HyperMirror: toward pleasant-to-use video mediated communication system
CSCW '98 Proceedings of the 1998 ACM conference on Computer supported cooperative work
Gamble v2.0: social interactions with multiple users
Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
A conversational agent as museum guide: design and evaluation of a real-world application
Lecture Notes in Computer Science
"She is just stupid"-Analyzing user-agent interactions in emotional game situations
Interacting with Computers
A Quiz Game Console Based on a Generic Embodied Conversational Agent Framework
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
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This paper presents two attempts in integrating attentiveness into a virtual quiz agent in the situation when multiple game participants present. One of them features an utterance strategy to determine when and whom to talk to among the participants. The other one features a SVM (support vector machine) triggered transition state model of the agent's attitude toward the participants in expressing observable behaviors. Both of them are driven by timings determined on video and audio information of the participants' activity while they are trying to solve the quizzes. To evaluate these two prototype systems, we applied GNAT (Go/No-go Task) method in addition to questionnaires. From the joint results of the subject experiments, the direction in finding appropriate action timings of the agent is proved to be able to improve user impressions.