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Gurney, Nikolos; Marsella, Stacy; Ustun, Volkan; Pynadath, David V.
Operationalizing Theories of Theory of Mind: A Survey Book Section
In: Gurney, Nikolos; Sukthankar, Gita (Ed.): Computational Theory of Mind for Human-Machine Teams, vol. 13775, pp. 3–20, Springer Nature Switzerland, Cham, 2022, ISBN: 978-3-031-21670-1 978-3-031-21671-8, (Series Title: Lecture Notes in Computer Science).
@incollection{gurney_operationalizing_2022,
title = {Operationalizing Theories of Theory of Mind: A Survey},
author = {Nikolos Gurney and Stacy Marsella and Volkan Ustun and David V. Pynadath},
editor = {Nikolos Gurney and Gita Sukthankar},
url = {https://link.springer.com/10.1007/978-3-031-21671-8_1},
doi = {10.1007/978-3-031-21671-8_1},
isbn = {978-3-031-21670-1 978-3-031-21671-8},
year = {2022},
date = {2022-01-01},
urldate = {2023-02-10},
booktitle = {Computational Theory of Mind for Human-Machine Teams},
volume = {13775},
pages = {3–20},
publisher = {Springer Nature Switzerland},
address = {Cham},
note = {Series Title: Lecture Notes in Computer Science},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Gratch, Jonathan; Lucas, Gale M.
Emotionally resonant media Book Section
In: Routledge International Handbook of Emotions and Media, pp. 285–302, Routledge, London, 2021, ISBN: 978-0-429-46575-8.
@incollection{gratch_emotionally_2021,
title = {Emotionally resonant media},
author = {Jonathan Gratch and Gale M. Lucas},
url = {https://www.taylorfrancis.com/books/9780429465758/chapters/10.4324/9780429465758-18},
doi = {10.4324/9780429465758-18},
isbn = {978-0-429-46575-8},
year = {2021},
date = {2021-10-01},
urldate = {2022-09-28},
booktitle = {Routledge International Handbook of Emotions and Media},
pages = {285–302},
publisher = {Routledge},
address = {London},
edition = {2},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Gratch, Jonathan; Lucas, Gale
Rapport Between Humans and Socially Interactive Agents Book Section
In: Lugrin, Birgit; Pelachaud, Catherine; Traum, David (Ed.): The Handbook on Socially Interactive Agents, pp. 433–462, ACM, New York, NY, USA, 2021, ISBN: 978-1-4503-8720-0.
@incollection{gratch_rapport_2021,
title = {Rapport Between Humans and Socially Interactive Agents},
author = {Jonathan Gratch and Gale Lucas},
editor = {Birgit Lugrin and Catherine Pelachaud and David Traum},
url = {https://dl.acm.org/doi/10.1145/3477322.3477335},
doi = {10.1145/3477322.3477335},
isbn = {978-1-4503-8720-0},
year = {2021},
date = {2021-09-01},
urldate = {2022-09-28},
booktitle = {The Handbook on Socially Interactive Agents},
pages = {433–462},
publisher = {ACM},
address = {New York, NY, USA},
edition = {1},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Nye, Benjamin D.; Core, Mark G.; Ghosal, Aviroop; Walker, Peter B.
Metrics for Engagement in Games and Simulations for Learning Book Section
In: Using Cognitive and Affective Metrics in Educational Simulations and Games, Routledge, 2021, (Num Pages: 24).
@incollection{nye_metrics_2021,
title = {Metrics for Engagement in Games and Simulations for Learning},
author = {Benjamin D. Nye and Mark G. Core and Aviroop Ghosal and Peter B. Walker},
url = {https://www.taylorfrancis.com/chapters/edit/10.4324/9780429282201-5/metrics-engagement-games-simulations-learning-benjamin-nye-mark-core-aviroop-ghosal-peter-walker},
year = {2021},
date = {2021-01-01},
booktitle = {Using Cognitive and Affective Metrics in Educational Simulations and Games},
publisher = {Routledge},
abstract = {Games and simulations can be more engaging than other educational tools (e.g., textbooks, videos, problem sets), and this engagement can lead to improved short- and long-term learning. However, engagement in game-based learning is not automatic, and instead requires iterative design. In this work, we explore and compare metrics from research on learning sciences and from game design, considering different time scales of human action, ranging from biological engagement (e.g., eye gaze) up to lasting social ties (e.g., community building). Certain game-design approaches used for commercial games may be useful for game-based learning, such as establishing bottom-line metrics aligned to why the game was built or analyzing engagement in terms of facets or archetypes rather than on a unidirectional scale. Further research is required to study the interaction between engagement at different time scales, particularly for cases where higher long-term engagement is indicated by lower short-term engagement (e.g., skipping easy content).},
note = {Num Pages: 24},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Gordon, Andrew S.; Wang, Timothy S.
Narrative Text Generation from Abductive Interpretations Using Axiom-Specific Templates Book Section
In: Mitchell, Alex; Vosmeer, Mirjam (Ed.): Interactive Storytelling, vol. 13138, pp. 71–79, Springer International Publishing, Cham, 2021, ISBN: 978-3-030-92299-3 978-3-030-92300-6.
