Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The measurement of end-user computing satisfaction
MIS Quarterly
Virtual reality, art, and entertainment
Presence: Teleoperators and Virtual Environments - Premier issue
The role of emotion in believable agents
Communications of the ACM
User information satisfaction, job satisfaction and computer background: an exploratory study
Information and Management
The media equation: how people treat computers, television, and new media like real people and places
Relational agents: a model and implementation of building user trust
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM SIGGRAPH Computer Graphics
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
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Autonomous characters in virtual environmentshave the potential to improve the interaction experience of users, specially, their social experience.This effect is driven by the interactions occurring between users and the autonomous characters, that in certain scenarios can be in the context of a group.However, for these group interactions to be successful, it is not enough to assure that the autonomous charactersbehave in a coherent manner from an individual perspective,but it is also necessary that they exhibit behavioursthat are coherent with the group composition, context andstructure. Therefore, we have developed a model to support believable group dynamics of autonomous characters, inspired in theories developed in human social psychological sciences. This model defines the knowledge that eachindividual should build about the others and about the group it belongs, and how this knowledge drives their interactions in the group. The model was integrated in the mind of the autonomous characters that perform a collaborative task, in a computer game, with a human player. The game was used in a study that showed that players' interaction experience was better when interaction with groups that followed our model, namely, regarding trust and social identification with the group. In addition, we found some evidence that players prefer playing in groups that have higher level of conflict.