As computing becomes ever more pervasive in everyday life, new interface metaphors are urgently required. In this thesis, we consider the issues of realism, naturalness, types of interaction, gestures and emotional expression in virtual 'talking head' characters. This thesis presents findings relevant to the design of anthropomorphic interfaces and issues pertaining to the field of anthropomorphic interfaces are discussed. Experimental results on the on levels of interaction, levels of abstraction, gestures and emotions are presented. The applications to study these areas were a web browsing assistant, a storytelling agent, a lecturer agent and a football commentator agent. We are able to ascertain that partial interaction is a valid method...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
In this experiment we examine the uncanny valley effect as a guide, albeit incomplete, to designing ...
Virtual worlds and animated computer avatars are becoming more realistic, more natural, and more wid...
Software agents and assistants together with their adequate visual representations lead to so-called...
Software agents and assistants together with their adequate visual representations lead to so-called...
Abstract. A head-shaped input device is used to produce expressive facial animations. The physical i...
For many application areas, where a task is most naturally represented by talking or where standard ...
For many application areas, where a task is most naturally represented by talking or where standard ...
By utilizing different communication channels, such as verbal language, gestures or facial expressio...
For many application areas, where a task is most naturally represented by talking or where standard ...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
In this experiment we examine the uncanny valley effect as a guide, albeit incomplete, to designing ...
Virtual worlds and animated computer avatars are becoming more realistic, more natural, and more wid...
Software agents and assistants together with their adequate visual representations lead to so-called...
Software agents and assistants together with their adequate visual representations lead to so-called...
Abstract. A head-shaped input device is used to produce expressive facial animations. The physical i...
For many application areas, where a task is most naturally represented by talking or where standard ...
For many application areas, where a task is most naturally represented by talking or where standard ...
By utilizing different communication channels, such as verbal language, gestures or facial expressio...
For many application areas, where a task is most naturally represented by talking or where standard ...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
Conversational agents (CAs) are natural language user interfaces that emulate human-to-human communi...
In this experiment we examine the uncanny valley effect as a guide, albeit incomplete, to designing ...