Affective computing
Life-Like Characters: Tools, Affective Functions, and Applications (Cognitive Technologies)
Life-Like Characters: Tools, Affective Functions, and Applications (Cognitive Technologies)
Towards integrated microplanning of language and iconic gesture for multimodal output
Proceedings of the 6th international conference on Multimodal interfaces
International Journal of Human-Computer Studies - Special issue: Subtle expressivity for characters and robots
International Journal of Human-Computer Studies - Special issue: Subtle expressivity for characters and robots
Knowledge in the loop: semantics representation for multimodal simulative environments
SG'05 Proceedings of the 5th international conference on Smart Graphics
Describing and generating multimodal contents featuring affective lifelike agents with MPML
New Generation Computing
Cross-cultural differences in recognizing affect from body posture
Interacting with Computers
An empathic virtual dialog agent to improve human-machine interaction
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
Simplest Scenario for Mutual Nested Modeling in Human-Machine-Interaction
KI '08 Proceedings of the 31st annual German conference on Advances in Artificial Intelligence
Appraising emotional events during a real-time interactive game
Proceedings of the International Workshop on Affective-Aware Virtual Agents and Social Robots
Affective computing with primary and secondary emotions in a virtual human
Autonomous Agents and Multi-Agent Systems
Effects of (in)accurate empathy and situational valence on attitudes towards robots
Proceedings of the 5th ACM/IEEE international conference on Human-robot interaction
Warmth, competence, believability and virtual agents
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
Turk-2, a multi-modal chess player
International Journal of Human-Computer Studies
Perception of blended emotions: from video corpus to expressive agent
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
A formal model of emotions for an empathic rational dialog agent
Autonomous Agents and Multi-Agent Systems
Presence: Teleoperators and Virtual Environments
Towards the improvement of self-service systems via emotional virtual agents
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Emotional interaction with surfaces - works of design and computing
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
I see, please tell me more: exploring virtual agents as interactive storytellers
HCI'13 Proceedings of the 15th international conference on Human Interface and the Management of Information: information and interaction for learning, culture, collaboration and business - Volume Part III
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Within the field of Embodied Conversational Agents (ECAs), the simulation of emotions has been suggested as a means to enhance the believability of ECAs and also to effectively contribute to the goal of more intuitive human–computer interfaces. Although various emotion models have been proposed, results demonstrating the appropriateness of displaying particular emotions within ECA applications are scarce or even inconsistent. Worse, questionnaire methods often seem insufficient to evaluate the impact of emotions expressed by ECAs on users. Therefore we propose to analyze non-conscious physiological feedback (bio-signals) of users within a clearly arranged dynamic interaction scenario where various emotional reactions are likely to be evoked. In addition to its diagnostic purpose, physiological user information is also analyzed online to trigger empathic reactions of the ECA during game play, thus increasing the level of social engagement. To evaluate the appropriateness of different types of affective and empathic feedback, we implemented a cards game called Skip-Bo, where the user plays against an expressive 3D humanoid agent called Max, which was designed at the University of Bielefeld [6] and is based on the emotion simulation system of [2]. Work performed at the University of Tokyo and NII provided a real-time system for empathic (agent) feedback that allows one to derive user emotions from skin conductance and electromyography [13]. The findings of our study indicate that within a competitive gaming scenario, the absence of negative agent emotions is conceived as stress-inducing and irritating, and that the integration of empathic feedback supports the acceptance of Max as a co-equal humanoid opponent.