Direct manipulation vs. interface agents
interactions
The invisible computer
The effects of animated characters on anxiety, task performance, and evaluations of user interfaces
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The impact of animated interface agents: a review of empirical research
International Journal of Human-Computer Studies
A conversational agent as museum guide: design and evaluation of a real-world application
Lecture Notes in Computer Science
The Synthetic Character Ritchie: First Steps Towards a Virtual Companion for Mixed Reality
ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality
From brows to trust: evaluating embodied conversational agents
From brows to trust: evaluating embodied conversational agents
The blind men and the elephant revisited
From brows to trust
Embodied conversational agents on a common ground
From brows to trust
ECA as user interface paradigm
From brows to trust
Funology
Integrating a Virtual Agent into the Real World: The Virtual Anatomy Assistant Ritchie
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Evaluation of Justina: A Virtual Patient with PTSD
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Elbows Higher! Performing, Observing and Correcting Exercises by a Virtual Trainer
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
IDEAS4Games: Building Expressive Virtual Characters for Computer Games
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Evaluating the tangible interface and virtual characters in the interactive COHIBIT exhibit
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Ambient intelligence in edutainment: tangible interaction with life-like exhibit guides
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
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This paper presents the results of a field study of the COHIBIT museum exhibit. Its purpose is to convey knowledge about car-technology and virtual characters in an entertaining way. Two life-sized virtual characters interact with the visitors and support them in constructing car models with specific tangible car modules. The evaluation should reveal what makes the exhibit successful in terms of an overall user impression and how users rate the employed virtual characters. The focus of the evaluation is to measure the user experience that manifests in aspects like attraction, rejection and entertainment. Based on an analysis of relevant systems and evaluation models, an on-site evaluation for the COHIBIT exhibit has been designed. The results show that the positive user experience of the exhibit is mainly based on the non-task-specific aspects like virtual characters, joy of use and entertainment.