2004
DOI: 10.1007/978-3-540-24688-6_121
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Towards Believable Behavior Generation for Embodied Conversational Agents

Abstract: Abstract. This paper reports on the generation of coordinated multimodal output for the NICE (Natural Interactive Communication for Edutainment) system [1]. In its first prototype, the system allows for fun and experientially rich interaction between primarily 10 to 18 years old human users and 3D-embodied fairy tale author H.C. Andersen in his study. User input consists of domainoriented spoken conversation combined with 2D input gesture, entered via a mouse-compatible device. The animated character can move … Show more

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Cited by 8 publications
(3 citation statements)
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“…In a first approach, similarly to [21], the RG replaces non-verbal behavior references with bookmarks that can be dealt with by a text-to-speech component. Then, the entire string containing the TTS bookmarks is sent to the TTS, which synthesizes the verbal output.…”
Section: Now Tell Me [Point] Your [/Point] Valuable Opinion About Thmentioning
confidence: 99%
“…In a first approach, similarly to [21], the RG replaces non-verbal behavior references with bookmarks that can be dealt with by a text-to-speech component. Then, the entire string containing the TTS bookmarks is sent to the TTS, which synthesizes the verbal output.…”
Section: Now Tell Me [Point] Your [/Point] Valuable Opinion About Thmentioning
confidence: 99%
“…COMIC is a system developed for bathroom design using speech and gesture input/output, in collaboration with an avatar with facial emotions (Catizone, Setzer, & Wilks, 2003). NICE provides embodied historical and literary characters capable of natural, fun and experientially rich communication with children and adolescents (Corradini et al, 2004). …”
Section: Embodied Conversational Agentsmentioning
confidence: 99%
“…However, the precise meaning attributed to the word “behavior” varies among different researchers. Several works tend to focus on the behavior as a way of expression of a robotic or virtual agent’s internal state by communicative means such as gaze (Poel et al, 2009), facial expression (Sloan et al, 2009), (Malatesta et al, 2009), gesture and posture (Corradini et al, 2004), or a synthesis of multiple means (Bevacqua et al, 2007) (Niewiadomski et al, 2008). In a virtual storytelling context, works such as (Ho & Dautenhahn, 2008), (Riedl and Young, 20032005) argue about the narrative aspect of believability, both in terms of plot coherence and character believability.…”
Section: Introductionmentioning
confidence: 99%