Embodied conversational interface agents
By Justine Cassell. CACM, 2000
410 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Social Psychology
View Paper: https://www.semanticscholar.org/paper/92b701bec2a86d0c3f5655e8e9116e87608f5341
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Sarah Spiekermann
- Bettina Berendt
- Jens Grossklags
- Brian Scassellati
- Henny Admoni
- Nikolaos Mavridis
- Jessica K. Hodgins
- Sean Zdenek
In Social Psychology
- Brian Scassellati
- Henny Admoni
- Nikolaos Mavridis
- Sarah Spiekermann
- Jens Grossklags
- Jessica K. Hodgins
- Sean Zdenek
- Cynthia Lynn Breazeal
Citations in the corpus
- A review of verbal and non-verbal human-robot interactive communication (2014, background): “Pioneering work towards affective human-robot interaction includes [101] where, extending upon analogous research from virtual avatars such as Rea [102], Steve [103], and Greta [104], Cynthia Breazeal presents an interactive emotion and drive system for the Kismet robot [105], which is capable of…”
- Social eye gaze in human-robot interaction (2017, background): “Virtual agents were imbued with eye gaze as a means of capturing attention, maintaining engagement, and increasing conversational fluidity with human users (Cassell, 2000).”
- E-privacy in 2nd generation E-commerce: privacy preferences versus actual behavior (2001, background): “Researchers in marketing, computer science, psychology and many other disciplines have therefore started to work in this direction, investigating opportunities inherent in agent technology [3,14,22,27,29], data mining [6,24], and interface design [9,17,23,25].”
- “Just Roll Your Mouse Over Me”: Designing Virtual Women for Customer Service on the Web (2007, background): “The Gender and Narrative Language (GNL) group at MIT’s Media Lab (see Cassell, 2000) has made it a habit in its research articles of virtually ignoring the gender of its characters.”
- Interactive control of avatars animated with human motion data (2002, background): “Many of the applications envisioned for avatars have involved interpersonal communication and as a result, much of the research has focused on the subtle aspects of the avatar’s appearance and motion that are essential for communication: facial expressions, speech, eye gaze direction, and emotional ”