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1997, Referring Phenomena in a Multimedia Context and their Computational Treatment on - ReferringPhenomena '97
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6 pages
1 file
Computer-based presentation systems leverage multimedia to create dynamic, conversational styles. This paper posits that life-like characters enhance reference encoding to world objects within presentations. A two-phase approach is introduced: it first generates high-level referential acts, then converts them into detailed animation sequences, improving cross-referencing across different presentation media and enabling personalized presentation experiences.
Proceedings of the 5th international conference on …, 2000
Life-Like Characters …, 2003
2004
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 setting. The spectrum of systems include systems that feature a single, TV-style presentation agent, dialogue systems, as well as systems that deploy multiple interactive characters. We also provide a technical view on these systems and sketch the underlying system architectures of each sample system.
1996
Abstract This paper explores the use of fast, simple computer vision techniques to add compelling visual capabilities to social user interfaces. Social interfaces involve the user in natural dialog with animated,“lifelike” characters. However, current systems employ spoken language as the only input modality. Used effectively, vision can greatly enhance the user's experience interacting with these characters. In addition, vision can provide key information to help manage the dialog and to aid the speech recognition process.
AI Magazine, 2001
… of the 2nd international conference on …, 1997
International Workshop on Information Presentation and Natural Multimodal Dialogue, 2001
1 Abstract This paper illustrates the architecture of a multimodal believable agent, provided with a personality and a social role, aiming at providing information to users engaging them in a natural conversation. To achieve this aim, we provide our agent with a mind, a dialogue manager and a body: a) the mind, according to the agent's personality, the events occuring and the user dialog move, triggers, if appropriate, an emotion; b) the dialog manager, according to an overall dialog goal and the corresponding plan to be pursued, selects the ...
Applied Artificial Intelligence, 1999
IEEE Intelligent Systems, 2006
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