Where to look? Automating attending behaviors of virtual human characters
Proceedings of the third annual conference on Autonomous Agents
Traversable interfaces between real and virtual worlds
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Eye gaze patterns in conversations: there is more to conversational agents than meets the eyes
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Creating Interactive Virtual Humans: Some Assembly Required
IEEE Intelligent Systems
Bottom-Up Visual Attention for Virtual Human Animation
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
A visually grounded natural language interface for reference to spatial scenes
Proceedings of the 5th international conference on Multimodal interfaces
Where to look: a study of human-robot engagement
Proceedings of the 9th international conference on Intelligent user interfaces
The museum visit: generating seamless personalized presentations on multiple devices
Proceedings of the 9th international conference on Intelligent user interfaces
Multimodal Acting in Mixed Reality Interactive Storytelling
IEEE MultiMedia
Towards a model of face-to-face grounding
ACL '03 Proceedings of the 41st Annual Meeting on Association for Computational Linguistics - Volume 1
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Mental imagery for a conversational robot
IEEE Transactions on Systems, Man, and Cybernetics, Part B: Cybernetics
Augmenting Yu-Gi-Oh! trading card game as persuasive transmedia storytelling
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
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During the last decade research groups as well as a number of commercial software developers have started to deploy embodied conversational characters in the user interface especially in those application areas where a close emulation of multimodal human-human communication is needed. Most of these characters have one thing in common: In order to enter the user's physical world, they need to be physical themselves. The paper focuses on challenges that arise when embedding synthetic conversational agents in the user's physical world. We will start from work on synthetic agents that populate virtual worlds and anthropomorphic robots that inhabit physical worlds and discuss how the two areas need to be combined in order to populate physical worlds with synthetic characters. Finally, we will report on so-called traversable interfaces that allow agents to cross the border from the physical space to the virtual space and vice versa.