2002
DOI: 10.1109/mis.2002.1024750
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Toward a new generation of virtual humans for interactive experiences

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Cited by 176 publications
(91 citation statements)
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References 12 publications
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“…The projects such as the Oz Project [1] and Virtual Theater [8] created software agents that exhibit emotion during their interactions with each other and with human users with the goal of creating rich, interactive experiences within a narrative context. REA [4] and Steve [9] are humanoid characters that use multimodal communication that mimics the body language and nonverbal cues that people use in face-to-face conversations. While this work shares our goal of expressive interaction with humans, the characters are situated within their own "virtual" space, which forces people to come to a computer in order to interact.…”
Section: Related Workmentioning
confidence: 99%
“…The projects such as the Oz Project [1] and Virtual Theater [8] created software agents that exhibit emotion during their interactions with each other and with human users with the goal of creating rich, interactive experiences within a narrative context. REA [4] and Steve [9] are humanoid characters that use multimodal communication that mimics the body language and nonverbal cues that people use in face-to-face conversations. While this work shares our goal of expressive interaction with humans, the characters are situated within their own "virtual" space, which forces people to come to a computer in order to interact.…”
Section: Related Workmentioning
confidence: 99%
“…We extended the dialogue model of Rickel et al [6] and Traum et al [7] to take explicit account of strategies and their influence on dialogue behavior. This model already allowed both reactive responses (e.g., to answer a question, to ground an utterance, to respond to a proposal) and speaker initiatives (e.g., to suggest a necessary or desired action, to bring the dialogue back on track, according to an agenda of "to be discussed" items).…”
Section: Acting On Negotiation Strategiesmentioning
confidence: 99%
“…The work by the multi-agent community on negotiation has also not focused on human-like negotiation behavior, and instead emphasizes modeling largely agent-agent negotiations as a means to achieve better or more profitable coordination and cooperation (see, for example, [5]). The research we describe here extends virtual human models such as those deployed in the Mission Rehearsal Exercise (MRE) project [6,7] by endowing the virtual humans with strategies for negotiation, the ability to model emotions that arise during a negotiation, and facilities for them to communicate verbally and non-verbally during a negotiation dialogue. The Stability and Support Operations-Simulation and Training (SASO-ST) project at the Institute for Creative Technologies has built a prototype interactive, immersive training environment including an instantiation of this virtual human.…”
Section: Introductionmentioning
confidence: 99%
“…This has been spurred, in part, by an explosion of interest in integrated computational models that incorporate a variety of cognitive functions (Anderson, 1993;Bates, Loyall, & Reilly, 1991;Rickel et al, 2002). Indeed, until the rise of broad integrative models of mental function, the problems emotion was purported to solve, for example, juggling multiple goals, were largely hypothetical.…”
Section: Introductionmentioning
confidence: 99%