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 embodied conversational agent


Comparing Photorealistic and Animated Embodied Conversational Agents in Serious Games: An Empirical Study on User Experience

arXiv.org Artificial Intelligence

Embodied conversational agents (ECAs) are paradigms of conversational user interfaces in the form of embodied characters. While ECAs offer various manipulable features, this paper focuses on a study conducted to explore two distinct levels of presentation realism. The two agent versions are photorealistic and animated. The study aims to provide insights and design suggestions for speech-enabled ECAs within serious game environments. A within-subjects, two-by-two factorial design was employed for this research with a cohort of 36 participants balanced for gender. The results showed that both the photorealistic and the animated versions were perceived as highly usable, with overall mean scores of 5.76 and 5.71, respectively. However, 69.4 per cent of the participants stated they preferred the photorealistic version, 25 per cent stated they preferred the animated version and 5.6 per cent had no stated preference. The photorealistic agents were perceived as more realistic and human-like, while the animated characters made the task feel more like a game. Even though the agents' realism had no significant effect on usability, it positively influenced participants' perceptions of the agent. This research aims to lay the groundwork for future studies on ECA realism's impact in serious games across diverse contexts.


Spoken Humanoid Embodied Conversational Agents in Mobile Serious Games: A Usability Assessment

arXiv.org Artificial Intelligence

This paper presents an empirical investigation of the extent to which spoken Humanoid Embodied Conversational Agents (HECAs) can foster usability in mobile serious game (MSG) applications. The aim of the research is to assess the impact of multiple agents and illusion of humanness on the quality of the interaction. The experiment investigates two styles of agent presentation: an agent of high human-likeness (HECA) and an agent of low human-likeness (text). The purpose of the experiment is to assess whether and how agents of high humanlikeness can evoke the illusion of humanness and affect usability. Agents of high human-likeness were designed by following the ECA design model that is a proposed guide for ECA development. The results of the experiment with 90 participants show that users prefer to interact with the HECAs. The difference between the two versions is statistically significant with a large effect size (d=1.01), with many of the participants justifying their choice by saying that the human-like characteristics of the HECA made the version more appealing. This research provides key information on the potential effect of HECAs on serious games, which can provide insight into the design of future mobile serious games.


FurChat: An Embodied Conversational Agent using LLMs, Combining Open and Closed-Domain Dialogue with Facial Expressions

arXiv.org Artificial Intelligence

We demonstrate an embodied conversational agent that can function as a receptionist and generate a mixture of open and closed-domain dialogue along with facial expressions, by using a large language model (LLM) to develop an engaging conversation. We deployed the system onto a Furhat robot, which is highly expressive and capable of using both verbal and nonverbal cues during interaction. The system was designed specifically for the National Robotarium to interact with visitors through natural conversations, providing them with information about the facilities, research, news, upcoming events, etc. The system utilises the state-of-the-art GPT-3.5 model to generate such information along with domain-general conversations and facial expressions based on prompt engineering.


Embodied Conversational Agents: Representation and Intelligence in User Interfaces

AI Magazine

How do we decide how to represent an intelligent system in its interface, and how do we decide how the interface represents information about the world and about its own workings to a user? The rubric representation covers at least three topics in this context: (1) how a computational system is represented in its user interface, (2) how the interface conveys its representations of information and the world to human users, and (3) how the system's internal representation affects the human user's interaction with the system. I argue that each of these kinds of representation (of the system, information and the world, the interaction) is key to how users make the kind of attributions of intelligence that facilitate their interactions with intelligent systems. In this vein, it makes sense to represent a systmem as a human in those cases where social collaborative behavior is key and for the system to represent its knowledge to humans in multiple ways on multiple modalities. I demonstrate these claims by discussing issues of representation and intelligence in an embodied conversational agent -- an interface in which the system is represented as a person, information is conveyed to human users by multiple modalities such as voice and hand gestures, and the internal representation is modality independent and both propositional and nonpropositional.


Building an On-Demand Avatar-Based Health Intervention for Behavior Change

AAAI Conferences

We discuss the design and implementation of the pro- totype of an avatar-based health system aimed at pro- viding people access to an effective behavior change intervention which can help them to find and cultivate motivation to change unhealthy lifestyles. An empathic Embodied Conversational Agent (ECA) delivers the in- tervention. The health dialog is directed by a compu- tational model of Motivational Interviewing, a novel effective face-to-face patient-centered counseling style which respects an individualโ€™s pace toward behavior change. Although conducted on a small sample size, re- sults of a preliminary user study to asses usersโ€™ accep- tance of the avatar counselor indicate that the current early version of the system prototype is well accepted by 75% of users.


Enhancing Affective Communication in Embodied Conversational Agents

AAAI Conferences

The Embodied Conversational Agents (ECAs) are computergenerated motivation for the study of ECAs, inside PRAIA project, characters whose purpose is to exhibit the same started with the belief that ECAs represent a promising solution properties as humans in face-to-face conversation. The general for responding appropriately to student's in educational goal of researchers in the field of ECAs is to create environments. This work, however, cannot be placed inside agents that can be more natural, believable and easy to use. the "task and Application domains" concentration of the taxonomy Due to the broad scope of research and the multidisciplinary presented above. We are not interested in designing of the field, many other investigations can arise in many different and implementing an ECA to meet the needs and fill a suitable areas, leading researchers to face numerous questions: role within one specific educational environment. We What kind of embodiment to use? What parts of the body to believe that making a general contribution in other concentrations represent? What kind of modalities to explore? What personality will increase the possibilities of future research inside model to consider? Will the ECA have emotions?


Longitudinal Health Interviewing by Embodied Conversational Agents: Directions for Future Research

AAAI Conferences

Long-term health monitoring is becoming increasingly important with the rising prevalence of chronic disease in the U.S. While many researchers are investigating the use of remote biological monitoring and telemedicine technologies, the use of frequent self-report in long-term health monitoring remains a relatively unstudied area. We discuss some of the many cognitive, affective and contextual issues that must be addressed in maintaining a long-term stream of quality data from patients at home or in the field, and how many of these issues can be addressed through the use of conversational agents.