5,781 research outputs found

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    The Influence of Virtual Representatives on Recommender System Evaluation

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    Virtual representatives are increasingly used in recommender systems to guide users and add conversational aspects. However, the impacts of virtual representatives on users’ evaluations of the recommender system have not been investigated. This study specifically examined the influence of virtual representatives’ anthropomorphism cues on system users’ perceptions of system credibility and liking. The results revealed that system users’ perceptions of the virtual representative’s credibility have a significant influence on users’ perceived credibility and liking of the system. Also, the human-like appearance of a virtual representative significantly influences users’ perceived attractiveness of the virtual representative, while voice outputs from the representative were found to have a significant influence on users’ liking of the recommender system

    Interactive Embodied Agents for Cultural Heritage and Archaeological presentations

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    [EN] In this paper, Maxine, a powerful engine to develop applications with embodied animated agents is presented. The engine, based on the use of open source libraries, enables multimodal real-time interaction with the user: via text, voice, images and gestures. Maxine virtual agents can establish emotional communication with the user through their facial expressions, the modulation of the voice and expressing the answers of the agents according to the information gathered by the system: noise level in the room, observer’s position, emotional state of the observer, etc. Moreover, the user’s emotions are considered and captured through images. For the moment, Maxine virtual agents have been used as virtual presenters for Cultural Heritage and Archaeological shows.This work has been partially financed by the Spanish “Dirección General de Investigación'' (General Directorate of Research), contract number Nº TIN2007-63025, and by the Regional Government of Aragon through the WALQA agreement.Seron, F.; Baldassarri, S.; Cerezo, E. (2010). Interactive Embodied Agents for Cultural Heritage and Archaeological presentations. Virtual Archaeology Review. 1(1):181-184. https://doi.org/10.4995/var.2010.5143OJS18118411BALDASSARRI, S., CEREZO, E., SERON, F. (2007): An open source engine for embodied animated agents.In Proc. Congreso Español de Informática Gráfica: CEIG'07, pp. 89-98.BERRY, D.et al, (2005). Evaluating a realistic agent in an advice-giving task. In International Journal in Human-Computer Studies, Nº 63, pp. 304-327. http://dx.doi.org/10.1016/j.ijhcs.2005.03.006BOFF, E. et al, (2005). An affective agent-based virtual character for learning environments. Proceedings of the Wokshop on Motivation and Affect in Educational Software, 12th International Conference on Artificial Intelligence in Education. Amsterdam, Holland, pp 1-8.BURLESON, W. et al, (2004). A Platform for Affective Agent Research. Proceedings of the Workshop on Empathetic Agents, International Conference on Autonomous Agents and Multiagent Systems, New York, USA.CEREZO, E., BALDASSARRI, S., SERON, F. (2007): Interactive agents for multimodal emotional user interaction. In Proc. of IADIS International Conference Interfaces and Human Computer Interaction, pp. 35-42.CASELL, J. et al (eds), (2000), in Embodied Conversational Agents. MIT Press, Cambridge, USA.El-NASR, M. S. et al, (1999). A PET with Evolving Emotional Intelligence. Proceedings of the 3rd Annual Conference on Autonomous Agents. Seattle, USA, pp. 9 - 15. http://dx.doi.org/10.1145/301136.301150GRAESSER, A. et al, (2005). AutoTutor: An Intelligent tutoring system with mixed-initiative dialogue. In IEEE Transactions on Education, Vol. 48, Nº 4, pp. 612-618. http://dx.doi.org/10.1109/TE.2005.856149KASAP, Z. and N. MAGNENAT-THALMANN (2007): "Intelligent virtual humans with autonomy and personality: State-of-the-art", in IntelligentDecision Technologies. IOS PressMARSELLA S. C et al, (2000). Interactive Pedagogical Drama. Proceedings of the 4th International Conference on Autonomous Agents. Barcelona, Spain, pp. 301-308. http://dx.doi.org/10.1145/336595.337507MIGNONNEAU, L. and SOMMERER, C. (2005). Designing emotional, methaforic, natural and intuitive interfaces for interactive art, edutainment and mobile communications, in Computer & Graphics, Vol. 29, pp. 837-851.PRENDINGER, H. and ISHIZUKA, M., (2005). The Empathic Companion: A Character-Based Interface that Addresses Users' Affective States. In Applied Artificial Intelligence, Vol.19, pp.267-285. http://dx.doi.org/10.1080/08839510590910174ROSIS, F. et al, (2003). From Greta's mind to her face: modelling the dynamics of affective status in a conversational embodied agent. In International Journal of Human-computer Studies. Special Issue on Applications of Affective Computing in HCI, Vol 59, pp 81-118. http://dx.doi.org/10.1016/s1071-5819(03)00020-xYUAN, X. and CHEE, S. (2005). Design and evaluation of Elva: an embodied tour guide in an interactive virtual art gallery. In Computer Animation and Virtual Worlds, Vol. 16, pp.109-119. http://dx.doi.org/10.1002/cav.6

