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IEEE Intelligent Systems

Issue 5 • Date Sept.-Oct. 2006

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Displaying Results 1 - 22 of 22
  • [Front cover]

    Publication Year: 2006, Page(s): c1
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  • Table of contents

    Publication Year: 2006, Page(s): c2
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  • A Postcard from the Editor

    Publication Year: 2006, Page(s): 2
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  • In the News

    Publication Year: 2006, Page(s):3 - 6
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  • Puppetry vs. Creationism: Why AI Must Cross the Chasm

    Publication Year: 2006, Page(s):7 - 9
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2462 KB) | HTML iconHTML

    Artificial intelligence began with an enthusiastic embrace of newly available computing machinery and the basic question of what kinds of problems we could solve with it. The first 50 years focused on programming computers to perform tasks that previously only humans could do. Then, people began comparing machines to humans as problem solvers, and the race was on to see where machines could match ... View full abstract»

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  • Guest Editors' Introduction: Intelligent Systems for Interactive Entertainment

    Publication Year: 2006, Page(s):10 - 12
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (672 KB) | HTML iconHTML

    This special issue presents research in innovative aspects of intelligent interactive entertainment (IE) that haven't seen much publication yet. AI researchers find IE interesting because it requires systems that think, behave, and interact the way that real people do. An invited article discusses the challenges, important trends, and future directions for intelligent IE. The other selected articl... View full abstract»

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  • IEEE Computer Society Information

    Publication Year: 2006, Page(s): 13
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  • Intelligent Interactive Entertainment Grand Challenges

    Publication Year: 2006, Page(s):14 - 18
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (287 KB) | HTML iconHTML

    Webster's defines entertainment as "something diverting or engaging" or "a performance". IT occurs in a broad range of domains including games and toys, the fine arts, movies and radio, sports, travel, and education. Some examples from the digital world includes virtual games, interactive arts such as audience guided movies, augmented sports, virtual and nonvirtual travel guides, and computer-base... View full abstract»

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  • Generating Ambient Behaviors in Computer Role-Playing Games

    Publication Year: 2006, Page(s):19 - 27
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1526 KB) | HTML iconHTML

    To compete in today's market, companies that develop computer role-playing games (CRPGs) must quickly and reliably create realistic, engaging game stories. Indeed, intricate storylines and realism that goes beyond graphics have become major product differentiators. To establish both, it's essential that companies use AI to create nonplayer characters (NPCs) that exhibit near-realistic ambient beha... View full abstract»

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  • In The Truman Show: Generating Dynamic Scenarios in a Driving Simulator

    Publication Year: 2006, Page(s):28 - 32
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (539 KB) | HTML iconHTML

    All the devices, animals, and people make their decisions based on what you're doing, but you don't know it or even notice it. Your world is that of Truman Burbank, from the 1998 movie The Truman Show. With this idea in mind, we've taken the movie metaphor to implement a prototype simulation system where the user steps into Truman's shoes. The set of our "movie" is a driving simulator, and the use... View full abstract»

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  • Technologies That Make You Smile: Adding Humor to Text-Based Applications

    Publication Year: 2006, Page(s):33 - 39
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (466 KB) | HTML iconHTML

    Natural language's creative genres are traditionally considered to be outside the scope of computational modeling. Computational linguists have paid little attention to humor in particular because it is puzzling by nature. However, given the importance of humor in our daily lives and computers in our work and entertainment, studies related to computational humor will become increasingly significan... View full abstract»

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  • Geogames: Designing Location-Based Games from Classic Board Games

    Publication Year: 2006, Page(s):40 - 46
    Cited by:  Papers (11)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (515 KB) | HTML iconHTML

    The traditional image of interactive entertainment - games that reduce players' physical involvement to moving a joy stick - is obsolete. Games researchers and designers are already integrating complex movement into games. Location-based games involve body movements beyond figural space - that is, beyond the space of computer screens and small 3D objects. They focus on locomotion in vista space, t... View full abstract»

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  • Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter

    Publication Year: 2006, Page(s):47 - 53
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (646 KB) | HTML iconHTML

