3,704 research outputs found
An Incremental Multimodal Realizer for Behavior Co-Articulation and Coordination
van Welbergen H, Reidsma D, Kopp S. An Incremental Multimodal Realizer for Behavior Co-Articulation and Coordination. In: Nakano Y, Neff M, Paiva A, Walker M, eds. Intelligent virtual agents : 12th international conference, proceedings. Lecture Notes in Computer Science. Vol 7502. Berlin ; Heidelberg: Springer; 2012: 175-188
Meaning in Life as a Source of Entertainment
In this paper we mean to introduce into the field of entertainment computing an overview of insights concerning fundamental human needs. Researchers such as Hassenzahl and Desmet, discuss design approaches based on psychological insights from various and varied sources. We collect these and expand them with a focus on meaning in life as seen in humanistic philosophy. We summarise the various roles that these insights can play in our research on new technology, and illustrate the discussion with examples from the field of computer entertainment
Advances in Computer Entertainment: 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings
These are the proceedings of the 10th International Conference on Advances in Computer Entertainment (ACE 2013), hosted by the Human Media Interaction research group of the Centre for Telematics and Information Technology at the University of Twente, The Netherlands. The ACE series of conferences, held yearly since 2004, has always been lively and interactive events. There are not just mainly paper presentations, but also many creative showcases, demonstrations, workshops, and often a game competition as well. For ten years now, ACE has shown itself to be a strong and vibrant community. Throughout the years, there has been a common element that ties together many of the different types of work presented at ACE. In their contributions, authors not only present solutions to known problems, or observe and describe aspects of the technological reality that is out there, but also actively explore what new things they can make, and why these new things might be important or interestingly different
Advances in Computer Entertainment: 9th International Conference, ACE 2012, Kathmandu, Nepal, November 3-5, 2012. Proceedings
This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications
Intelligent Technologies for Interactive Entertainment: Third International Conference, INTETAIN 2009, Amsterdam, The Netherlands, June 22-24, 2009. Proceedings
These are the proceedings of the 3rd International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN 09). The first edition of this conference, organised in Madonna di Campiglio, saw the gathering of a diverse audience with broad and varied interests. With presentations on topics ranging from underlying technology to intelligent interaction and entertainment applications, several inspiring invited lectures, a demonstration session and a hands-on design garage, that first edition of INTETAIN generated a lot of interaction between participants in a lively atmosphere. We hope that we have managed to continue this direction with the third edition, which will take place in Amsterdam, following the second edition held in Cancun. The submissions for short and long papers this year show a certain focus on topics such as emergent games, exertion interfaces and embodied interaction, but also cover important topics of the previous editions, such as, affective user interfaces, story telling, sensors, tele-presence in entertainment, animation, edutainment, and (interactive) art. The presentation of the accepted papers, together with the many interactive demonstrations of entertainment and art installations, and other participative activities to be held during the conference, should go some way towards recreating the open and interactive atmosphere that has been the goal of INTETAIN since its beginning. In addition to the aforementioned papers and demonstrations, we are happy to present contributions from three excellent invited speakers for INTETAIN 09. Matthias Rauterberg of Eindhoven University, in his contribution titled “Entertainment Computing, Social Transformation and the Quantum Field��?, takes a broad view as he discusses positive aspects of entertainment computing regarding its capacity for social transformation. Michael Mateas, of the University of California, Santa Cruz, talks about his work in interactive art and storytelling. Antonio Camurri, of InfoMus Lab, Genova, discusses an approach to Human Music Interaction that assigns a more active role to users listening to and interacting with music, in his contribution titled “Non-verbal full body emotional and social interaction: a case study on multimedia systems for active music listening��?
Establishing Rapport with a Virtual Dancer
Nijholt A, Reidsma D, van Welbergen H. Establishing Rapport with a Virtual Dancer. In: Proceedings (re)Actor. The First International Conference on Digital Live Art. London, UK; 2006: 2
Things that Make Robots Go HMMM : Heterogeneous Multilevel Multimodal Mixing to Realise Fluent, Multiparty, Human-Robot Interaction
Fluent, multi-party, human-robot interaction calls for the mixing of deliberate conversational behaviour and re- active, semi-autonomous behaviour. In this project, we worked on a novel, state-of-the-art setup for realising such interactions. We approach this challenge from two sides. On the one hand, a dialogue manager requests deliberative behaviour and setting parameters on ongoing (semi)autonomous behaviour. On the other hand, robot control software needs to translate and mix these deliberative and bottom-up behaviours into consistent and coherent motion. The two need to collaborate to create behaviour that is fluent, naturally varied, and well-integrated. The resulting challenge is that, at the same time, this behaviour needs to conform to both high level requirements and to content and timing that are set by the dialogue manager. We tackled this challenge by designing a framework which can mix these two types of behaviour, using AsapRealizer, a Behaviour Markup Language realiser. We call this Heterogeneous Multilevel Mul- timodal Mixing (HMMM). Our framework is showcased in a scenario which revolves around a robot receptionist which is able to interact with multiple users
Local Author Book Talk: W Dennis Keating--Cleveland and the Civil War
Although removed from the frontlines, Cleveland played an active role in national events before, during and after the Civil War. Author W. Dennis Keating, member and past president of the Cleveland Civil War Roundtable, and CSU Emeritus Professor, creates a panoramic view of the city through one of the nation’s most troubled times.
Please register at https://forms.gle/ueW83GXg7MYS61MK8
Design and Development of a Physical and a Virtual Embodied Conversational Agent for Social Support of Older Adults
Populations in developed societies show an increasingly higher life expectancy across the globe. To support older adults to live longer and healthier lives in the familiar surroundings of their homes, technological developments, such as robots and avatars, have a great potential. To investigate long-term interactions between older adults and a "bi-bodied conversational agent" (an agent that has both an avatar and a robot embodiment), a user-centred design approach was employed in the design and development of a conversational agent. Firstly, the requirements of the agent were elicited through a set of focus groups with the target users – older adults. Then, the agent was iteratively designed and implemented: a robot body and avatar body were created. Finally, a Wizard-of-Oz control panel was created to control and compare each of the two bodies. Current research outcomes describe the elicited requirements baseline of a bi-bodied conversational agent for older adults. Future research involves the use of this set-up to investigate long-term interaction between older adults and a bibodied conversational agent
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