    Incorporating Influence Tactics into a Decision Aid: Tested via a Dictator Game

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    The purpose of this study was to examine how proactive influence tactics could be incorporated into decision aids in order to change human perceptions and decisions. This study serves as a foundation for future research that could incorporate such tactics into automated agents. It is posited that influence and impression management techniques may have an effect in human-agent interactions and this study examines if framing a decision aid around the tactic of inspirational appeal can change human behavior. The goal was to determine if appealing to “fairness” in simple paper-based decision aids could alter decisions. A game-theoretic dictator game is used to test the effect and the study lends modest support to the fact that altering messages and frames can change behavior. Specifically, when a decision was framed as a matter of “fairness”, participants were more likely to act in their teammate’s interest instead of their own

    Design Principles for Special Purpose, Embodied, Conversational Intelligence with Environmental Sensors (SPECIES) Agents

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    As information systems increase their ability to gather and analyze data from the natural environment and as computational power increases, the next generation of human-computer interfaces will be able to facilitate more lifelike and natural interactions with humans. This can be accomplished by using sensors to non-invasively gather information from the user, using artificial intelligence to interpret this information to perceive users’ emotional and cognitive states, and using customized interfaces and responses based on embodied-conversational-agent (avatar) technology to respond to the user. We refer to this novel and unique class of intelligent agents as Special Purpose Embodied Conversational Intelligence with Environmental Sensors (SPECIES) agents. In this paper, we build on interpersonal communication theory to specify four essential design principles of all SPECIES agents. We also share findings of initial research that demonstrates how SPECIES agents can be deployed to augment human tasks. Results of this paper organize future research efforts in collectively studying and creating more robust, influential, and intelligent SPECIES agents

    Developing Enculturated Agents:Pitfalls and Strategies

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    Affective learning companions : strategies for empathetic agents with real-time multimodal affective sensing to foster meta-cognitive and meta-affective approaches to learning, motivation, and perseverance

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.Includes bibliographical references (leaves 93-98).This thesis has developed an affective agent research platform that advances the architecture of relational agents and intelligent tutoring systems. The system realizes non-invasive multimodal real-time sensing of elements of user's affective state and couples this ability with an agent capable of supporting learners by engaging in real-time responsive expressivity. The agent mirrors several non-verbal behaviors believed to influence persuasion, liking, and social rapport, and responds to frustration with empathetic or task-support dialogue. Pilot studies involved 60 participants, ages 10-14 years-old, and led to an experiment involving 76 participants, ages 11-13 years-old, engaging in the Towers of Hanoi activity. The system (data collection, architecture, character interaction, and activity presentation) was iteratively tested and refined, and two "mirroring" conditions were developed: "sensor driven non-verbal interactions" and "pre-recorded non-verbal interactions". The development and training of the classifier algorithms showed the ability to predict frustration/help seeking behavior with 79% accuracy across a pilot group of 24 participants.(cont.) Informed by the theory of optimal experience (Flow) and a parallel theory of a state of non-optimal experience (Stuck), developed in this thesis, the effects of "affective support" and "task support" interventions, through agent dialogue and non-verbal interactions, were evaluated relative to their appropriateness for the learner's affective state. Outcomes were assessed with respect to measures of agent emotional intelligence, social bond, and persuasion, and with respect to learner frustration, perseverance, metacognitive and meta-affective ability, beliefs of one's ability to increase one's own intelligence, and goal-mastery-orientation. A new simple measure of departure dialogue was shown to have a significant relationship with the more lengthy and explicit social bond Working Alliance Inventory survey instrument; its validity was further supported through its use in assessing the social bond relationship with other measures. Over-estimation of the duration of the activity was associated with increased frustration. Gender differences were obtained with girls showing stronger outcomes when presented with affect-support interventions and boys with task-support interventions. Coordinating the character's mirroring with intervention type and learners' frustration was shown to be important.by Winslow Burleson.Ph.D

    Exploring the Effects of Dynamic Avatar on Performance and Engagement in Educational Games

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    Avatar research has almost exclusively explored avatars that remain the same regardless of context. However, there may be advantages to avatars that change during use. A plethora of work has shown that avatars personalized in one’s likeness increases identification, while object-like avatars increase detachment. We posit that in certain situations within a game it may be more advantageous to have increased identification, while in other situations increased detachment. We present a study on dynamic avatars, or avatars that change types based on game context. In particular, we investigate what we term the successful likeness avatar. The successful likeness is an avatar that is only a likeness when the player is in a win state and at all other times an object. Our goal is to determine if this type of avatar can foster an increase in user performance and engagement. Our experiment (N=997) compares four avatars: 1) Shape, 2) Likeness, 3) Likeness to Shape, and 4) Shape to Likeness (successful likeness). We found that players using a successful likeness avatar had significantly better performance (levels completed) than all other conditions. Players using a successful likeness avatar had significantly higher play time (minutes played) than all other conditions. We propose a theoretical model in which identification facilitates vicarious outcomes and in which detachment facilitates outcome dissociation. As performance and engagement are correlated to learning (Harteveld, 2015), successful likeness avatars may be crucial in educational games.National Science Foundation (U.S.) (STEM+C Grant 1542970)Natural Sciences and Engineering Research Council of Canada (Fellowship
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