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Collaborating Authors

 Rist, Thomas


Controlling the Behavior of Animated Presentation Agents in the Interface: Scripting versus Instructing

AI Magazine

Lifelike characters, or animated agents, provide a promising option for interface development because they allow us to draw on communication and interaction styles with which humans are already familiar. In this contribution, we revisit some of our past and ongoing projects to motivate an evolution of character-based presentation systems. This evolution starts from systems in which a character presents information content in the style of a TV presenter. It moves on with the introduction of presentation teams that convey information to the user by performing role plays. To explore new forms of active user involvement during a presentation, the next step can lead to systems that convey information in the style of interactive performances. From a technical point of view, this evaluation is mirrored in different approaches to determine the behavior of the employed characters. By means of concrete applications, we argue that a central planning component for automated agent scripting is not always a good choice, especially not in the case of interactive performances where the user might take on an active role as well.


Three RoboCup Simulation League Commentator Systems

AI Magazine

Three systems that generate real-time natural language commentary on the RoboCup simulation league are presented, and their similarities, differences, and directions for the future discussed. Although they emphasize different aspects of the commentary problem, all three systems take simulator data as input and generate appropriate, expressive, spoken commentary in real time.


Three RoboCup Simulation League Commentator Systems

AI Magazine

The information it provides a dynamic, real-time environment units resulting from such an analysis in which it is still relatively easy for tasks to be encode a deeper understanding of the timevarying classified, monitored, and assessed. Moreover, scene to be described. They include a commentary system has severe time restrictions spatial relations for the explicit characterization imposed by the flow of the game and is of spatial arrangements of objects as well thus a good test bed for research into real-time as representations of recognized object movements.