作者: 先鋒派 時間: 2025-3-21 22:13
Intelligent Virtual Agents978-3-540-85483-8Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: BLUSH 時間: 2025-3-22 04:03 作者: 出沒 時間: 2025-3-22 04:48
Lecture Notes in Computer Sciencehttp://image.papertrans.cn/i/image/470177.jpg作者: Self-Help-Group 時間: 2025-3-22 11:44
Expressions of Empathy in ECAso the evaluation results people find more suitable facial expressions that contain elements of emotion of empathy. In particular, complex facial expressions seem to be a good approach to express empathy.作者: Acclaim 時間: 2025-3-22 14:16
A Granular Architecture for Dynamic Realtime Dialoguecurrently applying it in more complex multimodal interaction and dynamic task environments. We describe here the theoretical underpinnings behind the architecture, compare it to prior efforts, discuss the methodology and give a brief overview of its current runtime characteristics.作者: 錯 時間: 2025-3-22 18:40
Integrating Planning and Dialogue in a Lifestyle Agenthe agent suggests possible activities to the user, and the user expresses her preferences in return. A first prototype has been fully implemented (as a spoken dialogue system) and tested with 20 subjects. Early results show a high level of task completion despite the word error rate, and further potential for improvement.作者: membrane 時間: 2025-3-23 00:45
Audio Analysis of Human/Virtual-Human Interactionigned to generate an unrehearsed affective response from the human. The responses were analyzed with software developed to analyze vocal patterns during H-VH conversations. The analysis discovered vocal changes that were consistent across participants groups and correlated with known H-H conversation patterns.作者: 體貼 時間: 2025-3-23 04:31
Conference proceedings 2008al behavior; models of culture and personality; markup and representation languages; architectures for robotic agents; cognitive architectures; agents for healthcare and training; and agents in games, museums and virtual worlds.作者: defray 時間: 2025-3-23 06:52
0302-9743 n; nonverbal behavior; models of culture and personality; markup and representation languages; architectures for robotic agents; cognitive architectures; agents for healthcare and training; and agents in games, museums and virtual worlds.978-3-540-85482-1978-3-540-85483-8Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: Conscientious 時間: 2025-3-23 11:38
The Relation between Gaze Behavior and the Attribution of Emotion: An Empirical Study The results, while preliminary, demonstrate that the emotional state attributed to gaze behaviors can be predicted using a dimensional model of emotion; and show the utility of the GWT gaze model in performing bottom-up behavior studies.作者: 明確 時間: 2025-3-23 14:29 作者: 懲罰 時間: 2025-3-23 22:01 作者: glacial 時間: 2025-3-23 23:17
Towards Real-Time Authoring of Believable Agents in Interactive Narrativelitary training applications. Users of the tools can create story-arcs, screenplays, pedagogical goals and AI models using a single software application. Using commercial game engines, which provide direct visual output in a real-time feedback-loop, authors can view the final product as they edit.作者: libertine 時間: 2025-3-24 03:51 作者: 者變 時間: 2025-3-24 08:04
Multi-party, Multi-issue, Multi-strategy Negotiation for Multi-modal Virtual Agentsstrategies based on the current values of several parameters and factors that can be updated in the course of the negotiation. We have implemented this model and done preliminary evaluation within a prototype training system and a three-party negotiation with two virtual humans and one human.作者: ironic 時間: 2025-3-24 11:51
Generating Dialogues for Virtual Agents Using Nested Textual Coherence Relationsogue-to-dialogue transformation, and describe how it uses textual coherence relations to map text segments to query–answer pairs between an expert and a layman agent. By creating mapping rules for a few well-selected relations, we can produce coherent dialogues with proper assignment of turns for the speakers in a majority of cases.作者: 套索 時間: 2025-3-24 16:35
IGaze: Studying Reactive Gaze Behavior in Semi-immersive Human-Avatar Interactionsle gaze strategies. In user studies we showed that two gaze strategies successfully convey the intended impression of dominance/submission and that the 3D effect was positively received. We argue that IGaze is a suitable setup for exploring reactive nonverbal behavior synthesis in human-avatar interactions.作者: 豐滿中國 時間: 2025-3-24 22:33
