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Summary The entertainment world is full of applications for expressive, adaptive agents. Many of these applications feature some sort of “creatures” — anthropomorphic or not — that maintain the illusion of life while interacting both with one another and with human participants. This chapter discusses agent-based approaches to implementing those creatures, beginning with a discussion of high-level...
Summary A conversational agent aspiring to be believable in an emotional domain should be able to combine its rational and emotional intelligence in a consistent way. We claim that a cognitive model of emotion activation may contribute to this aim by providing knowledge to be employed in modeling emotion regulation and its influence on the dialog dynamics. We show how an XML markup language contributes...
Summary The World Wide Web contains a vast amount of various information stored in a huge number of distributed web sites. Search engines and information agents have been developed to facilitate efficient information retrieval tasks from the web. By integrating multiple search engines and information agents as an interoperable system, we increase each value of them. In conventional information integration...
Summary A person’s behavior provides significant information about their emotional state, attitudes, and attention. Our goal is to create virtual humans that convey such information to people while interacting with them in virtual worlds. The virtual humans must respond dynamically to the events surrounding them, which are fundamentally influenced by users’ actions, while providing an illusion of...
Summary In this chapter we describe the experiences we had at our group in building synthetic characters for virtual story-telling and games applications. We provide an analysis framework useful to classify the autonomy of synthetic characters versus the control of the users over those characters. In this framework we distinguish several types of autonomy of characters, in particular: scripted; partially...
Summary Embodied conversational agents provide a promising option for presenting information to users. This contribution revisits a number of past and ongoing systems with animated characters that have been developed at DFKI. While in all systems the purpose of using characters is to convey information to the user, there are significant variations in the style of presentation and the assumed conversational...
Summary In this chapter, we describe life-like character-based systems developed in the context of our personal guidance system. We first present PalmGuide, a handheld tour guidance system. After that, we present two character-based systems to facilitate knowledge interactions among users. One is AgentSalon, a display showing conversations between personal agents according to their users’ profiles...
Summary This chapter describes a system called Kairai and its Natural Language Understanding (NLU) capabilities. It identifies its strength and shortcomings and identifies requirements for future NLU systems. The NLU research environment has changed drastically in the past two decades. Better technologies in speech recognition, natural language processing, and computer graphics are now available and...
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