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dc.contributor.authorTuran, Ertan
dc.contributor.authorÇetin, Gürcan
dc.date.accessioned2020-11-20T14:41:00Z
dc.date.available2020-11-20T14:41:00Z
dc.date.issued2019
dc.identifier.issn0920-5489
dc.identifier.issn1872-7018
dc.identifier.urihttps://doi.org/10.1016/j.csi.2019.103361
dc.identifier.urihttps://hdl.handle.net/20.500.12809/855
dc.descriptionWOS: 000479023200005en_US
dc.description.abstractThe remarkable development of the computer graphic techniques enables the creation and management of more realistic games and virtual environments. However, placing the Artificial Intelligence (AI) in a virtual world get making these environments both more interactive and more believable. One of the most ambitious goals of the AI is to create virtual worlds in which a big number of virtual characters or humans being interacted and behave in an autonomous way. For this purpose, placing embodied intelligence characters in a virtual world offers a unique opportunity to evaluate the AI concept. This paper introduces a Virtual Island developed in an innovative way based on fuzzy rules at the user interaction mechanism. We have used fuzzy tactics to create AI-based animals having various behavior types from an eagles' perspective which called 'Flight Simulation'. The simulation utilizes an eagle flying over the airspace of the Island of Chios. The AI on the ground is triggered by other animals when they enter a radius area with a certain speed defined in the software. It then decides how to behave according to health, behavior type and confidence level. Also, there is non-AI sparrow herd placed over the island to make user understand how fast he is and give the user sense of speed what can be called as an in-project feature. Consequently, the used Fuzzy Tactics have been tested in realized Unity 3D simulation. The results of the study have proven that the virtual environment consisting AI-based animals has a good performance in terms of animal-user interactions and provided satisfactory results in run time.en_US
dc.item-language.isoengen_US
dc.publisherElsevieren_US
dc.item-rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectAnimal Behaviorsen_US
dc.subjectArtificial Intelligenceen_US
dc.subjectFuzzy Logicen_US
dc.subjectUnity 3D Modelingen_US
dc.subjectVirtual Environmenten_US
dc.titleUsing artificial intelligence for modeling of the realistic animal behaviors in a virtual islanden_US
dc.item-typearticleen_US
dc.contributor.departmentMÜ, Teknoloji Fakültesi, Bilişim Sistemleri Mühendisliği Bölümüen_US
dc.contributor.institutionauthorÇetin, Gürcan
dc.identifier.doi10.1016/j.csi.2019.103361
dc.identifier.volume66en_US
dc.relation.journalComputer Standards & Interfacesen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US


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