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Titlebook: Intelligent Virtual Agents; 4th International Wo Thomas Rist,Ruth S. Aylett,Jeff Rickel Conference proceedings 2003 Springer-Verlag Berlin

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Interactive Agents Learning Their Environment to perform tasks requested by a user in natural language. Using simple sentences the agent can answer questions and in case a task can not be fulfilled the agent must communicate with the user. In particular, an interactive agent can tell when necessary information for a task is missing, giving the
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Socialite in derSpittelberg: Incorporating Animated Conversation into a Web-Based Community-Buildingmmunity building tool accessible via the Web. We discuss a number of design criteria which arise on the one hand from the task to simulate animated human-like conversation (which is watched by the user), and which arise on the other hand from technical restrictions imposed by the Web and the computi
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FlurMax: An Interactive Virtual Agent for Entertaining Visitors in a Hallwaynd interact with visitors using speech, gesture, and emotional facial expression. For example, FlurMax will detect the presence of visitors and greet them with a friendly wave, saying .. FlurMax also recognizes simple gesturing of the by-passer, such as waving, and produces natural multimodal behavi
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When H.C. Andersen Is Not Talking Backure conversation with fairy-tale author Hans Christian Andersen (HCA) and some of his fairy tale characters. Having presented the scenario concept, the paper focuses on HCA character module management, discussing, in particular, how to manage HCA when he is not talking back to the user but is either
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Adding the Emotional Dimension to Scripting Character Dialoguesalk is a self-explaining virtual character exhibition for public spaces. Its SceneMaker authoring suite provides authors with a screenplay-like language for scripting character and user interactions. This article presents an extension to the original CrossTalk scripting language by providing a set o
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FantasyA – The Duel of Emotionsters. In playing the game, the user influences the emotional state of his or her semi-autonomous avatar using a tangible interface for affective input, the .. In this paper we show how we approached the problem of modelling the emotional states of the synthetic characters, and how to combine them wi
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Double Bind Situations in Man-Machine Interaction under Contexts of Mental Therapyuses on the relations between cultural trends of mental health and the clients’ personal traits in mental therapy, and considers the therapeutic effects of robots and software agens based on the theory of double bind situations. Moreover, it reports a current research plan.
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