The CERV structures its research around four main bottlenecks:
- Intelligent environments
- Autonomous behaviours
- Participative complex system simulation
- Human Factor
Key words: Meta-Modeling of Environment & Human Activity
The objective is to create flexible, interactive and credible virtual environments using meta-modeling of human activities and real environments. Also called informed virtual environments, these VEs are dedicated to human training and learning (VEHL).
These informed virtual environments must be semantic, so as to allow the virtual agents within the VEs to reason about their environment and to adapt to new environments that use the same semantic model.
Key words: Situated Artificial Intelligence
Enabling a model’s autonomy means giving it the means for perception and action inside its own environment, as well as letting it adapt its reactions to stimuli which can be external or internal.
The aim of the autonomous behaviours thematic is to identify and study the basic principles of autonomy, and to develop behavioural architectures that can be applied to the entities within the virtual environments.
Participative complex system simulation
Key words: Multi-Model, Parallelisation, Validation
The systems we want to model are increasingly complex, due to the diversity of components, the diversity of structures and the diversity of the interactions put into play. The objective of this bottleneck is to create in virtuo participatory simulations that allow the user(s) to study complex systems by interacting with a virtual model of a natural phenomenon (usually a biological or physical phenomenon).
Moreover, participative complex systems simulations can also allow for multi-expert collaborations during the creation or the study of the model.
Key words: Human Activities and Interaction Analysis
The human factor must be taken into account when designing virtual environments and other devices meant for human learning and training. For this reason, part of the CERV’s research is dedicated to studying ergonomics and the cognitive processes involved in human learning (and in human learning through virtual environments).
This bottleneck also focuses on analysing the interactions:
- between humans
- between humans and reality
- between humans and virtual reality
Finally, virtual environments can also be used as tools to study human behaviour and learning processes.