SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Personality-rich believable agents that use language
AGENTS '97 Proceedings of the first international conference on Autonomous agents
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
More than just a pretty face: affordances of embodiment
Proceedings of the 5th international conference on Intelligent user interfaces
Social role awareness in animated agents
Proceedings of the fifth international conference on Autonomous agents
User Modeling and User-Adapted Interaction
Fully Embodied Conversational Avatars: Making Communicative Behaviors Autonomous
Autonomous Agents and Multi-Agent Systems
Computational Linguistics
Mechanisms for mixed-initiative human-computer collaborative discourse
ACL '96 Proceedings of the 34th annual meeting on Association for Computational Linguistics
A measure of semantic complexity for natural language systems
NAACL-ANLP-SSCNLPS '00 Proceedings of the 2000 NAACL-ANLP Workshop on Syntactic and semantic complexity in natural language processing systems - Volume 1
An evaluation of virtual human technology in informational kiosks
Proceedings of the 6th international conference on Multimodal interfaces
Employing virtual humans for education and training in X3D/VRML worlds
Computers & Education
Virtual humans with secrets: learning to detect verbal cues to deception
ITS'10 Proceedings of the 10th international conference on Intelligent Tutoring Systems - Volume Part II
The imperative for social competency prediction
SBP'12 Proceedings of the 5th international conference on Social Computing, Behavioral-Cultural Modeling and Prediction
Getting Real About Virtual Worlds: A Review
International Journal of Virtual Communities and Social Networking
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This paper describes lessons learned in developing the linguistic, cognitive, emotional, and gestural models underlying virtual human behavior in a training application designed to train civilian police officers how to recognize gestures and verbal cues indicating different forms of mental illness and how to verbally interact with the mentally ill. Schizophrenia, paranoia, and depression were all modeled for the application. For linguistics, the application has quite complex language grammars that captured a range of syntactic structures and semantic categories. For cognition, there is a great deal of augmentation to a plan-based transition network needed to model the virtual humans knowledge. For emotions and gestures, virtual human behavior is based on expert-validated mapping tables specific to each mental illness. The paper presents five areas demanding continued research to improve virtual human behavior for use in training applications