0302-9743 an, in September 2008. The 18 revised full papers and 28 revised short papers presented together 42 poster papers were carefully reviewed and selected from 99 submissions. The papers are organized in topical sections on motion and empathy; narrative and augmented reality; conversation and negotiatio作者: 缺陷 時間: 2025-3-25 02:12 作者: 植物茂盛 時間: 2025-3-25 04:22
User Study of AffectIM, an Emotionally Intelligent Instant Messaging Systemveloped Affect Analysis Model. This paper describes the findings of a twenty-person study conducted with our AffectIM system. The results of the study indicated that automatic emotion recognition function can bring a high level of affective intelligence to the IM application.作者: BYRE 時間: 2025-3-25 10:56
Towards a Narrative Mind: The Creation of Coherent Life Stories for Believable Virtual Agentscs into the design of the autobiographic memory structure. We outline part of the implementation of this memory architecture and describe the plan for evaluating the architecture in long-term user studies.作者: happiness 時間: 2025-3-25 13:20 作者: 積云 時間: 2025-3-25 15:59
Learning Smooth, Human-Like Turntaking in Realtime Dialoguets from experiments on collaborative, content-free dialogue show that, for a given subset of turn-taking conditions, our modular reinforcement learning techniques allow the system to learn to take turns in an efficient, human-like manner.作者: Apraxia 時間: 2025-3-25 22:25 作者: 尊敬 時間: 2025-3-26 02:56 作者: 稀釋前 時間: 2025-3-26 05:58
Affect Simulation with Primary and Secondary Emotionsimulated embodiment to achieve the simulation of primary and secondary emotions. In modeling primary emotions we follow the idea of “Core Affect” in combination with a continuous progression of bodily feeling in three-dimensional emotion space (PAD space), that is only subsequently categorized into 作者: Albumin 時間: 2025-3-26 11:59
User Study of AffectIM, an Emotionally Intelligent Instant Messaging Systeme sensitive and expressive interaction in computer-mediated communication, we previously introduced a novel syntactical rule-based approach to affect recognition from text. The evaluation of the developed Affect Analysis Model showed promising results regarding its capability to accurately recognize作者: 親密 時間: 2025-3-26 16:23
Expressions of Empathy in ECAsly fixed intuitively and are not evaluated. In this paper, we propose a novel approach for the expressions of empathy using complex facial expressions like superposition and masking. An evaluation study have been conducted in order to identify the most appropriate way to express empathy. According t作者: 夾死提手勢 時間: 2025-3-26 16:50 作者: HAVOC 時間: 2025-3-26 22:37 作者: CHECK 時間: 2025-3-27 03:08 作者: 敬禮 時間: 2025-3-27 06:09
Towards Real-Time Authoring of Believable Agents in Interactive Narrativetive narratives with 3D graphics and multimedia. Narratoria allows experts in digital entertainment to participate in the generation of story-based military training applications. Users of the tools can create story-arcs, screenplays, pedagogical goals and AI models using a single software applicati作者: 手工藝品 時間: 2025-3-27 10:05 作者: AMBI 時間: 2025-3-27 14:56 作者: 放肆的我 時間: 2025-3-27 20:54 作者: occurrence 時間: 2025-3-28 01:08 作者: 疲憊的老馬 時間: 2025-3-28 04:59
A Granular Architecture for Dynamic Realtime Dialogueormance and modular architectural principles, the architecture is full-duplex (“open-mic”); prosody is continuously analyzed and used for mixed-control turntaking behaviors (reactive and deliberative) and incremental utterance production. The architecture is fine-grain and highly expandable; we are 作者: 安撫 時間: 2025-3-28 07:44 作者: Melatonin 時間: 2025-3-28 13:10
Integrating Planning and Dialogue in a Lifestyle Agenteryday user activities, in order to promote a healthy lifestyle. It operates by generating user activity models (similar to decompositional task models), using a Hierarchical Task Network (HTN) planner. These activity models are refined through various cycles of planning and dialogue, during which t作者: Sarcoma 時間: 2025-3-28 18:30
Audio Analysis of Human/Virtual-Human Interactionine if conversing with a VH can elicit detectable and systematic vocal changes. To study this topic, we examined the H-VH scenario of pharmacy students speaking with immersive VHs playing the role of patients. The audio analysis focused on the students’ reaction to scripted empathetic challenges des作者: ostensible 時間: 2025-3-28 20:04
