CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using a human face in an interface
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The media equation: how people treat computers, television, and new media like real people and places
My partner is a real dog: cooperation with social agents
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
Does computer-generated speech manifest personality? an experimental test of similarity-attraction
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Proceedings of the third international conference on Collaborative virtual environments
An experiment on public speaking anxiety in response to three different types of virtual audience
Presence: Teleoperators and Virtual Environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments
Experiences in Using Immersive Virtual Characters to Educate Medical Communication Skills
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The validity of a virtual human experience for interpersonal skills education
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Social responses to virtual humans: implications for future interface design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Comparing Interpersonal Interactions with a Virtual Human to Those with a Real Human
IEEE Transactions on Visualization and Computer Graphics
Effects of avatar's blinking animation on person impressions
GI '08 Proceedings of graphics interface 2008
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
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Proceedings of the 4th International Conference on Persuasive Technology
The Attractiveness Stereotype in the Evaluation of Embodied Conversational Agents
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
The effects of virtual characters on audiences' movie experience
Interacting with Computers
Feminist HCI: taking stock and outlining an agenda for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
HCI and the face: towards an art of the soluble
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction design and usability
Presence: Teleoperators and Virtual Environments
The impact of linguistic and cultural congruity on persuasion by conversational agents
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
That avatar is looking at me! social inhibition in virtual worlds
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
What is age's affect in collaborative learning environments?
UAHCI'13 Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: user and context diversity - Volume 2
Supporting task resumption using visual feedback
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Towards the Development of A Virtual Counselor to Tackle Students' Exam Stress
Journal of Integrated Design & Process Science
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This study examines the roles of gender and visual realism in the persuasiveness of speakers. Participants were presented with a persuasive passage delivered by a male or female person, virtual human, or virtual character. They were then assessed on attitude change and their ratings of the argument, message, and speaker. The results indicated that the virtual speakers were as effective at changing attitudes as real people. Male participants were more persuaded when the speaker was female than when the speaker was male, whereas female participants were more persuaded when the speaker was male than when the speaker was female. Cross gender interactions occurred across all conditions, suggesting that some of the gender stereotypes that occur with people may carry over to interaction with virtual characters. Ratings of the perceptions of the speaker were more favorable for virtual speakers than for human speakers. We discuss the application of these findings in the design of persuasive human computer interfaces.