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Computer Science - Artificial Intelligence | Intelligent Virtual Agents - 9th International Conference, IVA 2009 Amsterdam, The Netherlands,

Intelligent Virtual Agents

9th International Conference, IVA 2009 Amsterdam, The Netherlands, September 14-16, 2009 Proceedings

Ruttkay, Z., Kipp, M., Nijholt, A., Vilhjálmsson, H.H. (Eds.)

2009, XIX, 571 p.

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This book constitutes the refereed proceedings of the 9th International Conference on Intelligent Virtual Agents, IVA 2009, held in Amsterdam, The Netherlands, in September 2009.

The 19 revised full papers and 30 revised short papers presented together with 35 poster papers, three keynote talks, and 7 GALA papers were carefully reviewed and selected from 104 submissions. The papers are organized in topical sections on personality and memory, gesture and bodily behavior, evaluation, facial expression and gaze, culture, affect and empathy, agents in virtual worlds and games, tools and motion capture, and speech and dialogue.

Content Level » Research

Keywords » 3D modeling - BDI agents - Intelligent Virtual Agents - affective computing - agents - animation systems - avatar - behavior description - constrained optimization - education - emotion - emotional agents - facial animation - human-computer interaction - intelligent agents

Related subjects » Artificial Intelligence - Database Management & Information Retrieval - General Issues - HCI

