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ICMI
2004
Springer
196views Biometrics» more  ICMI 2004»
14 years 1 months ago
Evaluation of spoken multimodal conversation
Spoken multimodal dialogue systems in which users address faceonly or embodied interface agents have been gaining ground in research for some time. Although most systems are still...
Niels Ole Bernsen, Laila Dybkjær
AIIDE
2008
13 years 10 months ago
Modeling Culturally and Emotionally Affected Behavior
Culture and emotions have a profound impact on human behavior. Consequently, high-fidelity simulated interactive environments (e.g., trainers and computer games) that involve virt...
Vadim Bulitko, Steve Solomon, Jonathan Gratch, Mic...
LREC
2010
203views Education» more  LREC 2010»
13 years 9 months ago
MPC: A Multi-Party Chat Corpus for Modeling Social Phenomena in Discourse
In this paper, we describe our experience with collecting and creating an annotated corpus of multi-party online conversations in a chat-room environment. This effort is part of a...
Samira Shaikh, Tomek Strzalkowski, Aaron Broadwell...
AIIDE
2006
13 years 9 months ago
The NERO Video Game
In most modern video games, character behavior is scripted; no matter how many times the player exploits a weakness, that weakness is never repaired. Yet if game characters could ...
Kenneth O. Stanley, Igor Karpov, Risto Miikkulaine...
ALIFE
1999
13 years 7 months ago
The Creatures Global Digital Ecosystem
An arti cial life entertainment-software product called Creatures was released in Europe in late 1996 and in the United States and Japan in mid-1997. When installed on a domestic c...
Dave Cliff, Stephen Grand