The role of emotion in believable agents
Communications of the ACM
Guarantees for autonomy in cognitive agent architecture
ECAI-94 Proceedings of the workshop on agent theories, architectures, and languages on Intelligent agents
User information satisfaction, job satisfaction and computer background: an exploratory study
Information and Management
Relational agents: a model and implementation of building user trust
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Jess in Action: Java Rule-Based Systems
Jess in Action: Java Rule-Based Systems
Social puppets: towards modular social animation for agents and avatars
OCSC'07 Proceedings of the 2nd international conference on Online communities and social computing
Creating interactive driver experiences with the scenario markup language
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
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Today, many interactive games and virtual communities engage several users and synthetic characters, all interacting in the same virtual environment. In addition, these interactive scenarios, often present tasks to the participants that must be solved collaboratively. However, to achieve successful and believable interactions between users and such synthetic characters, the latter must be able to show a coherent and set of behaviours. Thus, in scenarios where users and syn-thetic characters interact as a group, it is very important that the interactions follow a believable group dynamics. Focusing on this problem, we have developed a model that supports the dynamics of a group of synthetic characters, inspired by theories of group dynamics developed in human social psychological sciences. The dynamics is driven by a characterization of the different types of interactions that may occur in the group. This characterization addresses socio-emotional interactions as well as task related interactions.We have implemented the model into the behaviour of synthetic characters that collaborate with the user in the resolution of tasks within a collaborative game. This game was used in an evaluation experiment which showed that the model had a positive effect on the users' social engagement in the group, namely on their trust and identification with the group.