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Journal ArticleDOI

What makes virtual agents believable

Anton Bogdanovych, +2 more
- 01 Jan 2016 - 
- Vol. 28, Iss: 1, pp 83-108
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TLDR
The results of the study indicate that virtual agents that appear resource bounded, are aware of their environment, own interaction capabilities and their state in the world, agents that can adapt to changes in the environment and exist in correct social context are those that are being perceived as more believable.
Abstract
In this paper we investigate the concept of believability and make an attempt to isolate individual characteristics features that contribute to making virtual characters believable. As the result of this investigation we have produced a formalisation of believability and based on this formalisation built a computational framework focused on simulation of believable virtual agents that possess the identified features. In order to test whether the identified features are, in fact, responsible for agents being perceived as more believable, we have conducted a user study. In this study we tested user reactions towards the virtual characters that were created for a simulation of aboriginal inhabitants of a particular area of Sydney, Australia in 1770 A.D. The participants of our user study were exposed to short simulated scenes, in which virtual agents performed some behaviour in two different ways while possessing a certain aspect of believability vs. not possessing it. The results of the study indicate that virtual agents that appear resource bounded, are aware of their environment, own interaction capabilities and their state in the world, agents that can adapt to changes in the environment and exist in correct social context are those that are being perceived as more believable. Further in the paper we discuss these and other believability features and provide a quantitative analysis of the level of contribution for each such feature to the overall perceived believability of a virtual agent.

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Citations
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"Cognitive, social, and physiological determinants of emotional state": Erratum

TL;DR: The problem of which cues, internal or external, permit a person to label and identify his own emotional state has been with us since the days that James first tendered his doctrine that "the bodily changes follow directly the perception of the exciting fact".
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Culture and Experience

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Social Robots Are Like Real People: First Impressions, Attributes, and Stereotyping of Social Robots

TL;DR: Social robots as discussed by the authors are autonomous physical embodiments (i.e., they exist in the real world not just on a screen), and they communicate with humans via social behaviors (e.g., speech, gestures, and movement) that mimic human interactions that are linked with particular social roles that a robot might play.
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Combining trunk movement and facial expression enhances the perceived intensity and believability of an avatar's pain expression

TL;DR: It is demonstrated the critical role of idle motion when creating dynamical pain-expressing avatars, as well as the potentiating effect of body motion when combined with facial expression on the perception of avatar's pain.
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Affective interaction: Using emotions as a user interface in games

TL;DR: In this paper, a conceptual framework for Affective User Interface Design and Evaluation (AFFUIDE) has been proposed to evaluate the effect of using emotions in the form of facial expressions as a User Interface (UI) and the input of a system in virtual scenarios.
References
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John O'Keefe, +1 more
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Journal ArticleDOI

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Journal ArticleDOI

Cognitive, social, and physiological determinants of emotional state.

TL;DR: The problem of which cues, internal or external, permit a person to label and identify his own emotional state has been with us since the days that James (1890) first tendered his doctrine that "the bodily changes follow directly the perception of the exciting fact, and that our feeling of the same changes as they occur is the emotion" (p. 449) as mentioned in this paper.
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