Integrating models of personality and emotions into lifelike characters
Affective interactions
Creating Interactive Virtual Humans: Some Assembly Required
IEEE Intelligent Systems
Levels of representation in the annotation of emotion for the specification of expressivity in ECAs
Lecture Notes in Computer Science
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Cross-Cultural Evaluations of Avatar Facial Expressions Designed by Western Designers
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
But that was in another country: agents and intercultural empathy
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
GNetIc --- Using Bayesian Decision Networks for Iconic Gesture Generation
IVA '09 Proceedings of the 9th International Conference on Intelligent Virtual Agents
SHOP: simple hierarchical ordered planner
IJCAI'99 Proceedings of the 16th international joint conference on Artificial intelligence - Volume 2
A data-driven approach to model culture-specific communication management styles for virtual agents
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
BiLAT: A Game-Based Environment for Practicing Negotiation in a Cultural Context
International Journal of Artificial Intelligence in Education
Implementing expressive gesture synthesis for embodied conversational agents
GW'05 Proceedings of the 6th international conference on Gesture in Human-Computer Interaction and Simulation
Individualized agent interactions
MIG'11 Proceedings of the 4th international conference on Motion in Games
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In human conversation, meaning is transported through several channels such as verbal and nonverbal behavior. Certain of these behavioral aspects are culturally dependent. Mutual understanding or acceptance is thus, amongst others, depended on the cultural background of the interlocutors. When designing virtual character behavior, culture should be considered as it may improve the character's acceptance by users of certain cultural backgrounds. This paper proposes a hybrid approach for the generation of culture-specific behaviors in a multiagent system. A computational model has been established by refining theoretical knowledge of culture-specific behavior with statistical data extracted from a video corpus of German and Japanese first-time meetings. Evaluation studies of such culturally enhanced virtual characters were conducted in both targeted cultures. Results indicate that human observers tend to prefer character behavior that was designed to resemble their own cultural background.