Ragade, R; Zapirain, BG; Chariker, J; ElSaid, M; Yampolskiy, R; Zhigiang, NL (Ed.), 2012 17th International Conference on Computer Games (CGAMES): . Paper presented at 17th International Conference on Computer Games (CGAMES) - AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games, Louisville, KY, JUL 30-AUG 01, 2012 (pp. 253-260). IEEE
Open this publication in new window or tab >>Comparing Behavior Trees and Emotional Behavior Networks for NPCs
2012 (English)In: 2012 17th International Conference on Computer Games (CGAMES) / [ed] Mehdi, Q; Elmaghraby, A; Marshall, I; Moreton, R; Ragade, R; Zapirain, BG; Chariker, J; ElSaid, M; Yampolskiy, R; Zhigiang, NL, IEEE, 2012, p. 253-260Conference paper, Published paper (Refereed)
Abstract [en]

Behavior trees have become increasingly popular as an action selection mechanism for non-player characters in games. A different approach to the action selection problem is represented by emotional behavior networks. They are a dynamic, goal-driven decision-making model, which focuses on using emotions for decision making, incorporating various psychological theories concerning emotions. In this paper, we compare behavior trees to emotional behavior networks from a design and functionality point of view.

Place, publisher, year, edition, pages
IEEE, 2012
National Category
Information Systems
Identifiers
urn:nbn:se:liu:diva-84696 (URN)10.1109/CGames.2012.6314584 (DOI)000310619400041 ()978-3-642-22906-0 (ISBN)978-3-642-22907-7 (ISBN)
Conference
17th International Conference on Computer Games (CGAMES) - AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games, Louisville, KY, JUL 30-AUG 01, 2012
Available from: 2012-10-17 Created: 2012-10-17 Last updated: 2018-02-23Bibliographically approved
Johansson, A. & Dell'Acqua, P. (2012). Emotional Behavior Trees. In: Computational Intelligence and Games (CIG), 2012: . Paper presented at IEEE Conference on Computational Intelligence and Games (CIG 2012), 11-14 September 2012, Granada (pp. 355-362). IEEE
Open this publication in new window or tab >>Emotional Behavior Trees
2012 (English)In: Computational Intelligence and Games (CIG), 2012, IEEE , 2012, p. 355-362Conference paper, Published paper (Refereed)
Abstract [en]

Often the AI techniques for decision making used in commercial games are predictable and unadaptive. Arguably, this causes a lack of realism for the players. We believe that emotions are a vital part in the creation of interesting and believable non-player characters for games. In this paper, we present an extension to behavior trees that incorporates emotions into the decision making. Specifically, we introduce a new type of priority selector whose priorities are dynamically evaluated to allow for emotional influence. This selector takes into account time-discounting, risk perception, and planning as relevant factors of the decision making that emotions greatly influence. The objective of our work is to provide game developers with a technique to model gaming scenarios using emotional behavior trees.

Place, publisher, year, edition, pages
IEEE, 2012
National Category
Computer Sciences
Identifiers
urn:nbn:se:liu:diva-93223 (URN)10.1109/CIG.2012.6374177 (DOI)78-1-4673-1193-9 (ISBN)e-978-1-4673-1192-2 (ISBN)
Conference
IEEE Conference on Computational Intelligence and Games (CIG 2012), 11-14 September 2012, Granada
Available from: 2013-05-27 Created: 2013-05-27 Last updated: 2018-01-11Bibliographically approved
Johansson, A. & Dell'Acqua, P. (2012). Pathfinding with Emotion Maps. In: Dimitri Plemenos, Georgios Miaoulis (Ed.), Intelligent Computer Graphics 2011: (pp. 139-155). Springer
Open this publication in new window or tab >>Pathfinding with Emotion Maps
2012 (English)In: Intelligent Computer Graphics 2011 / [ed] Dimitri Plemenos, Georgios Miaoulis, Springer, 2012, p. 139-155Chapter in book (Refereed)
Abstract [en]