Table of contents 

Keynote Talks.- Endowing Virtual Characters with Expressive Conversational Skills.- Intelligent Expression-Based Character Agent Systems.- Past and Future Challenges in Creating Emotionally-Engaging Real-Time Digital Actors in Videogames.- Personality and Memory.- Engagement vs. Deceit: Virtual Humans with Human Autobiographies.- A Socially-Aware Memory for Companion Agents.- A Model of Personality and Emotional Traits.- BDI-Based Development of Virtual Characters with a Theory of Mind.- How Do Place and Objects Combine? “What-Where” Memory for Human-Like Agents.- EXSTASIS – An Extended Status Model for Social Interactions.- Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces.- Gesture and Bodily Behavior.- Modeling Peripersonal Action Space for Virtual Humans Using Touch and Proprioception.- GNetIc – Using Bayesian Decision Networks for Iconic Gesture Generation.- A Probabilistic Model of Motor Resonance for Embodied Gesture Perception.- A Groovy Virtual Drumming Agent.- Motion Synthesis Using Style-Editable Inverse Kinematics.- Methodologies for the User Evaluation of the Motion of Virtual Humans.- Evaluation.- A Study into Preferred Explanations of Virtual Agent Behavior.- Evaluating Adaptive Feedback in an Educational Computer Game.- Media Equation Revisited: Do Users Show Polite Reactions towards an Embodied Agent?.- The Lessons Learned in Developing Multi-user Attentive Quiz Agents.- On-Site Evaluation of the Interactive COHIBIT Museum Exhibit.- Evaluating an Algorithm for the Generation of Multimodal Referring Expressions in a Virtual World: A Pilot Study.- Facial Expression and Gaze.- Expression of Emotions Using Wrinkles, Blushing, Sweating and Tears.- Impact of Expressive Wrinkles on Perception of a Virtual Character’s Facial Expressions of Emotions.- Real-Time Crying Simulation.- Breaking the Ice in Human-Agent Communication: Eye-Gaze Based Initiation of Contact with an Embodied Conversational Agent.- An Approach for Creating and Blending Synthetic Facial Expressions of Emotion.- Animating Idle Gaze in Public Places.- Culture, Affect and Empathy.- Virtual Agents and 3D Virtual Worlds for Preserving and Simulating Cultures.- One for All or One for One? The Influence of Cultural Dimensions in Virtual Agents’ Behaviour.- Combining Facial and Postural Expressions of Emotions in a Virtual Character.- Expression of Moral Emotions in Cooperating Agents.- Evaluating Emotive Character Animations Created with Procedural Animation.- Modeling Emotional Expressions as Sequences of Behaviors.- I Feel What You Feel: Empathy and Placebo Mechanisms for Autonomous Virtual Humans.- Predicting User Psychological Characteristics from Interactions with Empathetic Virtual Agents.- When Human Coders (and Machines) Disagree on the Meaning of Facial Affect in Spontaneous Videos.- Agents in Virtual Worlds and Games.- Spontaneous Avatar Behavior for Human Territoriality.- Tree Paths: A New Model for Steering Behaviors.- A Virtual Tour Guide for Virtual Worlds.- Design and Implementation of a Virtual Salesclerk.- Duality of Actor and Character Goals in Virtual Drama.- Tools and Motion Capture.- EMBR – A Realtime Animation Engine for Interactive Embodied Agents.- Augmenting Gesture Animation with Motion Capture Data to Provide Full-Body Engagement.- ION Framework – A Simulation Environment for Worlds with Virtual Agents.- DTask and LiteBody: Open Source, Standards-Based Tools for Building Web-Deployed Embodied Conversational Agents.- A Combined Semantic and Motion Capture Database for Real-Time Sign Language Synthesis.- Mediating Performance through Virtual Agents.- Speech and Dialogue.- Teaching Computers to Conduct Spoken Interviews: Breaking the Realtime Barrier with Learning.- Should Agents Speak Like, um, Humans? The Use of Conversational Fillers by Virtual Agents.- Turn Management or Impression Management?.- Human-Centered Distributed Conversational Modeling: Efficient Modeling of Robust Virtual Human Conversations.- Posters.- Issues in Dynamic Generation of Sign Language Utterances for a Web 2.0 Virtual Signer.- Towards More Human-Like Episodic Memory for More Human-Like Agents.- RealActor: Character Animation and Multimodal Behavior Realization System.- Locomotion Animation by Using Riding Motion.- Automated Generation of Emotive Virtual Humans.- Little Mozart: Establishing Long Term Relationships with (Virtual) Companions.- Real-Time Backchannel Selection for ECAs According to User’s Level of Interest.- Virtual Autonomous Agents in an Informed Environment for Risk Prevention.- An Immersive Approach to Evaluating Role Play.- At the Virtual Frontier: Introducing Gunslinger, a Multi-Character, Mixed-Reality, Story-Driven Experience.- Designing an Educational Game Facilitating Children’s Understanding of the Development of Social Relationships Using IVAs with Social Group Dynamics.- Real-Time Rendering of Skin Changes Caused by Emotions.- Extensions and Applications of Pogamut 3 Platform.- Interactants’ Most Intimate Self-disclosure in Interactions with Virtual Humans.- Evaluation of Novice and Expert Interpersonal Interaction Skills with a Virtual Patient.- Voice Feed-Backing for Video Game Players by Real-Time Sequential Emotion Estimation from Facial Expression.- RMRSBot – Using Linguistic Information to Enrich a Chatbot.- Cultural Differences in Using Facial Parts as Cues to Recognize Emotions in Avatars.- Adaptive Mind Agent.- Study on Sensitivity to ECA Behavior Parameters.- Influence of Music and Sounds in an Agent-Based Storytelling Environment.- Widening the Evaluation Net.- Are ECAs More Persuasive than Textual Messages?.- Adapting a Virtual Agent to Users’ Vocabulary and Needs.- Information State Based Multimodal Dialogue Management: Estimating Conversational Engagement from Gaze Information.- Synthetic Characters with Personality and Emotion.- Modelling and Implementing Irrational and Subconscious Interpersonal and Intra-personal Processes.- A Method to Detect an Atmosphere of “Involvement, Enjoyment, and/or Excitement” in Multi-user Interaction.- Want to Know How to Play the Game? Ask the ORACLE!.- Varying Personality in Spoken Dialogue with a Virtual Human.- Agent-Assisted Navigation for Virtual Worlds.- A Real-Time Transfer and Adaptive Learning Approach for Game Agents in a Layered Architecture.- Intelligent Tutoring Games with Agent Modeling.- The Impact of Different Embodied Agent-Feedback on Users´ Behavior.- Web-Based Evaluation of Talking Heads: How Valid Is It?.- GALA Papers.- Gérard.- Method for Custom Facial Animation and Lip-Sync in an Unsupported Environment, Second LifeTM.- Spectators, a Joy to Watch.- IVAN – Intelligent Interactive Virtual Agent Narrators.- CREACTOR – An Authoring Framework for Virtual Actors.- The Multi-modal Rock-Paper-Scissors Game.- A Gesture Analysis and Modeling Tool for Interactive Embodied Agents.

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