Doctor Tomas Trescak

Doctor Tomas Trescak

Lecturer,
Computing & ICT

Biography

Dr. Tomas Trescak holds a PhD title in Computer Science with specialisation in artificial intelligence from Artificial Intelligence Research Institute, Barcelona, Spain (IIIA) of the Spanish Research Council (CSIC). Since May 2016, he works at the University of Western Sydney, currently as a lecturer in Intelligent systems.

The topics of his research concern interactive virtual worlds and specifically normative virtual worlds, intelligent virtual agents, crowd simulation and computational design techniques, such as shape grammars. Dr. Trescak’s main contribution is in facilitation of creation and execution of interactive normative 3D virtual worlds and their subsequent application to the fields of social, cultural and historical agent-based simulation. During his research, he has developed several techniques and methods and implemented them in the set of open-source tools, used world-wide. These works were published in acclaimed international conferences and journals.

This information has been contributed by Doctor Trescak.

Qualifications

  • Phd Universitat Autonoma de Barcelona

Professional Memberships

  • Data Driven Modelling & Simulation Research Group (2018 - 2020)
  • Defense Innovation Network (2018 - 2020)
  • Digital Humanities Research Group (2013 - 2020)

Awards

  • Outstanding PhD Award 2009-2012 2014-01-09
  • Endeavour Research Fellowship Award 2010-11-01
  • ACS Disruptor Award, Gold Medal for Best ICT Higher Education Educator 2015-05-09

Interests

  • 3D virtual worlds
  • Agent-Based Simulation
  • Artificial Intelligence
  • Computational Design
  • Cybercultures
  • Digital Humanities
  • Educational Technology
  • Edutainment
  • Graphic Design
  • Human-Computer Interaction
  • Intelligent Agents
  • Multi-agent systems
  • Science Education
  • Sociocybernetics
  • Software Engineering
  • Teaching Methods
  • Virtual Institutions

Organisational Unit (School / Division)

  • Computing & ICT

Committees

  • AAAMAS 2014
  • AAMAS 2008 - 2012
  • Leonardo Journal
  • Computer Aided Design, Springer
  • Environment and Planning B, MIT Press

Contact

Email: T.Trescak@westernsydney.edu.au
Phone: (02) 9685 4744
Mobile:
Location: ER.G.17
Parramatta
Website:

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Teaching

Previous Teaching Areas

  • 300862 Video Games Development, 2013
  • 300580 Programming Fundamentals, 2014
  • 300694 Advanced Topics in ICT, 2014
  • 48501 System Analysis - Design I, 2015
  • 300694 Advanced Topics in ICT, 2015
  • 300580 Programming Fundamentals, 2015
  • 300862 Video Games Development, 2015
  • 300569 Computer Security, 2016
  • 300694 Advanced Topics in ICT, 2016
  • 300862 Video Games Development, 2016
  • 300580 Programming Fundamentals, 2016
  • 300694 Advanced Topics in ICT, 2017
  • 300569 Computer Security, 2017
  • 301164 3D Modelling Fundamentals, 2017
  • 301092 Graphics 5: Creative Computing, 2017
  • 301092 Graphics 5: Creative Computing, 2018
  • 301164 3D Modelling Fundamentals, 2018
  • 300569 Computer Security, 2018
  • 300694 Advanced Topics in ICT, 2018

Publications

Books

  • Bogdanovych, A., Richards, D., Simoff, S., Pelachaud, C., Heylen, D. and Trescak, T. (2018), 'Proceedings of the 18th International Conference on Intelligent Virtual Agents, Sydney, NSW, Australia, November 05 - 08, 2018', : Association for Computing Machinery 9781450360135.

Chapters in Books

  • Trescak, T., Bogdanovych, A. and Simoff, S. (2016), 'Personalities, physiology, institutions and genetics : simulating ancient societies with intelligent virtual agents', Simulating Prehistoric and Ancient Worlds, Springer 9783319314792.
  • Almajano, P., Trescak, T., Esteva, M., Rodriguez, I. and Lopez Sanchez, M. (2013), 'v-mWater : an e-government application for water rights agreements', Agreement Technologies, Springer 9789400755826.
  • Aranda, G., Trescak, T., Esteva, M., Rodriguez,, I. and Carrascosa, C. (2012), 'Massively multiplayer online games developed with agents', Transactions on Edutainment VII, Springer 9783642290497.

