Front matter
1-2
Endowing Virtual Characters with Expressive Conversational Skills
3-4
Intelligent Expression-Based Character Agent Systems
5
Past and Future Challenges in Creating Emotionally-Engaging Real-Time Digital Actors in Videogames
6-19
Engagement vs. Deceit: Virtual Humans with Human Autobiographies
20-26
A Socially-Aware Memory for Companion Agents
27-33
A Model of Personality and Emotional Traits
34-41
BDI-Based Development of Virtual Characters with a Theory of Mind
42-48
How Do Place and Objects Combine? “What-Where” Memory for Human-Like Agents
49-55
EXSTASIS – An Extended Status Model for Social Interactions
56-62
Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces
63-75
Modeling Peripersonal Action Space for Virtual Humans Using Touch and Proprioception
76-89
GNetIc – Using Bayesian Decision Networks for Iconic Gesture Generation
90-103
A Probabilistic Model of Motor Resonance for Embodied Gesture Perception
104-117
A Groovy Virtual Drumming Agent
118-124
Motion Synthesis Using Style-Editable Inverse Kinematics
125-131
Methodologies for the User Evaluation of the Motion of Virtual Humans
132-145
A Study into Preferred Explanations of Virtual Agent Behavior
146-158
Evaluating Adaptive Feedback in an Educational Computer Game
159-165
Media Equation Revisited: Do Users Show Polite Reactions towards an Embodied Agent?
166-173
The Lessons Learned in Developing Multi-user Attentive Quiz Agents
174-180
On-Site Evaluation of the Interactive COHIBIT Museum Exhibit
181-187
Evaluating an Algorithm for the Generation of Multimodal Referring Expressions in a Virtual World: A Pilot Study
188-200
Expression of Emotions Using Wrinkles, Blushing, Sweating and Tears
201-214
Impact of Expressive Wrinkles on Perception of a Virtual Character’s Facial Expressions of Emotions
215-228
Real-Time Crying Simulation
229-242
Breaking the Ice in Human-Agent Communication: Eye-Gaze Based Initiation of Contact with an Embodied Conversational Agent
243-249
An Approach for Creating and Blending Synthetic Facial Expressions of Emotion
250-256
Animating Idle Gaze in Public Places
257-271
Virtual Agents and 3D Virtual Worlds for Preserving and Simulating Cultures
272-286
One for All or One for One? The Influence of Cultural Dimensions in Virtual Agents’ Behaviour
287-300
Combining Facial and Postural Expressions of Emotions in a Virtual Character
301-307
Expression of Moral Emotions in Cooperating Agents
308-315
Evaluating Emotive Character Animations Created with Procedural Animation
316-322
Modeling Emotional Expressions as Sequences of Behaviors
323-329
I Feel What You Feel: Empathy and Placebo Mechanisms for Autonomous Virtual Humans
330-336
Predicting User Psychological Characteristics from Interactions with Empathetic Virtual Agents
337-343
When Human Coders (and Machines) Disagree on the Meaning of Facial Affect in Spontaneous Videos
344-357
Spontaneous Avatar Behavior for Human Territoriality
358-371
Tree Paths: A New Model for Steering Behaviors
372-378
A Virtual Tour Guide for Virtual Worlds
379-385
Design and Implementation of a Virtual Salesclerk
386-392
Duality of Actor and Character Goals in Virtual Drama
393-404
EMBR – A Realtime Animation Engine for Interactive Embodied Agents
405-417
Augmenting Gesture Animation with Motion Capture Data to Provide Full-Body Engagement
418-424
ION Framework – A Simulation Environment for Worlds with Virtual Agents
425-431
DTask and LiteBody: Open Source, Standards-Based Tools for Building Web-Deployed Embodied Conversational Agents
432-438
A Combined Semantic and Motion Capture Database for Real-Time Sign Language Synthesis
439-445
Mediating Performance through Virtual Agents
446-459
Teaching Computers to Conduct Spoken Interviews: Breaking the Realtime Barrier with Learning
460-466
Should Agents Speak Like, um, Humans? The Use of Conversational Fillers by Virtual Agents
467-473
Turn Management or Impression Management?
474-481
Human-Centered Distributed Conversational Modeling: Efficient Modeling of Robust Virtual Human Conversations
482-483
Issues in Dynamic Generation of Sign Language Utterances for a Web 2.0 Virtual Signer
484-485
Towards More Human-Like Episodic Memory for More Human-Like Agents
486-487
RealActor: Character Animation and Multimodal Behavior Realization System
488-489
Locomotion Animation by Using Riding Motion
490-491
Automated Generation of Emotive Virtual Humans
492-493
Little Mozart: Establishing Long Term Relationships with (Virtual) Companions
494-495
Real-Time Backchannel Selection for ECAs According to User’s Level of Interest
496-497
Virtual Autonomous Agents in an Informed Environment for Risk Prevention
498-499
An Immersive Approach to Evaluating Role Play
500-501
At the Virtual Frontier: Introducing Gunslinger, a Multi-Character, Mixed-Reality, Story-Driven Experience
502-503
Designing an Educational Game Facilitating Children’s Understanding of the Development of Social Relationships Using IVAs with Social Group Dynamics
504-505
Real-Time Rendering of Skin Changes Caused by Emotions
506-507
Extensions and Applications of Pogamut 3 Platform
508-510
Interactants’ Most Intimate Self-disclosure in Interactions with Virtual Humans
511-512
Evaluation of Novice and Expert Interpersonal Interaction Skills with a Virtual Patient
513-514
Voice Feed-Backing for Video Game Players by Real-Time Sequential Emotion Estimation from Facial Expression
515-516
RMRSBot – Using Linguistic Information to Enrich a Chatbot
517-518
Cultural Differences in Using Facial Parts as Cues to Recognize Emotions in Avatars
519-520
Adaptive Mind Agent
521-522
Study on Sensitivity to ECA Behavior Parameters
523-524
Influence of Music and Sounds in an Agent-Based Storytelling Environment
525-526
Widening the Evaluation Net
527-528
Are ECAs More Persuasive than Textual Messages?
529-530
Adapting a Virtual Agent to Users’ Vocabulary and Needs
531-532
Information State Based Multimodal Dialogue Management: Estimating Conversational Engagement from Gaze Information
533-534
Synthetic Characters with Personality and Emotion
535-536
Modelling and Implementing Irrational and Subconscious Interpersonal and Intra-personal Processes
537-538
A Method to Detect an Atmosphere of “Involvement, Enjoyment, and/or Excitement” in Multi-user Interaction
539-540
Want to Know How to Play the Game? Ask the ORACLE!
541-542
Varying Personality in Spoken Dialogue with a Virtual Human
543-544
Agent-Assisted Navigation for Virtual Worlds
545-546
A Real-Time Transfer and Adaptive Learning Approach for Game Agents in a Layered Architecture
547-548
Intelligent Tutoring Games with Agent Modeling
549-551
The Impact of Different Embodied Agent-Feedback on Users´ Behavior
552-553
Web-Based Evaluation of Talking Heads: How Valid Is It?
554-555
Gérard
Interacting with Users of French Sign Language
556-557
Method for Custom Facial Animation and Lip-Sync in an Unsupported Environment, Second LifeTM
558-559
Spectators, a Joy to Watch
560-561
IVAN – Intelligent Interactive Virtual Agent Narrators
562-563
CREACTOR – An Authoring Framework for Virtual Actors
564-565
The Multi-modal Rock-Paper-Scissors Game
566-568
A Gesture Analysis and Modeling Tool for Interactive Embodied Agents
Back matter