SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Critical approach to 3D virtual realities for group work
Proceedings of the second Nordic conference on Human-computer interaction
Inferring and Visualizing Social Networks on Internet Relay Chat
IV '04 Proceedings of the Information Visualisation, Eighth International Conference
Extraction and classification of facemarks
Proceedings of the 10th international conference on Intelligent user interfaces
Emoticons convey emotions without cognition of faces: an fMRI study
CHI '06 Extended Abstracts on Human Factors in Computing Systems
IHC '06 Proceedings of VII Brazilian symposium on Human factors in computing systems
Towards 3D Internet: Why, What, and How?
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
Animating groups of Socially Intelligent Agents
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
Mining tag clouds and emoticons behind community feedback
Proceedings of the 17th international conference on World Wide Web
An output sensitive algorithm for computing visibility graphs
SFCS '87 Proceedings of the 28th Annual Symposium on Foundations of Computer Science
A New 3-Dimensional Comic Chat Environment for On-line Game Avatars
DIGITEL '08 Proceedings of the 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
A Realistic Chat Environment for Virtual Avatars in Cyber Space
CW '08 Proceedings of the 2008 International Conference on Cyberworlds
Reconstructing chat history for avatar agents using spatio-temporal features of virtual space
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Extended social network: a new generalized framework for virtual world analysis
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Getting acquainted in Second Life: human agent interactions in virtual environments
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Proceedings of the 2010 ACM Symposium on Applied Computing
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Short internet-based chat is typical of modern communication, especially for on-line game players. Improved chat tools are available to avatar agents in virtual space (e.g., Second Life) thanks to the fast-evolving 3D internet. The most common plain text chat is easy to use, but it is hard to understand who talks to whom. Advanced chat with 2D word balloons in 3D virtual space is difficult or unfamiliar, since it does not consider real world constraints. We propose a human-cognition based chat system for virtual avatars using geometric information. In our chat framework, if an agent (avatar) wants to talk with other people, then that agent should approach within an "audible distance" to read the text, as would be required in the real world to participate in a conversation. Additionally we propose a new model to manage the virtual chat social network over our cognition-based chatting system. Our experiment showed that the number of chat agents is saturated regardless of the number of chat agents, as occurs in real-world chat. Thus, the social-graph for chat agents is always of a manageable size in our cognition-based chat system.