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2023-05-12
Shubham, Kumar, Venkatesan, Laxmi Narayen Nagarajan, Jayagopi, Dinesh Babu, Tumuluri, Raj.  2022.  Multimodal Embodied Conversational Agents: A discussion of architectures, frameworks and modules for commercial applications. 2022 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR). :36–45.
With the recent advancements in automated communication technology, many traditional businesses that rely on face-to-face communication have shifted to online portals. However, these online platforms often lack the personal touch essential for customer service. Research has shown that face-to- face communication is essential for building trust and empathy with customers. A multimodal embodied conversation agent (ECA) can fill this void in commercial applications. Such a platform provides tools to understand the user’s mental state by analyzing their verbal and non-verbal behaviour and allows a human-like avatar to take necessary action based on the context of the conversation and as per social norms. However, the literature to understand the impact of ECA agents on commercial applications is limited because of the issues related to platform and scalability. In our work, we discuss some existing work that tries to solve the issues related to scalability and infrastructure. We also provide an overview of the components required for developing ECAs and their deployment in various applications.
ISSN: 2771-7453
2019-02-25
Hai, Wen, Jain, Nisha, Wydra, Andrzej, Thalmann, Nadia Magnenat, Thalmann, Daniel.  2018.  Increasing the Feeling of Social Presence by Incorporating Realistic Interactions in Multi-Party VR. Proceedings of the 31st International Conference on Computer Animation and Social Agents. :7-10.
Behavioral realism and realistic interactions are major criteria for improving social presence in virtual reality environments. We focus on multi-party VR applications where computer agents and avatars interact, share and collaborate with each other using objects. Our formulation employs realistic animations to simulate human-like behavioral motions of computer agents while they interact with avatars to enhance the sense of social presence in the VR environment. We exemplify our proposed model in a VR volleyball game setup. We model specific underlying interactions like gazing, collision detection and miscellaneous reactions (like how to pick a volleyball, how to transfer the ball to server) between computers players and avatars in the VR Volleyball game. We conduct a preliminary user survey to illustrate the significance of inclusion of realistic interactions for improving sense of social presence in a multi-party VR environment.
2018-12-10
Häuslschmid, Renate, von Bülow, Max, Pfleging, Bastian, Butz, Andreas.  2017.  SupportingTrust in Autonomous Driving. Proceedings of the 22Nd International Conference on Intelligent User Interfaces. :319–329.
Autonomous cars will likely hit the market soon, but trust into such a technology is one of the big discussion points in the public debate. Drivers who have always been in complete control of their car are expected to willingly hand over control and blindly trust a technology that could kill them. We argue that trust in autonomous driving can be increased by means of a driver interface that visualizes the car's interpretation of the current situation and its corresponding actions. To verify this, we compared different visualizations in a user study, overlaid to a driving scene: (1) a chauffeur avatar, (2) a world in miniature, and (3) a display of the car's indicators as the baseline. The world in miniature visualization increased trust the most. The human-like chauffeur avatar can also increase trust, however, we did not find a significant difference between the chauffeur and the baseline.
2017-10-18
Zha, Xiaojie, Bourguet, Marie-Luce.  2016.  Experimental Study to Elicit Effective Multimodal Behaviour in Pedagogical Agents. Proceedings of the International Workshop on Social Learning and Multimodal Interaction for Designing Artificial Agents. :1:1–1:6.

This paper describes a small experimental study into the use of avatars to remediate the lecturer's absence in voice-over-slide material. Four different avatar behaviours are tested. Avatar A performs all the upper-body gestures of the lecturer, which were recorded using a 3D depth sensor. Avatar B is animated using few random gestures in order to create a natural presence that is unrelated to the speech. Avatar C only performs the lecturer's pointing gestures, as these are known to indicate important parts of a lecture. Finally, Avatar D performs "lecturer-like" gestures, but these are desynchronised with the speech. Preliminary results indicate students' preference for Avatars A and C. Although the effect of avatar behaviour on learning did not prove statistically significant, students' comments indicate that an avatar that behaves quietly and only performs some of the lecturer's gestures (pointing) is effective. The paper also presents a simple empirical method for automatically detecting pointing gestures in Kinect recorded lecture data.