The effect of design features on relationship quality with embodied conversational agents: a systematic review

K Loveys, G Sebaratnam, M Sagar… - International Journal of …, 2020 - Springer
Embodied conversational agents (ECAs) are increasingly used in healthcare and other
settings to improve self-management and provide companionship. Their ability to form close …

First impressions in human--agent virtual encounters

A Cafaro, HH Vilhjálmsson, T Bickmore - ACM Transactions on …, 2016 - dl.acm.org
In greeting encounters, first impressions of personality and attitude are quickly formed and
might determine important relational decisions, such as the likelihood and frequency of …

First impressions: Users' judgments of virtual agents' personality and interpersonal attitude in first encounters

A Cafaro, HH Vilhjálmsson, T Bickmore… - Intelligent Virtual Agents …, 2012 - Springer
In first encounters people quickly form impressions of each other's personality and
interpersonal attitude. We conducted a study to investigate how this transfers to first …

Real-time multi-map saliency-driven gaze behavior for non-conversational characters

I Goudé, A Bruckert, AH Olivier, J Pettré… - … on Visualization and …, 2023 - ieeexplore.ieee.org
Gaze behavior of virtual characters in video games and virtual reality experiences is a key
factor of realism and immersion. Indeed, gaze plays many roles when interacting with the …

Supporting human–robot interaction based on the level of visual focus of attention

D Das, MG Rashed, Y Kobayashi… - IEEE Transactions on …, 2015 - ieeexplore.ieee.org
We propose a human-robot interaction approach for social robots that attracts and controls
the attention of a target person depending on her/his current visual focus of attention. The …

A realistic, virtual head for human–computer interaction

S Marcos, J Gómez-García-Bermejo… - Interacting with …, 2010 - academic.oup.com
In this paper an interactive and realistic virtual head oriented to human–computer interaction
and social robotics is presented. It has been designed following a hybrid approach, taking …

Evaluating animated characters: Facial motion magnitude influences personality perceptions

J Hyde, EJ Carter, S Kiesler, JK Hodgins - ACM Transactions on Applied …, 2016 - dl.acm.org
Animated characters are expected to fulfill a variety of social roles across different domains.
To be successful and effective, these characters must display a wide range of personalities …

Human-technology relationality and self-network organization: Players and avatars in World of Warcraft

J Banks - 2013 - search.proquest.com
Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular
digital media experience whereby identity emerges as players contribute materially to play …

User-Avatar discrepancy scale: a comparative measurement of self and avatar views

T Brown, L Blinka, K Dadswell, R Kowert… - Behaviour & …, 2024 - Taylor & Francis
An avatar is one's figure of representation within the virtual world. The user-avatar bond is
suggested to carry information about who/how the person is in their real life. Discrepancies …

A head movement propensity model for animating gaze shifts and blinks of virtual characters

C Peters, A Qureshi - Computers & Graphics, 2010 - Elsevier
An automatic model is presented for animating gaze shifts of virtual characters towards
target locations in a virtual environment. Two connected components are described: an eye …