The paper investigates human agent interactions in virtual environments like Second Life. As interactions in such environments are inherently social, the agent should be able to participate in social interaction rituals like getting acquainted when meeting someone for the first time. The differences between these rituals in real life and in Second Life are analyzed. Different rule sets for each version of the ritual have been developed and the performance of the different sets is compared in interactions with users in Second Life
In this paper we propose to use SecondLife as an evaluation environment for multiagent systems that ...
In this article, we present Gamble, a small game of dice that is played by two users and an embodied...
Traditionally, social interaction research has concentrated on either fully virtually embodied agent...
Online virtual worlds such as Second Life provide a rich medium for unstructured human interaction i...
In this paper, we present a game-like scenario that is based on a model of social group dynamics ins...
Online virtual worlds such as Second Life provide a rich medium for unstructured human interaction i...
Virtual environments offer an exciting platform for social science research. The persistent nature o...
We present our concept of integrating culture as a computational parameter for modeling multimodal i...
In this paper we take a multi-party interaction point of view on our research on multimodal interact...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
At The Open University in the UK, we have conducted empirical qualitative research in Second Life, a...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
Just as readers feel immersed when the story line adheres to their experiences, users will more easi...
Avatars are technological artifacts that provide communicators a body in virtual spaces. It is throu...
Just as readers feel immersed when the story-line adheres to their experiences, users will more easi...
In this paper we propose to use SecondLife as an evaluation environment for multiagent systems that ...
In this article, we present Gamble, a small game of dice that is played by two users and an embodied...
Traditionally, social interaction research has concentrated on either fully virtually embodied agent...
Online virtual worlds such as Second Life provide a rich medium for unstructured human interaction i...
In this paper, we present a game-like scenario that is based on a model of social group dynamics ins...
Online virtual worlds such as Second Life provide a rich medium for unstructured human interaction i...
Virtual environments offer an exciting platform for social science research. The persistent nature o...
We present our concept of integrating culture as a computational parameter for modeling multimodal i...
In this paper we take a multi-party interaction point of view on our research on multimodal interact...
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web,...
At The Open University in the UK, we have conducted empirical qualitative research in Second Life, a...
The intent of this paper is to explore the implications of the social aspects enabled by virtual wor...
Just as readers feel immersed when the story line adheres to their experiences, users will more easi...
Avatars are technological artifacts that provide communicators a body in virtual spaces. It is throu...
Just as readers feel immersed when the story-line adheres to their experiences, users will more easi...
In this paper we propose to use SecondLife as an evaluation environment for multiagent systems that ...
In this article, we present Gamble, a small game of dice that is played by two users and an embodied...
Traditionally, social interaction research has concentrated on either fully virtually embodied agent...