In Computer Graphics, the use of intelligent techniques started more recently than in other research areas. However, during these last two decades, the use of intelligent Computer Graphics techniques is growing up year after year and more and more interesting techniques are presented in this area.The purpose of this volume is to present current work of the Intelligent Computer Graphics community, a community growing up year after year. This volume is a kind of continuation of the previously published Springer volumes “Artificial Intelligence Techniques for Computer Graphics” (2008), “Intelligent Computer Graphics 2009” (2009) and “Intelligent Computer Graphics 2010” (2010).This volume contains selected extended papers from the last 3IA Conference (3IA’2011), which has been held in Athens (Greece) in May 2011. This year papers are particularly exciting and concern areas like virtual reality, artificial life, data visualization, games, global illumination, point cloud modelling, declarative modelling, scene reconstruction and many other very important themes

Place, publisher, year, edition, pages
Springer, 2012
Series
Studies in Computational Intelligence, ISSN 1860-949X ; 374
Keyword
Engineering, Artificial intelligence, Computer graphics, Computational Intelligence, Artificial Intelligence
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:liu:diva-73059 (URN)10.1007/978-3-642-22907-7_8 (DOI)000301956000008 ()978-3-642-22906-0 (ISBN)978-3-642-22907-7 (ISBN)
Available from: 2011-12-14 Created: 2011-12-14 Last updated: 2018-01-12Bibliographically approved
Lankoski, P., Johansson, A., Karlsson, B., Björk, S. & Dell'Acqua, P. (2011). AI Design for Believable Characters via Gameplay Design Patterns. In: Maria Manuela Cruz-Cunha, Vitor Hugo Carvalho, Paula Cristina Almeida Tavares (Ed.), Business, Technological and Social Dimensions of Computer Games: multidisciplinary developments (pp. 15-31). IGI Global
Open this publication in new window or tab >>AI Design for Believable Characters via Gameplay Design Patterns
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2011 (English)In: Business, Technological and Social Dimensions of Computer Games: multidisciplinary developments / [ed] Maria Manuela Cruz-Cunha, Vitor Hugo Carvalho, Paula Cristina Almeida Tavares, IGI Global , 2011, p. 15-31Chapter in book (Other academic)
Abstract [en]

We address the problem of creating human-like, believable behavior for game characters. To achieve character believability in games, the game designer needs to develop that character so that it fulfills as many aspects of believability as possible. With believable behavior we mean that the game is consistently structured in terms of narration or gameplay so that it is possible to build and maintain coherent relations between the actions of the characters. In this paper, we first analyze the general patterns for game characters design in detail concentrating on the aspects that are relevant to the AI design. Then, we present an agent architecture that we are developing, and discuss how this architecture can address the identified design patterns.

Place, publisher, year, edition, pages
IGI Global, 2011
Keyword
Video games industry, Video games -- Design, Video games -- Social aspects
National Category
Engineering and Technology
Identifiers
urn:nbn:se:liu:diva-65785 (URN)10.4018/978-1-60960-567-4.ch002 (DOI)978-1-60960-567-4 (ISBN)1-60960-567-5 (ISBN)978-1-60960-568-1 (ISBN)
Available from: 2011-02-20 Created: 2011-02-20 Last updated: 2014-12-19Bibliographically approved
Costantini, S., Dell'Acqua, P. & Pereira, L. M. (2011). Conditional Learning of Rules and Plans by Knowledge Exchange in Logical Agents. In: N. Bassiliades, G. Governatori, and A. Pasckhe (Ed.), Rule-Based Reasoning, Programming, and Applications: 5th International Symposium, RuleML 2011 – Europe, Barcelona, Spain, July 19-21, 2011. Proceedings. Paper presented at 5th International Symposium, RuleML 2011 – Europe, Barcelona, Spain, July 19-21, 2011 (pp. 250-265). Springer Berlin/Heidelberg
Open this publication in new window or tab >>Conditional Learning of Rules and Plans by Knowledge Exchange in Logical Agents
2011 (English)In: Rule-Based Reasoning, Programming, and Applications: 5th International Symposium, RuleML 2011 – Europe, Barcelona, Spain, July 19-21, 2011. Proceedings / [ed] N. Bassiliades, G. Governatori, and A. Pasckhe, Springer Berlin/Heidelberg, 2011, p. 250-265Conference paper, Published paper (Refereed)
Abstract [en]