Learning Smooth, Human-Like Turntaking in Realtime Dialogueystematic categorization of silences, prosody and other candidate turn-giving signals, and to use analysis of corpora to produce static decision trees for this purpose. However, for general-purpose turntaking skills which vary between individuals and cultures, a system that can learn them on-the-job作者: CHARM 時間: 2025-3-28 23:44 作者: 上坡 時間: 2025-3-29 06:25 作者: GRAZE 時間: 2025-3-29 10:09
sils are no longer needed in daily life nowadays. The craft of bamboo weaving utensils is gradually losing people’s attention that few craftsmen can still work on it. In this study, a folklore hobbyist, a craftsman, a horticulturist, and an interior decorator were invited to digitize bamboo weaving 作者: overture 時間: 2025-3-29 12:14 作者: Arable 時間: 2025-3-29 17:30
Christian Becker-Asano,Ipke Wachsmuthtta warriors and horses in 1984. At that time, . demonstrated that multimedia technology could change the way we seek, demand, and use information. Two decade later, fueled by enormous progress in science and technology, we have come a very long way from the use of interactive multimedia technology 作者: APEX 時間: 2025-3-29 21:14 作者: Needlework 時間: 2025-3-30 01:30
Xueni Pan,Marco Gillies,Mel Slater advocates from organizations such as EDUCAUSE2, the Coalition for Networked Information (CNI)3, the European Schoolnet partnership4, and UNESCO5 have long argued for the potential that information technology has to transform education by improving access — both spatially (“anyplace”) and temporally作者: fatuity 時間: 2025-3-30 05:34
Kenzaburo Miyawaki,Mutsuo Sanoenerally produce binary outcomes (either assign or not assign a subject descriptor) that do not adequately reflect the extent to which a document is associated with the assigned subject descriptors. An automated weighting mechanism for subject descriptors is needed to strengthen the role of the subj作者: GULLY 時間: 2025-3-30 11:10
Claudio Pedica,Hannes Vilhjálmsson require computing similarity between low level features of the query image and those of the images in the database. Even if state of the art access methods for similarity search reduce the set of features to be accessed and compared to the query, similarity search has still an high cost..In this pa作者: instill 時間: 2025-3-30 16:08
David Traum,Stacy C. Marsella,Jonathan Gratch,Jina Lee,Arno Hartholtins . and . edges. Traditional notions of assortativity and disassortativity are not sufficient to study the mixing patterns of connections between actors in a signed network, owing to the presence of negative edges. Towards this end, we propose two additional notions of mixing due to negative edges作者: installment 時間: 2025-3-30 18:14 作者: defenses 時間: 2025-3-30 21:22
Hugo Hernault,Paul Piwek,Helmut Prendinger,Mitsuru Ishizukaions of social data mining. A key milestone of the project focuses on data, methods and results sharing, in order to ensure the reproducibility, review and re-use of scientific works. For this reason, the Digital Library paradigm is implemented within the RI, providing users with virtual environment作者: Friction 時間: 2025-3-31 03:26 作者: transplantation 時間: 2025-3-31 08:47 作者: watertight, 時間: 2025-3-31 12:41
Gudny Ragna Jonsdottir,Kristinn R. Thorisson,Eric Nivelions of social data mining. A key milestone of the project focuses on data, methods and results sharing, in order to ensure the reproducibility, review and re-use of scientific works. For this reason, the Digital Library paradigm is implemented within the RI, providing users with virtual environment作者: 全面 時間: 2025-3-31 16:30 作者: 浪蕩子 時間: 2025-3-31 19:24 作者: enchant 時間: 2025-4-1 00:57 作者: 不能約 時間: 2025-4-1 02:16
Social Perception and Steering for Online Avatarsehaviors is described for conversations, some of which generate a social force field that makes the formation of conversation groups fluidly adapt to external and internal noise, through avatar repositioning and reorientations. The resulting social group behavior appears relatively robust, but perha作者: 半導(dǎo)體 時間: 2025-4-1 06:50
Radoslaw Niewiadomski,Magalie Ochs,Catherine Pelachaud作者: Landlocked 時間: 2025-4-1 12:47
adopted by the interior decorator to decorate restaurants to elevate the environmental quality. The digitized contents were also used as part of the e-learning materials in a community college. The questionnaire surveys show that the digitized material is useful for learning bamboo weaving craft and作者: colostrum 時間: 2025-4-1 17:11