Evaluating scala, actors, & ontologies for intelligent realtime interactive systems

Dennis Wiebusch, Martin Fischbach, Marc Erich Latoschik, H. Tramberend
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引用次数: 5

Abstract

This article evaluates the utility of three technical design approaches implemented during the development of a Realtime Interactive Systems (RIS) architecture focusing on the areas of Virtual and Augmented Reality (VR and AR), Robotics, and Human-Computer Interaction (HCI). The design decisions are (1) the choice of the Scala programming language, (2) the implementation of the actor computational model, and (3) the central incorporation of ontologies as a base for semantic modeling, required for several Artificial Intelligence (AI) methods. A white-box expert review is applied to a detailed use case illustrating an interactive and multimodal game scenario, which requires a number of complex functional features like speech and gesture processing and instruction mapping. The review matches the three design decisions against three comprehensive non-functional requirements from software engineering: Reusability, scalability, and extensibility. The qualitative evaluation is condensed to a semi-quantitative summary, pointing out the benefits of the chosen technical design.
评估智能实时交互系统的scala、actor和本体
本文评估了实时交互系统(RIS)架构开发过程中实现的三种技术设计方法的效用,重点关注虚拟和增强现实(VR和AR)、机器人和人机交互(HCI)领域。设计决策是(1)Scala编程语言的选择,(2)actor计算模型的实现,以及(3)本体作为语义建模基础的中心整合,这是几种人工智能(AI)方法所必需的。白盒专家评论应用于说明交互式和多模式游戏场景的详细用例,这需要许多复杂的功能特性,如语音和手势处理以及指令映射。审查将三个设计决策与来自软件工程的三个全面的非功能需求相匹配:可重用性、可伸缩性和可扩展性。定性评价浓缩为半定量的总结,指出所选技术设计的好处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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