This paper is related to logical agents and in particular discusses issues related to learning sets of rules from other agents. In principle, the approach extends to agent societies a feature which is proper of human societies, i.e., the cultural transmission of abilities. However, the new knowledge cannot be blindly accepted and incorporated, but should instead be evaluated (and thus possibly discarded) according to its usefulness. We propose a technique and its formalization.

Place, publisher, year, edition, pages
Springer Berlin/Heidelberg, 2011
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 6826
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:liu:diva-73057 (URN)10.1007/978-3-642-22546-8_20 (DOI)000306715000020 ()978-3-642-22545-1 (ISBN)978-3-642-22546-8 (ISBN)
Conference
5th International Symposium, RuleML 2011 – Europe, Barcelona, Spain, July 19-21, 2011
Available from: 2011-12-14 Created: 2011-12-14 Last updated: 2018-02-19Bibliographically approved
Costantini, S., Dell'Acqua, P., Pereira, L. M. & Toni, F. (2011). Meta-axioms and Complex Preferences in Evolving Logical Agents. Paper presented at 15th Portuguese Intl. Conf. on Artificial Intelligence (EPIA 2011). Springer
Open this publication in new window or tab >>Meta-axioms and Complex Preferences in Evolving Logical Agents
2011 (English)In: / [ed] L. Antunes, H. S. Pinto, R. Prada and P. Trigo, Springer, 2011, p. 580-594Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
Springer, 2011
Series
Progress in Artificial Intelligence, ISSN 2192-6352 ; Vol. 7026
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:liu:diva-73058 (URN)978-3-642-24-768-2 (ISBN)
Conference
15th Portuguese Intl. Conf. on Artificial Intelligence (EPIA 2011)
Available from: 2011-12-14 Created: 2011-12-14 Last updated: 2018-01-12
Alberti, M., Dell'Acqua, P. & Pereira, L. M. (2011). Observation Strategies for Event Detection with Incidence on Runtime Verification: Theory, Algorithms, Experimentation. Annals of Mathematics and Artificial Intelligence, 62(3-4), 161-186
Open this publication in new window or tab >>Observation Strategies for Event Detection with Incidence on Runtime Verification: Theory, Algorithms, Experimentation
2011 (English)In: Annals of Mathematics and Artificial Intelligence, ISSN 1012-2443, E-ISSN 1573-7470, Vol. 62, no 3-4, p. 161-186Article in journal (Refereed) Published
Abstract [en]

Many applications (such as system and user monitoring, runtime verification, diagnosis, observation-based decision making, intention recognition) all require to detect the occurrence of an event in a system, which entails the ability to observe the system. Observation can be costly, so it makes sense to try and reduce the number of observations, without losing full certainty about the event’s actual occurrence. In this paper, we propose a formalization of this problem. We formally show that, whenever the event to be detected follows a discrete spatial or temporal pattern, then it is possible to reduce the number of observations. We discuss exact and approximate algorithms to solve the problem, and provide an experimental evaluation of them. We apply the resulting algorithms to verification of linear temporal logics formulæ. Finally, we discuss possible generalizations and extensions, and, in particular, how event detection can benefit from logic programming techniques.

Place, publisher, year, edition, pages
Springer, 2011
Keyword
Event detection – Runtime verification – Temporal logic – Logic programming – Complexity
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:liu:diva-73061 (URN)10.1007/s10472-011-9259-5 (DOI)000300019900002 ()
Available from: 2011-12-14 Created: 2011-12-14 Last updated: 2018-01-12
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