Notes:
An emotional embodied computer system is a type of software or technology that is designed to simulate emotional behavior in a computer-based agent, such as a virtual agent or avatar. These systems typically use a combination of artificial intelligence, natural language processing, and other technologies to enable the computer-based agent to exhibit emotional behavior that is similar to that of a human being. This can include things like facial expressions, gestures, body language, and vocalizations that reflect the emotions of the agent.
Emotional embodied computer systems are often used in virtual environments, such as virtual reality or immersive environments, to create more realistic social interactions between users and computer-based agents. This can be particularly useful in applications that involve social skills training, such as for individuals with autism spectrum disorder. For example, a user with autism might use a virtual reality application that includes an emotional embodied computer system to practice social interactions in a controlled, safe environment. The computer-based agent, or virtual human, in the application could exhibit various emotional behaviors and respond to the user’s actions in a way that reflects their emotions. This could help the user to learn and practice social skills in a way that is more engaging and effective than traditional methods.
See also:
100 Best WorldViz Vizard Videos | Virtual Human Meta Guide
Social evaluations of embodied agents and avatars
RE Guadagno, KR Swinth, J Blascovich – Computers in Human Behavior, 2011 – Elsevier
… The virtual environment and virtual human bodies were created using 3D Studio Max and Blaxxun Avatar Studio, respectively … 1). The heads and faces of the virtual humans were created using 3D Me Now Software (see Fig … The software used to render and track was Vizard 2.0 …
Searching for a perceived gaze direction using eye tracking
A Palanica, RJ Itier – Journal of Vision, 2011 – jov.arvojournals.org
… Stimuli. A set of 8 virtual humans, or computer agents, was obtained from Vizard 3.15 software. Each stimulus included 4 female or 4 male agents, displaying their bodies from the knees to the tops of their heads. Agents were …
Searching for a perceived gaze direction using eye tracking
RJ Itier, A Palancia – 2011 – uwspace.uwaterloo.ca
… Stimuli A set of 8 virtual humans, or computer agents, was obtained from Vizard 3.15 software. Each stimulus included 4 female or 4 male agents, displaying their bodies from the knees to the tops of their heads. Agents were …
Virtual reality in neuroscience research and therapy
CJ Bohil, B Alicea, FA Biocca – Nature reviews neuroscience, 2011 – nature.com
… Finally, creating interactivity is also becoming easier thanks to visual programming and scripting languages (such as Virtools and Vizard) … With a (virtual) human equivalent, researchers find that the time to locate a hidden platform increases with age, and that young participants …
Effects of Gender and Gaze Direction on the Visual Exploration of Male and Female Bodies
A Palanica – 2011 – uwspace.uwaterloo.ca
… Ethics Board. Page 18. 11 Stimuli. A set of 30 virtual humans (half male), or computer agents, were obtained from Vizard 3.15 software. Agents were viewed individually against either a white background (No Context Condition …
Virtual Agents for Human Communication
ID Trade-Offs – research.vu.nl
… Such positive effects may also hold when communicating with a virtual human. Users may feel emotionally attached to virtual humans who portray emotions, and interacting with such “emotional” embodied computer systems may positively influence their perceptions of …
Design and evaluation of a virtual reality exposure therapy system with automatic free speech interaction
N ter Heijden, WP Brinkman – Journal of CyberTherapy and Rehabilitation, 2011 – rvht.net
… Page 45. JCR 43 The software package Vizard was used for the visualiza- tion of the virtual room and the avatars. The avatars came from a commercial avatar package especially developed for Vizard. Extra animations for the avatars were modelled using key-framing …
Virtual Agents for Human Communication:: Emotion Regulation and Involvement-Distance Trade-Offs in Embodied Conversational Agents and Robots
MA Pontier – 2011 – dare.ubvu.vu.nl
… Such positive effects may also hold when communicating with a virtual human. Users may feel emotionally attached to virtual humans who portray emotions, and interacting with such “emotional” embodied computer systems may positively influence their perceptions of …
A Virtual Reality Application with a Brain-Computer Interface for Rehabilitation of Social Development in Autism
MAM Simões – Universidade De Coimbra, 2011 – Citeseer
… Therefore, the application must simulate a realistic social environment where the user interacts with realistic virtual human characters. The application shall train the user in two specific tasks of joint attention: 1. Detect and identify joint attention clues; …
Virtual-reality based gaze-sensitive adaptive response technology for children with autism spectrum disorder
U Lahiri – 2011 – etd.library.vanderbilt.edu
Page 1. i VIRTUAL-REALITY BASED GAZE-SENSITIVE ADAPTIVE RESPONSE TECHNOLOGY FOR CHILDREN WITH AUTISM SPECTRUM DISORDER By Uttama Lahiri Dissertation Submitted to the Faculty of the Graduate School of Vanderbilt University …
Embodied experiences in immersive virtual environments: Effects on pro-environmental attitude and behavior
SJ Ahn – 2011 – books.google.com
… their own. Furthermore, this dissertation would never have been complete without the extraordinary support from all the programmers and research assistants of the Virtual Human Interaction Lab and the VRITS program. Many …