An open virtual environment for autonomous agents using VRML and Java
Proceedings of the fourth symposium on Virtual reality modeling language
Communications of the ACM
A computational model and classification framework for social navigation
Proceedings of the 6th international conference on Intelligent user interfaces
Explanation and Argumentation Capabilities: Towards the Creation of More Persuasive Agents
Artificial Intelligence Review
Guiding visitors of Web3D worlds through automatically generated tours
Web3D '03 Proceedings of the eighth international conference on 3D Web technology
ICSPACE - An Internet Cultural Space
AMT '01 Proceedings of the 6th International Computer Science Conference on Active Media Technology
Why Not Make Interfaces Better than 3D Reality?
IEEE Computer Graphics and Applications
Understanding Agent Systems
Autonomous virtual agents learning a cognitive model and evolving
Lecture Notes in Computer Science
Introduction to the special issue on intelligent virtual environments and virtual agents
The Knowledge Engineering Review
Modeling emotional action for social characters
The Knowledge Engineering Review
An Introduction to MultiAgent Systems
An Introduction to MultiAgent Systems
Persuasion theories and IT design
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Virtual Objects in Electronic Catalogs: A Human–Computer Interface Issue
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
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Future interfaces will increasingly explore three-dimensional (3D) scenes that will have 3D virtual characters interacting with users. Currently, the characters' influence on users' navigation is not well known. The aim of our research is to study the potential of virtual characters in influencing users' decisions in 3D virtual environments. We implemented an art gallery where human-like characters, with some level of intelligence, can move about and communicate, trying to influence the user's path. When the users enter the gallery, they choose the exhibitions they would like to visit. After that, the characters can assume two positions: “helpful,” which reinforces the previous users' choices, and another one that has a “spirit of contradiction,” suggesting navigation options that are different from those indicated by the users. Five groups of users tested the environment. In some cases, the user could customize the character's physical appearance. In others, a standard model was used. In contrast to the expected results, the experiment indicated that the standard character had more influence on the users' choices than the customized character.