SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Foundations of statistical natural language processing
Foundations of statistical natural language processing
BEAT: the Behavior Expression Animation Toolkit
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Machine learning in automated text categorization
ACM Computing Surveys (CSUR)
Mining the peanut gallery: opinion extraction and semantic classification of product reviews
WWW '03 Proceedings of the 12th international conference on World Wide Web
Language and task independent text categorization with simple language models
NAACL '03 Proceedings of the 2003 Conference of the North American Chapter of the Association for Computational Linguistics on Human Language Technology - Volume 1
A conversational agent as museum guide: design and evaluation of a real-world application
Lecture Notes in Computer Science
Using appraisal groups for sentiment analysis
Proceedings of the 14th ACM international conference on Information and knowledge management
Thumbs up?: sentiment classification using machine learning techniques
EMNLP '02 Proceedings of the ACL-02 conference on Empirical methods in natural language processing - Volume 10
VirtualHuman: dialogic and affective interaction with virtual characters
Proceedings of the 8th international conference on Multimodal interfaces
Personality and Emotion-Based High-Level Control of Affective Story Characters
IEEE Transactions on Visualization and Computer Graphics
IDEAS4Games: Building Expressive Virtual Characters for Computer Games
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Studies on gesture expressivity for a virtual agent
Speech Communication
The Visual Computer: International Journal of Computer Graphics
Ada and grace: toward realistic and engaging virtual museum guides
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
Sentiment in short strength detection informal text
Journal of the American Society for Information Science and Technology
Smile When You Read This, Whether You Like It or Not: Conceptual Challenges to Affect Detection
IEEE Transactions on Affective Computing
An NVC emotional model for conversational virtual humans in a 3d chatting environment
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
Damping sentiment analysis in online communication: discussions, monologs and dialogs
CICLing'13 Proceedings of the 14th international conference on Computational Linguistics and Intelligent Text Processing - Volume 2
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The communication between avatar and agent has already been treated from different but specialized perspectives. In contrast, this paper gives a balanced view of every key architectural aspect: from text analysis to computer graphics, the chatting system and the emotional model. Non-verbal communication, such as facial expression, gaze, or head orientation is crucial to simulate realistic behavior, but is still an aspect neglected in the simulation of virtual societies. In response, this paper aims to present the necessary modularity to allow virtual humans (VH) conversation with consistent facial expression -either between two users through their avatars, between an avatar and an agent, or even between an avatar and a Wizard of Oz. We believe such an approach is particularly suitable for the design and implementation of applications involving VHs interaction in virtual worlds. To this end, three key features are needed to design and implement this system entitled 3D-emoChatting. First, a global architecture that combines components from several research fields. Second, a real-time analysis and management of emotions that allows interactive dialogues with non-verbal communication. Third, a model of a virtual emotional mind called emoMind that allows to simulate individual emotional characteristics. To conclude the paper, we briefly present the basic description of a user-test which is beyond the scope of the present paper.