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Intelligent Virtual Agents

Overview of attention for book
Cover of 'Intelligent Virtual Agents'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Endowing Virtual Characters with Expressive Conversational Skills
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    Chapter 2 Intelligent Expression-Based Character Agent Systems
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    Chapter 3 Past and Future Challenges in Creating Emotionally-Engaging Real-Time Digital Actors in Videogames
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    Chapter 4 Engagement vs. Deceit: Virtual Humans with Human Autobiographies
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    Chapter 5 A Socially-Aware Memory for Companion Agents
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    Chapter 6 A Model of Personality and Emotional Traits
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    Chapter 7 BDI-Based Development of Virtual Characters with a Theory of Mind
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    Chapter 8 How Do Place and Objects Combine? “What-Where” Memory for Human-Like Agents
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    Chapter 9 EXSTASIS – An Extended Status Model for Social Interactions
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    Chapter 10 Authoring Behaviour for Characters in Games Reusing Abstracted Plan Traces
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    Chapter 11 Modeling Peripersonal Action Space for Virtual Humans Using Touch and Proprioception
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    Chapter 12 GNetIc – Using Bayesian Decision Networks for Iconic Gesture Generation
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    Chapter 13 A Probabilistic Model of Motor Resonance for Embodied Gesture Perception
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    Chapter 14 A Groovy Virtual Drumming Agent
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    Chapter 15 Motion Synthesis Using Style-Editable Inverse Kinematics
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    Chapter 16 Methodologies for the User Evaluation of the Motion of Virtual Humans
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    Chapter 17 A Study into Preferred Explanations of Virtual Agent Behavior
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    Chapter 18 Evaluating Adaptive Feedback in an Educational Computer Game.
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    Chapter 19 Media Equation Revisited: Do Users Show Polite Reactions towards an Embodied Agent?
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    Chapter 20 The Lessons Learned in Developing Multi-user Attentive Quiz Agents
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    Chapter 21 On-Site Evaluation of the Interactive COHIBIT Museum Exhibit
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    Chapter 22 Evaluating an Algorithm for the Generation of Multimodal Referring Expressions in a Virtual World: A Pilot Study
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    Chapter 23 Expression of Emotions Using Wrinkles, Blushing, Sweating and Tears
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    Chapter 24 Impact of Expressive Wrinkles on Perception of a Virtual Character’s Facial Expressions of Emotions
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    Chapter 25 Real-Time Crying Simulation
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    Chapter 26 Breaking the Ice in Human-Agent Communication: Eye-Gaze Based Initiation of Contact with an Embodied Conversational Agent
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    Chapter 27 An Approach for Creating and Blending Synthetic Facial Expressions of Emotion
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    Chapter 28 Animating Idle Gaze in Public Places
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    Chapter 29 Virtual Agents and 3D Virtual Worlds for Preserving and Simulating Cultures
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    Chapter 30 One for All or One for One? The Influence of Cultural Dimensions in Virtual Agents’ Behaviour
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    Chapter 31 Combining Facial and Postural Expressions of Emotions in a Virtual Character
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    Chapter 32 Expression of Moral Emotions in Cooperating Agents
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    Chapter 33 Evaluating Emotive Character Animations Created with Procedural Animation
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    Chapter 34 Modeling Emotional Expressions as Sequences of Behaviors
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    Chapter 35 I Feel What You Feel: Empathy and Placebo Mechanisms for Autonomous Virtual Humans
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    Chapter 36 Predicting User Psychological Characteristics from Interactions with Empathetic Virtual Agents
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    Chapter 37 When Human Coders (and Machines) Disagree on the Meaning of Facial Affect in Spontaneous Videos
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    Chapter 38 Spontaneous Avatar Behavior for Human Territoriality
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    Chapter 39 Tree Paths: A New Model for Steering Behaviors
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    Chapter 40 A Virtual Tour Guide for Virtual Worlds
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    Chapter 41 Design and Implementation of a Virtual Salesclerk
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    Chapter 42 Duality of Actor and Character Goals in Virtual Drama
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    Chapter 43 EMBR – A Realtime Animation Engine for Interactive Embodied Agents
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    Chapter 44 Augmenting Gesture Animation with Motion Capture Data to Provide Full-Body Engagement
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    Chapter 45 ION Framework – A Simulation Environment for Worlds with Virtual Agents
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    Chapter 46 DTask and LiteBody: Open Source, Standards-Based Tools for Building Web-Deployed Embodied Conversational Agents
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    Chapter 47 A Combined Semantic and Motion Capture Database for Real-Time Sign Language Synthesis
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    Chapter 48 Mediating Performance through Virtual Agents
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    Chapter 49 Teaching Computers to Conduct Spoken Interviews: Breaking the Realtime Barrier with Learning
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    Chapter 50 Should Agents Speak Like, um, Humans? The Use of Conversational Fillers by Virtual Agents
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    Chapter 51 Turn Management or Impression Management?
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    Chapter 52 Human-Centered Distributed Conversational Modeling: Efficient Modeling of Robust Virtual Human Conversations
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    Chapter 53 Issues in Dynamic Generation of Sign Language Utterances for a Web 2.0 Virtual Signer
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    Chapter 54 Towards More Human-Like Episodic Memory for More Human-Like Agents
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    Chapter 55 RealActor: Character Animation and Multimodal Behavior Realization System
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    Chapter 56 Locomotion Animation by Using Riding Motion
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    Chapter 57 Automated Generation of Emotive Virtual Humans
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    Chapter 58 Little Mozart: Establishing Long Term Relationships with (Virtual) Companions
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    Chapter 59 Real-Time Backchannel Selection for ECAs According to User’s Level of Interest
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    Chapter 60 Virtual Autonomous Agents in an Informed Environment for Risk Prevention
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    Chapter 61 An Immersive Approach to Evaluating Role Play
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    Chapter 62 At the Virtual Frontier: Introducing Gunslinger, a Multi-Character, Mixed-Reality, Story-Driven Experience
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    Chapter 63 Designing an Educational Game Facilitating Children’s Understanding of the Development of Social Relationships Using IVAs with Social Group Dynamics
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    Chapter 64 Real-Time Rendering of Skin Changes Caused by Emotions
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    Chapter 65 Extensions and Applications of Pogamut 3 Platform
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    Chapter 66 Interactants’ Most Intimate Self-disclosure in Interactions with Virtual Humans
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    Chapter 67 Evaluation of Novice and Expert Interpersonal Interaction Skills with a Virtual Patient
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    Chapter 68 Voice Feed-Backing for Video Game Players by Real-Time Sequential Emotion Estimation from Facial Expression
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    Chapter 69 RMRSBot – Using Linguistic Information to Enrich a Chatbot
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    Chapter 70 Cultural Differences in Using Facial Parts as Cues to Recognize Emotions in Avatars
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    Chapter 71 Adaptive Mind Agent
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    Chapter 72 Study on Sensitivity to ECA Behavior Parameters
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    Chapter 73 Influence of Music and Sounds in an Agent-Based Storytelling Environment
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    Chapter 74 Widening the Evaluation Net
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    Chapter 75 Are ECAs More Persuasive than Textual Messages?
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    Chapter 76 Adapting a Virtual Agent to Users’ Vocabulary and Needs
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    Chapter 77 Information State Based Multimodal Dialogue Management: Estimating Conversational Engagement from Gaze Information
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    Chapter 78 Synthetic Characters with Personality and Emotion
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    Chapter 79 Modelling and Implementing Irrational and Subconscious Interpersonal and Intra-personal Processes
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    Chapter 80 A Method to Detect an Atmosphere of “Involvement, Enjoyment, and/or Excitement” in Multi-user Interaction
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    Chapter 81 Want to Know How to Play the Game? Ask the ORACLE!
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    Chapter 82 Varying Personality in Spoken Dialogue with a Virtual Human
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    Chapter 83 Agent-Assisted Navigation for Virtual Worlds
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    Chapter 84 A Real-Time Transfer and Adaptive Learning Approach for Game Agents in a Layered Architecture
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    Chapter 85 Intelligent Tutoring Games with Agent Modeling
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    Chapter 86 The Impact of Different Embodied Agent-Feedback on Users´ Behavior
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    Chapter 87 Web-Based Evaluation of Talking Heads: How Valid Is It?
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    Chapter 88 Gérard
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    Chapter 89 Method for Custom Facial Animation and Lip-Sync in an Unsupported Environment, Second Life TM
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    Chapter 90 Spectators, a Joy to Watch
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    Chapter 91 IVAN – Intelligent Interactive Virtual Agent Narrators
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    Chapter 92 CREACTOR – An Authoring Framework for Virtual Actors
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    Chapter 93 The Multi-modal Rock-Paper-Scissors Game
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    Chapter 94 A Gesture Analysis and Modeling Tool for Interactive Embodied Agents
Overall attention for this book and its chapters
Altmetric Badge

