Creating Interactive Virtual Humans: Some Assembly Required
IEEE Intelligent Systems
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
SmartBody: behavior realization for embodied conversational agents
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
Creating Rapport with Virtual Agents
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Nonverbal behavior generator for embodied conversational agents
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
The human computer interaction technology based on virtual scene
LSMS/ICSEE'10 Proceedings of the 2010 international conference on Life system modeling and simulation and intelligent computing, and 2010 international conference on Intelligent computing for sustainable energy and environment: Part III
A study in how NLU performance can affect the choice of dialogue system architecture
SIGDIAL '12 Proceedings of the 13th Annual Meeting of the Special Interest Group on Discourse and Dialogue
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Using critical-cue inventories to advance virtual patient technologies in psychological assessment
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
Playing with Biology: Making Medical Games that Appear Lifelike
International Journal of Gaming and Computer-Mediated Simulations
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Interactive computer generated characters can be applied to the medical field as virtual patients for clinical training. The user interface for the virtual characters takes on the same appearance and behavior as a human. To assess if these virtual patients can be used to train skills such as interviewing and diagnosis they need to respond as a patient would. The primary goal of this study was to investigate if clinicians could elicit proper responses from questions relevant for an interview from a virtual patient. A secondary goal was to evaluate psychological variables such as openness and immersion on the question/response composites and the believability of the character as a patient.