Affective Conversational Agents

Author(s):  
Zoraida Callejas ◽  
Ramón López-Cózar ◽  
Nieves Ábalos ◽  
David Griol

In this chapter, we revisit the main theories of human emotion and personality and their implications for the development of affective conversational agents. We focus on the role that emotion plays for adapting the agents’ behaviour and how this emotional responsivity can be conveniently modified by rendering a consistent artificial personality. The multiple applications of affective CAs are addressed by describing recent experiences in domains such as pedagogy, computer games, and computer-mediated therapy.

2006 ◽  
Vol 5 (3) ◽  
pp. 53-58 ◽  
Author(s):  
Roger K. C. Tan ◽  
Adrian David Cheok ◽  
James K. S. Teh

For better or worse, technological advancement has changed the world to the extent that at a professional level demands from the working executive required more hours either in the office or on business trips, on a social level the population (especially the younger generation) are glued to the computer either playing video games or surfing the internet. Traditional leisure activities, especially interaction with pets have been neglected or forgotten. This paper introduces Metazoa Ludens, a new computer mediated gaming system which allows pets to play new mixed reality computer games with humans via custom built technologies and applications. During the game-play the real pet chases after a physical movable bait in the real world within a predefined area; infra-red camera tracks the pets' movements and translates them into the virtual world of the system, corresponding them to the movement of a virtual pet avatar running after a virtual human avatar. The human player plays the game by controlling the human avatar's movements in the virtual world, this in turn relates to the movements of the physical movable bait in the real world which moves as the human avatar does. This unique way of playing computer game would give rise to a whole new way of mixed reality interaction between the pet owner and her pet thereby bringing technology and its influence on leisure and social activities to the next level


2010 ◽  
Vol 39 (3) ◽  
pp. 331-356 ◽  
Author(s):  
Elizabeth Keating ◽  
Chiho Sunakawa

AbstractThe development of digital communication technologies not only has an influence on human communicative practices, but also creates new spaces for human collaborative activity. In this article we discuss a technologically mediated context for interaction, computer games. Closely looking at interactions among a group of gamers, we examine how players are managing complex, shifting frameworks of participation, the virtual game world and the embodied world of talk and plans for action. Introducing the notion of participation cues, we explain how interactants are able to orient to, plan, and execute collaborative actions that span quite different environments with quite different types of agency, possible acts, and consequences. Novel abilities to interact across diverse spaces have consequences for understanding how humans build coordinated action through efficient, multimodal communication mechanisms. (Computer-mediated communication, language and technology, gaming, gesture, participation, multimodality)*


2011 ◽  
pp. 668-686
Author(s):  
Elisabeth André

Embodied conversational agents may take on a diversity of roles in learning and advisory scenarios including virtual teachers, advisors, learning companions and autonomous actors in educational role play. They promote learner motivation, engagement, and self-confidence, and may help prevent and overcome negative affective states of learners, such as frustration, and fear of failure. The chapter will provide guidelines and approved methods for the development of animated pedagogical agents including the extraction of multimodal tutorial strategies from human-human teaching dialogues as well as the simulation and evaluation of such strategies in computer-mediated learning environments.


2008 ◽  
Vol 2008 ◽  
pp. 1-8 ◽  
Author(s):  
J. R. Parker ◽  
John Heerema

The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.


Author(s):  
Elisabeth André

Embodied conversational agents may take on a diversity of roles in learning and advisory scenarios including virtual teachers, advisors, learning companions and autonomous actors in educational role play. They promote learner motivation, engagement, and self-confidence, and may help prevent and overcome negative affective states of learners, such as frustration, and fear of failure. The chapter will provide guidelines and approved methods for the development of animated pedagogical agents including the extraction of multimodal tutorial strategies from human-human teaching dialogues as well as the simulation and evaluation of such strategies in computer-mediated learning environments.


Author(s):  
David Weibel ◽  
Daniel Stricker ◽  
Bartholomäus Wissmath ◽  
Fred W. Mast

Like in the real world, the first impression a person leaves in a computer-mediated environment depends on his or her online appearance. The present study manipulates an avatar’s pupil size, eyeblink frequency, and the viewing angle to investigate whether nonverbal visual characteristics are responsible for the impression made. We assessed how participants (N = 56) evaluate these avatars in terms of different attributes. The findings show that avatars with large pupils and slow eye blink frequency are perceived as more sociable and more attractive. Compared to avatars seen in full frontal view or from above, avatars seen from below were rated as most sociable, self-confident, and attractive. Moreover, avatars’ pupil size and eyeblink frequency escape the viewer’s conscious perception but still influence how people evaluate them. The findings have wide-ranging applied implications for avatar design.


PsycCRITIQUES ◽  
2014 ◽  
Vol 59 (36) ◽  
Author(s):  
Susan Regas ◽  
Sara Moini
Keyword(s):  

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