About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (87th percentile)
  • High Attention Score compared to outputs of the same age and source (94th percentile)

Mentioned by

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1 news outlet
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1 X user
video
1 YouTube creator

Readers on

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603 Mendeley
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Title
Intelligent Virtual Agents
Published by
ADS, September 2009
DOI 10.1007/978-3-642-04380-2
ISBNs
978-3-64-204379-6, 978-3-64-204380-2
Editors

Ruttkay, Zsófia, Kipp, Michael, Nijholt, Anton, Vilhjálmsson, Hannes Högni

X Demographics

X Demographics

The data shown below were collected from the profile of 1 X user who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 603 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 14 2%
Germany 6 <1%
United Kingdom 6 <1%
Switzerland 5 <1%
Portugal 5 <1%
Netherlands 4 <1%
Spain 3 <1%
Ireland 2 <1%
Turkey 2 <1%
Other 13 2%
Unknown 543 90%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 180 30%
Student > Master 118 20%
Researcher 68 11%
Student > Bachelor 61 10%
Student > Doctoral Student 29 5%
Other 88 15%
Unknown 59 10%
Readers by discipline Count As %
Computer Science 280 46%
Psychology 74 12%
Social Sciences 48 8%
Engineering 38 6%
Design 22 4%
Other 71 12%
Unknown 70 12%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 12. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 28 December 2021.
All research outputs
#3,140,003
of 25,837,817 outputs
Outputs from ADS
#1,653
of 26,309 outputs
Outputs of similar age
#10,747
of 105,371 outputs
Outputs of similar age from ADS
#19
of 333 outputs
Altmetric has tracked 25,837,817 research outputs across all sources so far. Compared to these this one has done well and is in the 87th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 26,309 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 5.1. This one has done particularly well, scoring higher than 93% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 105,371 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 87% of its contemporaries.
We're also able to compare this research output to 333 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 94% of its contemporaries.