    Meeting and lecture room technology is a burgeoning field. Such technology can provide real-time support for physically present participants, for online remote participation, or for offline access to meetings or lectures. Capturing relevant information from meetings or lectures is necessary to provide this kind of support. Multimedia presentation of this captured information requires a lot of atte... View full abstract»

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  • Artificial Intelligence-Mediated Interaction in Virtual Reality Art

    Publication Year: 2006, Page(s):54 - 62
    Cited by:  Papers (1)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2600 KB) | HTML iconHTML

    In entertainment applications, artificial intelligence techniques have most often been used to implement embodied agents or to automatically generate artistic content. A more recent development concerns using AI to support the user experience through new AI-based interactivity techniques. This is especially of interest for the development of artistic installations based on interactive 3D worlds. A... View full abstract»

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  • Eliminating Duplicates in Information Integration: An Adaptive, Extensible Framework

    Publication Year: 2006, Page(s):63 - 71
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2066 KB) | HTML iconHTML

    Data cleaning is an inevitable problem when integrating data from distributed operational databases, because no unified set of standards spans all the distributed sources. One of the most challenging phases of data cleaning is removing fuzzy duplicate records. Approximate or fuzzy duplicates pertain to two or more tuples that describe the same real-world entity using different syntaxes. In other w... View full abstract»

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  • Adaptive Web Search: Evolving a Program That Finds Information

    Publication Year: 2006, Page(s):72 - 77
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (613 KB) | HTML iconHTML

    Anyone who's used a computer to find information on the Web knows that the experience can be frustrating. Search engines are incorporating new techniques (such as examining document link structures) to increase effectiveness. However, searchers all too often face one of two outcomes: reviewing many more Web pages than they'd prefer or failing to find as much useful information as they really want.... View full abstract»

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  • A Mobile Phone Ecosystem: MIT and Nokia's Joint Research Venture

    Publication Year: 2006, Page(s):78 - 79
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (263 KB) | HTML iconHTML

    The mobile phone is rapidly becoming the primary personal gateway to access information. In the near future, it will likely become the primary means for accessing services such as personal banking, online purchasing, mobile entertainment, and multiplayer online games. It might also someday replace wallets full of credit cards, cash, and identification cards and become a personal monitoring device,... View full abstract»

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  • Intelligent Railway Systems in China

    Publication Year: 2006, Page(s):80 - 83
    Cited by:  Papers (22)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (501 KB) | HTML iconHTML

    The Chinese rail transportation system has been going through a period of rapid improvement and innovation. Despite this rapid development, the railroad lines are far from meeting the country's expanding travel and freight transportation needs. According to some recent estimates, the current systems meet only 35 percent of the freight orders on a typical day. The shortfall has significant negative... View full abstract»

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  • Uncertainty and the Semantic Web

    Publication Year: 2006, Page(s):84 - 87
    Cited by:  Papers (64)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1292 KB) | HTML iconHTML

    The semantic Web must handle information from applications that have special knowledge representation needs and that face uncertain, imprecise knowledge. More precisely, some applications deal with random information and events, others deal with imprecise and fuzzy knowledge, and still others deal with missing or distorted information - resulting in uncertainty. To deal with uncertainty in the sem... View full abstract»

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  • Making Sense of Sensemaking 2: A Macrocognitive Model

    Publication Year: 2006, Page(s):88 - 92
    Cited by:  Papers (90)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (216 KB) | HTML iconHTML

    For pt.1 see ibid., vol.21, no.4, p. 70-73 (2006). In this paper, we have laid out a theory of sensemaking that might be useful for intelligent systems applications. It's a general, empirically grounded account of sensemaking that goes significantly beyond the myths and puts forward some nonobvious, testable hypotheses about the process. When people try to make sense of events, they begin with som... View full abstract»

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  • Calendar/Call for Papers

    Publication Year: 2006, Page(s):93 - 96
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  • [Back cover]

    Publication Year: 2006, Page(s): c4
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Aims & Scope

IEEE Intelligent Systems serves users, managers, developers, researchers, and purchasers who are interested in intelligent systems and artificial intelligence, with particular emphasis on applications.

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Meet Our Editors

Editor-in-Chief
Daniel Zeng
University of Arizona