Journal Articles

  • Trescak, T. and Bogdanovych, A. (2018), 'Simulating complex social behaviours of virtual agents through case-based planning', Computers and Graphics, vol 77 , pp 122 - 139.
  • Ijaz, K., Bogdanovych, A. and Trescak, T. (2017), 'Virtual worlds vs books and videos in history education', Interactive Learning Environments, vol 25, no 7 , pp 904 - 929.
  • De Jonge, D., Trescak, T., Sierra, C., Simoff, S. and De Mantaras, R. (2017), '[In Press] Using game description language for mediated dispute resolution', AI and Society, .
  • Bogdanovych, A., Trescak, T. and Simoff, S. (2016), 'What makes virtual agents believable?', Connection Science, vol 28, no 1 , pp 83 - 108.
  • Ahmadi, M., Trescak, T., Bashari Rad, B. and Anisi, Y. (2016), 'Serious games in software engineering processes : a methodical planning', Indian Journal of Science and Technology, vol 9, no S1 .
  • Almajano, P., Lopez Sanchez, M., Rodriguez, I. and Trescak, T. (2014), 'Assistant agents to advice users in hybrid structured 3D virtual environments', Computer Animation and Virtual Worlds, vol 25, no 3-4 , pp 495 - 504.
  • Trescak, T., Rodriguez, I., Lopez Sanchez, M. and Almajano, P. (2013), 'Execution infrastructure for normative virtual environments', Engineering Applications of Artificial Intelligence, vol 26, no 1 , pp 51 - 62.
  • Trescak, T., Esteva, M. and Rodriguez, I. (2012), 'A shape grammar interpreter for rectilinear forms', Computer-Aided Design, vol 44, no 7 , pp 657 - 670.
  • Aranda, G., Trescak, T., Esteva, M. and Carrascosa, C. (2011), 'Building quests for online games with virtual institutions', Agents for Games and Simulations II, vol 2 , pp 192 - 206.
  • Trescak, T., Esteva, M. and Rodriguez, I. (2010), 'A virtual world grammar for automatic generation of virtual worlds', Visual Computer Journal, vol 26, no 6-8 , pp 521 - 531.

Conference Papers

  • Bogdanovych, A. and Trescak, T. (2017), 'Teaching programming fundamentals to modern university students', International Conference on Computer Supported Education, Rome, Italy.
  • Bogdanovych, A. and Trescak, T. (2017), 'To plan or not to plan : lessons learned from building large scale social simulations', IVA (Conference), Stockholm, Sweden.
  • Trescak, T., Bogdanovych, A., Williams, M. and Sloan, T. (2017), 'Capturing Aboriginal heritage in virtual reality', ACM Symposium on Virtual Reality Software and Technology, Gothenburg, Sweden.
  • Trescak, T. and Bogdanovych, A. (2017), 'Case-based planning for large virtual agent societies', ACM Symposium on Virtual Reality Software and Technology, Gothenburg, Sweden.
  • Trescak, T., Bogdanovych, A., Simoff, S., Williams, M. and Sloan, T. (2016), 'Virtual dreaming : simulating everyday life of the Darug people', IVA (Conference), Los Angeles, Calif..
  • Bogdanovych, A. and Trescak, T. (2016), 'Generating needs, goals and plans for virtual agents in social simulations', IVA (Conference), Los Angeles, Calif..
  • Bogdanovych, A., Trescak, T. and Simoff, S. (2015), 'Formalising believability and building believable virtual agents', ACALCI (Conference), Newcastle, N.S.W..
  • Cook, H., Nguyen, Q., Simoff, S., Trescak, T. and Preston, D. (2015), 'A close-range gesture interaction with Kinect', IEEE International Symposium on Big Data Visual Analytics, Hobart, Tas..
  • Trescak, T., Bogdanovych, A. and Simoff, S. (2015), 'Populating virtual cities with diverse physiology driven crowds of intelligent agents', Social Simulation Conference, Barcelona, Spain.
  • Trescak, T., Sierra, C., Simoff, S. and De Mantaras, R. (2014), 'Dispute resolution using argumentation-based mediation', European Conference on Social Intelligence, Barcelona, Spain.
  • Trescak, T., Bogdanovych, A. and Simoff, S. (2014), 'City of Uruk 3000 B.C. : using genetic algorithms, dynamic planning and crowd simulation to re-enact everyday life of ancient Sumerians', Social Simulation Conference, Barcelona, Spain.
  • Gregory, S., Gregory, B., Reiners, T., Fardinpour, A., Hillier, M., Lee, M., Jacka, L., Butle, D., Holloway, D., Grant, S., Hearns, M., Flintoff, K., Jegathesan, J., Elis, D., McDonald, M., Stokes-Thompson, F., Gaukrodger, B., Bogdanovych, A., Trescak, T. and Simoff, S. (2013), 'Virtual worlds in Australian and New Zealand higher education : remembering the past, understanding the present and imagining the future', ascilite Conference, Macquarie University.
  • Almajano, P., Trescak, T., Esteva, M., Rodriguez, I. and Lopez Sanchez, M. (2012), 'v-mWater : a 3D virtual market for water rights', International Conference on Autonomous Agents and Multiagent Systems, Valencia, Spain.
  • Alamajano, P., Trescak, T., Rodriguez, I. and Lopez Sanchez, M. (2012), 'An infrastructure for human inclusion in MAS', European Conference on Artificial Intelligence, Montpelier, France.
  • Trescak, T., Esteva, M. and Rodriguez, I. (2010), 'Virtual world grammar', International Conference on Autonomous Agents and Multiagent Systems, Toronto, Canada.
  • Trescak, T., Rodriguez, I. and Esteva, M. (2009), 'General shape grammar interpreter for intelligent designs generations', International Conference on Computer Graphics, Imaging and Visualization, Tianjin, China.

