This paper presents our progress in developing a Virtual Human capable of being an attentive speaker. Such a Virtual Human should be able to attend to its interaction partner while it is speaking-and modify its communicative behavior on-the-fly based on what it observes in the behavior of its partner. We report new developments concerning a number of aspects, such as scheduling and interrupting multimodal behavior, automatic classification of listener responses, generation of response eliciting behavior, and strategies for generating appropriate reactions to listener This paper is base upon a project report of the eNTERFACE'10 Summer Workshop on Multimodal Interfaces [42].responses. On the basis of this progress, a task-based setup for a responsive Virtual Human was implemented to carry out two user studies, the results of which are presented and discussed in this paper.
Abstract. In this paper we present two virtual characters in an interactive poker game using RFID-tagged poker cards for the interaction. To support the game creation process, we have combined models, methods, and technology that are currently investigated in the ECA research field in a unique way. A powerful and easy-to-use multimodal dialog authoring tool is used for the modeling of game content and interaction. The poker characters rely on a sophisticated model of affect and a state-of-the art speech synthesizer. During the game, the characters show a consistent expressive behavior that reflects the individually simulated affect in speech and animations. As a result, users are provided with an engaging interactive poker experience.
MotivationVirtual characters are widely used in a variety of applications, including computer games, where they are notably used for non-player characters, i.e. characters controlled by the computer. In general, virtual characters have the purpose to enrich the game play experience by showing an engaging and consistent interactive behavior. Because this issue influences acceptance in general, computer games, and virtual characters in particular, have to be designed carefully according to Loyall's suspension of disbelief principle [1]:... a character is considered to be believable if it allows the audience to suspend their disbelief ...The creation of interactive expressive characters with a consistent behavior comes with a whole range of challenges, such as interaction design, emotion modeling, figure animation, and speech synthesis [2]. The interactive drama game Façade [3] or the Mission Rehearsal Exercise Project [4] explicitly address these problems in combination, in an integrated application. However, relevant research is also being carried out in a range of relevant individual disciplines, including believable facial, gesture and body animation of virtual characters [5] [6], modeling of personality and emotion [7] [8], expressive speech synthesis [9] and control mechanisms for story as well as high-level interaction [10].In the project IDEAS4Games, we investigate how modern ECA technologies can help to improve the process of creating computer games with interactive expressive virtual characters. Based on the experience of a computer game
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