The media equation: how people treat computers, television, and new media like real people and places
“Put-that-there”: voice and gesture at the graphics interface
Readings in intelligent user interfaces
Plan-based integration of natural language and graphics generation
Readings in intelligent user interfaces
Automatic Analysis of Facial Expressions: The State of the Art
IEEE Transactions on Pattern Analysis and Machine Intelligence
Detecting Faces in Images: A Survey
IEEE Transactions on Pattern Analysis and Machine Intelligence
MPEG-4 Facial Animation: The Standard,Implementation and Applications
MPEG-4 Facial Animation: The Standard,Implementation and Applications
Martial arts in artificial reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Lecture Notes in Computer Science
iCat, the chess player: the influence of embodiment in the enjoyment of a game
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 3
Enhancing Animated Agents in an Instrumented Poker Game
KI '08 Proceedings of the 31st annual German conference on Advances in Artificial Intelligence
From annotated multimodal corpora to simulated human-like behaviors
ZiF'06 Proceedings of the Embodied communication in humans and machines, 2nd ZiF research group international conference on Modeling communication with robots and virtual humans
Evaluating affective feedback of the 3d agent max in a competitive cards game
ACII'05 Proceedings of the First international conference on Affective Computing and Intelligent Interaction
Recognition of facial gestures based on support vector machines
IbPRIA'05 Proceedings of the Second Iberian conference on Pattern Recognition and Image Analysis - Volume Part I
Hi-index | 0.00 |
In this paper we present Turk-2, a hybrid multi-modal chess player with a robot arm and a screen-based talking head. Turk-2 can not only play chess, but can see and hear the opponent, can talk to him and display emotions. We were interested to find out if a simple embodiment with human-like communication capabilities enhances the experience of playing chess against a computer. First, give an overview of the development road to multi-modal communication with computers. Then we motivate our research with a hybrid system, we introduce the architecture of Turk-2, we describe the human experiments and its evaluation. The results justify that multi-modal interaction makes game playing more engaging, enjoyable - and even more effective. These findings for a specific game situation provide yet another evidence of the power of human-like interaction in turning computer systems more attractive and easier to use.