Wizard of Oz studies: why and how
IUI '93 Proceedings of the 1st international conference on Intelligent user interfaces
CHI '94 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
interactions
The media equation: how people treat computers, television, and new media like real people and places
The persona effect: affective impact of animated pedagogical agents
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Effects of message style on users' attributions toward agents
CHI '94 Conference Companion on Human Factors in Computing Systems
Affective computing
Integrating reactive and scripted behaviors in a life-like presentation agent
AGENTS '98 Proceedings of the second international conference on Autonomous agents
Emotion and personality in a conversational agent
Embodied conversational agents
Designing social presence of social actors in human computer interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presence and task performance: an approach in the light of cognitive style
Cognition, Technology and Work
Establishing and maintaining long-term human-computer relationships
ACM Transactions on Computer-Human Interaction (TOCHI)
Human-Computer Interaction
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In this paper, we describe user experiences with a system equipped with cognitive vision that interacts with the user in the context of personal assistance in the office. A cognitive vision computer can see the user and user responses and react to situations that happen in the environment, crossing the boundary between the virtual and the physical world. How should such a seeing computer interact with its users? Three different interface styles -- a traditional GUI, a cartoon-like embodied agent and a realistic embodied agent -- are tested in two tasks where users are actively observed by a (simulated) cognitive vision system. The system assists them in problem solving. Both the non-embodied and the embodied interaction styles offer the user certain advantages and the pros and cons based on the experiment results are discussed in terms of performance, intelligence, trust, comfort, and social presence.