Creating Interactive Virtual Humans: Some Assembly Required
By J. Gratch, Jeff Rickel, Elisabeth André, Justine Cassell, E. Petajan, N. Badler. IEEE Intelligent Systems, 2002
431 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Control and Systems Engineering, Social Psychology
View Paper: https://www.semanticscholar.org/paper/938658b6d86b74be6a22741a1ca24fded5c2bbf4
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
In Control and Systems Engineering
In Social Psychology
- Jesse Fox
- Stacy C. Marsella
- Jonathan Gratch
- Jeremy N. Bailenson
- Sun Joo Grace Ahn
- Emiel Krahmer
- John Edwin Laird
- Bart Verheij
Citations in the corpus
- A domain-independent framework for modeling emotion (2004, background): “In particular, we have addressed the problem of building virtual humans, software entities that look and act like people, but live in simulated graphical environments and can freely interact with humans immersed in the environment (Gratch et al., 2002).”
- Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence (2015, background): “They often serve as conduits for verbal and nonverbal communication (Bente, Rüggenberg, Krämer, & Eschenburg, 2008; Gratch et al., 2002).”
- Computational Generation of Referring Expressions: A Survey (2012, background): “the understanding and generation of referring expressions (Kelleher, Costello, and van Genabith 2005; Kelleher and Kruijff 2006). A partial answer to the second question is offered by Deb Roy and colleagues (e.g., Roy and Penland (2002) and Roy (2005)) who present a computational model for automatic”
- Conversational Agents and Natural Language Interaction: Techniques and Effective Practices (2011, background): “Virtual patients are artificially intelligent virtual human agents that control computer generated avatar bodies and can interact with users through speech and gesture in virtual environments (Gratch et al., 2002).”