The effect of design features on relationship quality with embodied conversational agents: a systematic review
Embodied conversational agents (ECAs) are increasingly used in healthcare and other
settings to improve self-management and provide companionship. Their ability to form close …
settings to improve self-management and provide companionship. Their ability to form close …
First impressions in human--agent virtual encounters
In greeting encounters, first impressions of personality and attitude are quickly formed and
might determine important relational decisions, such as the likelihood and frequency of …
might determine important relational decisions, such as the likelihood and frequency of …
First impressions: Users' judgments of virtual agents' personality and interpersonal attitude in first encounters
In first encounters people quickly form impressions of each other's personality and
interpersonal attitude. We conducted a study to investigate how this transfers to first …
interpersonal attitude. We conducted a study to investigate how this transfers to first …
Real-time multi-map saliency-driven gaze behavior for non-conversational characters
Gaze behavior of virtual characters in video games and virtual reality experiences is a key
factor of realism and immersion. Indeed, gaze plays many roles when interacting with the …
factor of realism and immersion. Indeed, gaze plays many roles when interacting with the …
Supporting human–robot interaction based on the level of visual focus of attention
We propose a human-robot interaction approach for social robots that attracts and controls
the attention of a target person depending on her/his current visual focus of attention. The …
the attention of a target person depending on her/his current visual focus of attention. The …
A realistic, virtual head for human–computer interaction
In this paper an interactive and realistic virtual head oriented to human–computer interaction
and social robotics is presented. It has been designed following a hybrid approach, taking …
and social robotics is presented. It has been designed following a hybrid approach, taking …
Evaluating animated characters: Facial motion magnitude influences personality perceptions
Animated characters are expected to fulfill a variety of social roles across different domains.
To be successful and effective, these characters must display a wide range of personalities …
To be successful and effective, these characters must display a wide range of personalities …
Human-technology relationality and self-network organization: Players and avatars in World of Warcraft
J Banks - 2013 - search.proquest.com
Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular
digital media experience whereby identity emerges as players contribute materially to play …
digital media experience whereby identity emerges as players contribute materially to play …
User-Avatar discrepancy scale: a comparative measurement of self and avatar views
An avatar is one's figure of representation within the virtual world. The user-avatar bond is
suggested to carry information about who/how the person is in their real life. Discrepancies …
suggested to carry information about who/how the person is in their real life. Discrepancies …
A head movement propensity model for animating gaze shifts and blinks of virtual characters
An automatic model is presented for animating gaze shifts of virtual characters towards
target locations in a virtual environment. Two connected components are described: an eye …
target locations in a virtual environment. Two connected components are described: an eye …