8,310 research outputs found

    No Grice: Computers that Lie, Deceive and Conceal

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    In the future our daily life interactions with other people, with computers, robots and smart environments will be recorded and interpreted by computers or embedded intelligence in environments, furniture, robots, displays, and wearables. These sensors record our activities, our behavior, and our interactions. Fusion of such information and reasoning about such information makes it possible, using computational models of human behavior and activities, to provide context- and person-aware interpretations of human behavior and activities, including determination of attitudes, moods, and emotions. Sensors include cameras, microphones, eye trackers, position and proximity sensors, tactile or smell sensors, et cetera. Sensors can be embedded in an environment, but they can also move around, for example, if they are part of a mobile social robot or if they are part of devices we carry around or are embedded in our clothes or body. \ud \ud Our daily life behavior and daily life interactions are recorded and interpreted. How can we use such environments and how can such environments use us? Do we always want to cooperate with these environments; do these environments always want to cooperate with us? In this paper we argue that there are many reasons that users or rather human partners of these environments do want to keep information about their intentions and their emotions hidden from these smart environments. On the other hand, their artificial interaction partner may have similar reasons to not give away all information they have or to treat their human partner as an opponent rather than someone that has to be supported by smart technology.\ud \ud This will be elaborated in this paper. We will survey examples of human-computer interactions where there is not necessarily a goal to be explicit about intentions and feelings. In subsequent sections we will look at (1) the computer as a conversational partner, (2) the computer as a butler or diary companion, (3) the computer as a teacher or a trainer, acting in a virtual training environment (a serious game), (4) sports applications (that are not necessarily different from serious game or education environments), and games and entertainment applications

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Towards automated generation of scripted dialogue: some time-honoured strategies

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    The main aim of this paper is to introduce automated generation of scripted dialogue as a worthwhile topic of investigation. In particular the fact that scripted dialogue involves two layers of communication, i.e., uni-directional communication between the author and the audience of a scripted dialogue and bi-directional pretended communication between the characters featuring in the dialogue, is argued to raise some interesting issues. Our hope is that the combined study of the two layers will forge links between research in text generation and dialogue processing. The paper presents a first attempt at creating such links by studying three types of strategies for the automated generation of scripted dialogue. The strategies are derived from examples of human-authored and naturally occurring dialogue

    EDTree: Emotional Dialogue Trees for Game Based Training

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    Immersion and interactivity are a major focus when creat- ing gaming applications, as technology has improved and enabled the creation of larger and more detailed virtual environments the need for more engaging NPCs (non-playable characters) is also required. Many games utilise a form of dialogue tree when conversing with characters within a gaming application, allowing the user to choose their question- s/responses. While this method does provide a dynamic conversation system, it is quite a one-sided level of interactivity with the NPC simply responding to the current question without it a ecting the conversation on a whole. We present a novel dialogue system that explores the emo- tional state of the NPC to provide a more complex form of dialogue tree, termed EDTree (Emotional Dialogue Tree). Based on user actions, the interactions between the user and the NPC are enriched by the emo- tional state of the NPC. Utilising this system will provide an immersive experience based around improved believability of virtual characters. To demonstrate the e ectiveness of our approach, we show an example of a training system that explores the use of gaming technology and the proposed EDTree

    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

    Comparing Photorealistic and Animated Embodied Conversational Agents in Serious Games: An Empirical Study on User Experience

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    Embodied conversational agents (ECAs) are paradigms of conversational user interfaces in the form of embodied characters. While ECAs offer various manipulable features, this paper focuses on a study conducted to explore two distinct levels of presentation realism. The two agent versions are photorealistic and animated. The study aims to provide insights and design suggestions for speech-enabled ECAs within serious game environments. A within-subjects, two-by-two factorial design was employed for this research with a cohort of 36 participants balanced for gender. The results showed that both the photorealistic and the animated versions were perceived as highly usable, with overall mean scores of 5.76 and 5.71, respectively. However, 69.4 per cent of the participants stated they preferred the photorealistic version, 25 per cent stated they preferred the animated version and 5.6 per cent had no stated preference. The photorealistic agents were perceived as more realistic and human-like, while the animated characters made the task feel more like a game. Even though the agents' realism had no significant effect on usability, it positively influenced participants' perceptions of the agent. This research aims to lay the groundwork for future studies on ECA realism's impact in serious games across diverse contexts.Comment: 21 pages, 14 figures, preprint to be published in HCI INTERNATIONAL 2023 25TH INTERNATIONAL CONFERENCE ON HUMAN-COMPUTER INTERACTION proceeding
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