Project: Uruk 3000 B.C.

The aim of the project is to recreate the ancient city of Uruk from the period around 3000 B.C. in the Virtual World of Second Life letting the history students experience how it looked like and how its citizens behaved in the past.

In the light of the Uruk Project the Virtual World of Second Life provides a unique collaborative environment for history experts, archaeologists, anthropologists, designers and programmers to meet, share their knowledge and work together on making the city and the behavior of its virtual population historically authentic.

One of the unique features of this project in contrast to the majority of other virtual environments existing in Second Life is the availability of so-called virtual humans (or autonomous agents). The agents are graphical characters (avatars) that "live" in the Virtual World of Second Life and reenact the typical daily activities of the ancient people. These agents are controlled by the Artificial Intelligence engine that is based on the Virtual Institutions technology.

In Virtual Institutions the agents are capable of playing different roles, communicating and interacting with other agents or humans, synchronizing their actions with other participants and collaborating with other agents or humans.

Project: Crowd Generation (GeneticMixer) 

Simulating large crowds of virtual agents has become an important problem in virtual reality applications, video games, cinematography and training simulators. In this paper, we show how to achieve a high degree of appearance variation among individual 3D avatars in generated crowds through the use of genetic algorithms, while also manifesting unique characteristic features of a given population group. We study howvirtual cities can be populated with diverse crowds of virtual agents that preserve their ethnic features. 

Project: Shape Grammar Interpreter(SGI) 

Shape grammars play an important role in a new generation of tools for the analysis and design of products. Up until now there has been numerous attempts to create a general shape grammar interpreter, but most of the existing tools are either very specificin theirpurpose, have only limited functionality or were programmed for one operating system. In this work we present atool named Shape Grammar Interpreter (SGI) for the automatic generation of designs. The developed shape grammar framework allows designers to automatically synthetise designs and to actively participate in the generation process. Great effort has been devoted to providean interactive way of defining shapes and later using them in shape grammar rules and designs' generation process. The tool implements two different types of algorithms for the generation of designs. First, Tree-search algorithms which store the state of the generation process in a tree structure and uses traditional tree-search algorithms to find the next rule to apply. Second, and most importantly, an optimized sub-shape detection algorithm. Hence, sub-shapes of the existing shapes can be detected and used in the generation process obtaining not only a wider set of designs butpotentially more appealing ones. Wedescribe the architecture of the framework and provide a performance evaluation of proposed algorithms, showing a significant gain in performance. Potential applications of our research can be found in the educational field (i.e. architecture and arts) and in the automatic generation of architectural, mechanical and product designs. 

This information has been contributed by Doctor Trescak.

Current Projects

Title: Mapping Print, Charting Enlightenment
Funder:
  • Australian Research Council (ACRG)
Western Researchers: Simon Burrows, Jason Ensor, Rachel Hendery and Tomas Trescak
Years: 2016-06-13 - 2020-06-12
ID: P00022619

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