Towards believable behavior generation for embodied conversational agents

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Abstract

his paper reports on the generation of coordinated multimodal output for the NICE (Natural Interactive Communication for Edutainment) system [1]. In its first prototype, the system allows for fun and experientially rich interaction between primarily 10 to 18 years old human users and 3D-embodied fairy tale author H.C. Andersen in his study. User input consists of domain-oriented spoken conversation combined with 2D input gesture, entered via a mouse-compatible device. The animated character can move about and interact with his environment as well as communicate with the user through spoken conversation and non-verbal gesture, body posture, facial expression and gaze. The described approach aims to make the virtual agent's appearance, voice, actions, and communicative behavior convey the impression of a character with human-like behavior, emotions, relevant domain knowledge, and a distinct personality. We propose an approach to multimodal output generation, which exploits a richly parameterized semantic instruction from the conversation manager and splits the instruction into synchronized text instructions to the text-to-speech synthesizer, and behavioral instructions to the animated character. Based on the implemented version of this approach, we are in the process of creating a behavior sub-system that combines the described multimodal output instructions with parameters representing the current emotional state of the character, producing animations that express emotional state through speech and non-verbal behavior. © Springer-Verlag 2004.

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APA

Corradini, A., Fredriksson, M., Mehta, M., Königsmann, J., Bernsen, N. O., & Johannesson, L. (2004). Towards believable behavior generation for embodied conversational agents. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 3038, 946–953. https://doi.org/10.1007/978-3-540-24688-6_121

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