TL;DR: Embodied conversational agents as mentioned in this paper are computer-generated cartoonlike characters that demonstrate many of the same properties as humans in face-to-face conversation, including the ability to produce and respond to verbal and nonverbal communication.
Abstract: Embodied conversational agents are computer-generated cartoonlike characters that demonstrate many of the same properties as humans in face-to-face conversation, including the ability to produce and respond to verbal and nonverbal communication. They constitute a type of (a) multimodal interface where the modalities are those natural to human conversation: speech, facial displays, hand gestures, and body stance; (b) software agent, insofar as they represent the computer in an interaction with a human or represent their human users in a computational environment (as avatars, for example); and (c) dialogue system where both verbal and nonverbal devices advance and regulate the dialogue between the user and the computer. With an embodied conversational agent, the visual dimension of interacting with an animated character on a screen plays an intrinsic role. Not just pretty pictures, the graphics display visual features of conversation in the same way that the face and hands do in face-to-face conversation among humans.This book describes research in all aspects of the design, implementation, and evaluation of embodied conversational agents as well as details of specific working systems. Many of the chapters are written by multidisciplinary teams of psychologists, linguists, computer scientists, artists, and researchers in interface design. The authors include Elisabeth Andre, Norm Badler, Gene Ball, Justine Cassell, Elizabeth Churchill, James Lester, Dominic Massaro, Cliff Nass, Sharon Oviatt, Isabella Poggi, Jeff Rickel, and Greg Sanders.
TL;DR: It is argued that the only way to fullymodel the richness of human I&+ to-face communication is torely on conversational analysis that describes sets of conversational behaviors as fi~lfilling conversational functions, both interactional and propositional.
Abstract: In this paper, we argue for embodied corrversational characters as the logical extension of the metaphor of human - computer interaction as a conversation. We argue that the only way to fully model the richness of human I&+ to-face communication is to rely on conversational analysis that describes sets of conversational behaviors as fi~lfilling conversational functions, both interactional and propositional. We demonstrate how to implement this approach in Rea, an embodied conversational agent that is capable of both multimodal input understanding and output generation in a limited application domain. Rea supports both social and task-oriented dialogue. We discuss issues that need to be addressed in creating embodied conversational agents, and describe the architecture of the Rea interface.
TL;DR: The experiment reported here tested Argyle and Dean's (1965) equilibrium theory's specification of an inverse relationship between mutual gaze, a nonverbal cue signaling intimacy, and interpersonal distance in the study of proxemics via immersive virtual environment technology.
Abstract: During the last half of the twentieth century, psychologists and anthropologists have studied proxemics, or spacing behavior, among people in many contexts. As we enter the twenty-first century, immersive virtual environment technology promises new experimental venues in which researchers can study proxemics. Immersive virtual environments provide realistic and compelling experimental settings without sacrificing experimental control. The experiment reported here tested Argyle and Dean's (1965) equilibrium theory's specification of an inverse relationship between mutual gaze, a nonverbal cue signaling intimacy, and interpersonal distance. Participants were immersed in a three-dimensional virtual room in which a virtual human representation (that is, an embodied agent) stood. Under the guise of a memory task, participants walked towards and around the agent. Distance between the participant and agent was tracked automatically via our immersive virtual environment system. All participants maintained more space around agents than they did around similarly sized and shaped but nonhuman-like objects. Female participants maintained more interpersonal distance between themselves and agents who engaged them in eye contact (that is, mutual gaze behavior) than between themselves and agents who did not engage them in eye contact, whereas male participants did not. Implications are discussed for the study of proxemics via immersive virtual environment technology, as well as the design of virtual environments and virtual humans.
TL;DR: This work describes a model of social dialogue, an implementation in an embodied conversation agent, and an experiment in which social dialogue was demonstrated to have an effect on trust, for users with a disposition to be extroverts.
Abstract: Building trust with users is crucial in a wide range of applications, such as financial transactions, and some minimal degree of trust is required in all applications to even initiate and maintain an interaction with a user Humans use a variety of relational conversational strategies, including small talk, to establish trusting relationships with each other We argue that such strategies can also be used by interface agents, and that embodied conversational agents are ideally suited for this task given the myriad cues available to them for signaling trustworthiness We describe a model of social dialogue, an implementation in an embodied conversation agent, and an experiment in which social dialogue was demonstrated to have an effect on trust, for users with a disposition to be extroverts
TL;DR: In this paper, the authors present a framework for multi-agent collaboration and discuss results of a working prototype, based on learning agents for electronic mail, which can assist users with daily computer-based tasks.
Abstract: Interface agents are semi-intelligent systems which assist users with daily computer-based tasks. Recently, various researchers have proposed a learning approach towards building such agents and some working prototypes have been demonstrated. Such agents learn by 'watching over the shoulder' of the user and detecting patterns and regularities in the user's behavior. Despite the successes booked, a major problem with the learning approach is that the agent has to learn from scratch and thus takes some time becoming useful. Secondly, the agent's competence is necessarily limited to actions it has seen the user perform. Collaboration between agents assisting different users can alleviate both of these problems. We present a framework for multi-agent collaboration and discuss results of a working prototype, based on learning agents for electronic mail.