Wizard of Oz studies: why and how
IUI '93 Proceedings of the 1st international conference on Intelligent user interfaces
Suede: a Wizard of Oz prototyping tool for speech user interfaces
UIST '00 Proceedings of the 13th annual ACM symposium on User interface software and technology
ELIZA—a computer program for the study of natural language communication between man and machine
Communications of the ACM
Representing and Parameterizing Agent Behaviors
CA '02 Proceedings of the Computer Animation
Facial expression recognition using a dynamic model and motion energy
ICCV '95 Proceedings of the Fifth International Conference on Computer Vision
Wizard of Oz prototyping of computer vision based action games for children
Proceedings of the 2004 conference on Interaction design and children: building a community
Animating an interactive conversational character for an educational game system
Proceedings of the 10th international conference on Intelligent user interfaces
Declarative Optimization-Based Drama Management in Interactive Fiction
IEEE Computer Graphics and Applications
Integrating plan-based behavior generation with game environments
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Initial lessons from AR Façade, an interactive augmented reality drama
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Speech and Language Processing (2nd Edition)
Speech and Language Processing (2nd Edition)
Presence and engagement in an interactive drama
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating a conversation-centered interactive drama
Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems
The art of game-mastering pervasive games
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Let's talk! Socially intelligent agents for language conversation training
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
How to stay in the emotional rollercoaster: lessons learnt from designing EmRoll
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
A real-time performance system for virtual theater
Proceedings of the 2010 ACM workshop on Surreal media and virtual cloning
Designing relational agents as long term social companions for older adults
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
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What authoring possibilities arise by blending machine and human control of live embodied character experiences? This paper explores two different "behind-the-scenes" roles for human operators during a three-month gallery installation of an embodied character experience. In the Transcription role, human operators type players' spoken utterances; then, algorithms interpret the player's intention, choose from pre-authored dialogue based on local and global narrative contexts, and procedurally animate two embodied characters. In the Discourse role, human operators select from semantic categories to interpret player intention; algorithms use this "discourse act" to automate character dialogue and animation. We compare these two methods of blending control using game logs and interviews, and document how the amateur operators initially resisted having to learn the Discourse version, but eventually preferred having the authorial control it afforded. This paper also outlines a design space for blending machine and human control in live character experiences.