In order to build embodied conversational agents that are able to communicate with the user in a more natural manner, the consideration of social aspects seems inevitable. One aspect of social interaction is the use o...
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In order to build embodied conversational agents that are able to communicate with the user in a more natural manner, the consideration of social aspects seems inevitable. One aspect of social interaction is the use of politeness strategies. In this paper, we report on a corpus study we conducted in order to shed light on the co-occurrence of gestures and verbal politeness strategies in face threatening situations. The results of the study will be used to inform rules for the selection of gestures in an ECA.
Gamble1 is a test-bed for affective multiparty interactions which allows us to investigate social behavior of an agent towards users and vice versa. The CASA paradigm [9] claims that agents are regarded and treated as...
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Gamble1 is a test-bed for affective multiparty interactions which allows us to investigate social behavior of an agent towards users and vice versa. The CASA paradigm [9] claims that agents are regarded and treated as social actors. Whereas in 1:1 interactions it was shown that people tend to consider their "traffic-rules" of social interaction, we know little about scenarios in which more than one user is interacting with the same agent at the same time. Copyright 2005 ACM.
Embodied conversational agents become more and more realistic concerning their conversational and their nonverbal behaviors. But if the information conveyed nonverbally exhibits clues that are not consistent with the ...
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Embodied conversational agents become more and more realistic concerning their conversational and their nonverbal behaviors. But if the information conveyed nonverbally exhibits clues that are not consistent with the verbal part of an agent's action, how will the user react to such a discrepancy? Masking ones real emotions with a smile is a naturally occuring example of such a discrepancy. But such masks are often deficient and thus subtle clues of lying and deceiving manifest themselves in facial expressions. The questions is how users will react to these clues if they are conveyed by an agent. Will they render an application unattractive or on the contrary more human-like? In this paper, we examine such facial clues to deception and present the results of two empirical studies: i.) lies in monologues by a talking head presenting movies, ii.) lies in an interactive game of dice. Copyright 2005 ACM.
Nobody would deny that music may evoke deep and profound emotions. In this paper, we present a perceptual music composition system that aims at the controlled manipulation of a user's emotional state. In contrast ...
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Nobody would deny that music may evoke deep and profound emotions. In this paper, we present a perceptual music composition system that aims at the controlled manipulation of a user's emotional state. In contrast to traditional composing techniques, the single components of a composition, such as melody, harmony, rhythm and instrumentation, are selected and combined in a user-specific manner without requiring the user to continuously provide comments on the music employing input devices, such as keyboard or mouse.
Nobody would deny that music may evoke deep and profound emotions. In this paper, we present a perceptual music composition system that aims at the controlled manipulation of a user's emotional state. In contrast ...
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ISBN:
(纸本)1577352017
Nobody would deny that music may evoke deep and profound emotions. In this paper, we present a perceptual music composition system that aims at the controlled manipulation of a user's emotional state. In contrast to traditional composing techniques, the single components of a composition, such as melody, harmony, rhythm and instrumentation, are selected and combined in a user-specific manner without requiring the user to continuously provide comments on the music employing input devices, such as keyboard or mouse.
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