@incollection{gordon_narrative_2021,
title = {Narrative Text Generation from Abductive Interpretations Using Axiom-Specific Templates},
author = {Andrew S. Gordon and Timothy S. Wang},
editor = {Alex Mitchell and Mirjam Vosmeer},
url = {https://link.springer.com/10.1007/978-3-030-92300-6_7},
doi = {10.1007/978-3-030-92300-6_7},
isbn = {978-3-030-92299-3 978-3-030-92300-6},
year = {2021},
date = {2021-01-01},
urldate = {2022-09-22},
booktitle = {Interactive Storytelling},
volume = {13138},
pages = {71–79},
publisher = {Springer International Publishing},
address = {Cham},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Gordon, Carla; Georgila, Kallirroi; Yanov, Volodymyr; Traum, David
Towards Personalization of Spoken Dialogue System Communication Strategies Book Section
In: D'Haro, Luis Fernando; Callejas, Zoraida; Nakamura, Satoshi (Ed.): Conversational Dialogue Systems for the Next Decade, vol. 704, pp. 145–160, Springer Singapore, Singapore, 2021, ISBN: 9789811583940 9789811583957, (Series Title: Lecture Notes in Electrical Engineering).
@incollection{dharo_towards_2021,
title = {Towards Personalization of Spoken Dialogue System Communication Strategies},
author = {Carla Gordon and Kallirroi Georgila and Volodymyr Yanov and David Traum},
editor = {Luis Fernando D'Haro and Zoraida Callejas and Satoshi Nakamura},
url = {http://link.springer.com/10.1007/978-981-15-8395-7_11},
doi = {10.1007/978-981-15-8395-7_11},
isbn = {9789811583940 9789811583957},
year = {2021},
date = {2021-01-01},
urldate = {2021-04-15},
booktitle = {Conversational Dialogue Systems for the Next Decade},
volume = {704},
pages = {145--160},
publisher = {Springer Singapore},
address = {Singapore},
abstract = {This study examines the effects of 3 conversational traits – Register, Explicitness, and Misunderstandings – on user satisfaction and the perception of specific subjective features for Virtual Home Assistant spoken dialogue systems. Eight different system profiles were created, each representing a different combination of these 3 traits. We then utilized a novel Wizard of Oz data collection tool and recruited participants who interacted with the 8 different system profiles, and then rated the systems on 7 subjective features. Surprisingly, we found that systems which made errors were preferred overall, with the statistical analysis revealing error-prone systems were rated higher than systems which made no errors for all 7 of the subjective features rated. There were also some interesting interaction effects between the 3 conversational traits, such as implicit confirmations being preferred for systems employing a “conversational” Register, while explicit confirmations were preferred for systems employing a “formal” Register, even though there was no overall main effect for Explicitness. This experimental framework offers a fine-grained approach to the evaluation of user satisfaction which looks towards the personalization of communication strategies for spoken dialogue systems.},
note = {Series Title: Lecture Notes in Electrical Engineering},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Gervits, Felix; Leuski, Anton; Bonial, Claire; Gordon, Carla; Traum, David
A Classification-Based Approach to Automating Human-Robot Dialogue Book Section
In: Marchi, Erik; Siniscalchi, Sabato Marco; Cumani, Sandro; Salerno, Valerio Mario; Li, Haizhou (Ed.): Increasing Naturalness and Flexibility in Spoken Dialogue Interaction: 10th International Workshop on Spoken Dialogue Systems, pp. 115–127, Springer, Singapore, 2021, ISBN: 9789811593239.
@incollection{gervits_classification-based_2021,
title = {A Classification-Based Approach to Automating Human-Robot Dialogue},
author = {Felix Gervits and Anton Leuski and Claire Bonial and Carla Gordon and David Traum},
editor = {Erik Marchi and Sabato Marco Siniscalchi and Sandro Cumani and Valerio Mario Salerno and Haizhou Li},
url = {https://doi.org/10.1007/978-981-15-9323-9_10},
doi = {10.1007/978-981-15-9323-9_10},
isbn = {9789811593239},
year = {2021},
date = {2021-01-01},
urldate = {2022-09-23},
booktitle = {Increasing Naturalness and Flexibility in Spoken Dialogue Interaction: 10th International Workshop on Spoken Dialogue Systems},
pages = {115–127},
publisher = {Springer},
address = {Singapore},
series = {Lecture Notes in Electrical Engineering},
abstract = {We present a dialogue system based on statistical classification which was used to automate human-robot dialogue in a collaborative navigation domain. The classifier was trained on a small corpus of multi-floor Wizard-of-Oz dialogue including two wizards: one standing in for dialogue capabilities and another for navigation. Below, we describe the implementation details of the classifier and show how it was used to automate the dialogue wizard. We evaluate our system on several sets of source data from the corpus and find that response accuracy is generally high, even with very limited training data. Another contribution of this work is the novel demonstration of a dialogue manager that uses the classifier to engage in multi-floor dialogue with two different human roles. Overall, this approach is useful for enabling spoken dialogue systems to produce robust and accurate responses to natural language input, and for robots that need to interact with humans in a team setting.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Brixey, Jacqueline; Traum, David
Masheli: A Choctaw-English Bilingual Chatbot Book Section
In: D'Haro, Luis Fernando; Callejas, Zoraida; Nakamura, Satoshi (Ed.): Conversational Dialogue Systems for the Next Decade, vol. 704, pp. 41–50, Springer Singapore, Singapore, 2021, ISBN: 9789811583940 9789811583957, (Series Title: Lecture Notes in Electrical Engineering).
@incollection{dharo_masheli_2021,
title = {Masheli: A Choctaw-English Bilingual Chatbot},
author = {Jacqueline Brixey and David Traum},
editor = {Luis Fernando D'Haro and Zoraida Callejas and Satoshi Nakamura},
url = {http://link.springer.com/10.1007/978-981-15-8395-7_4},
doi = {10.1007/978-981-15-8395-7_4},
isbn = {9789811583940 9789811583957},
year = {2021},
date = {2021-01-01},
urldate = {2021-04-15},
booktitle = {Conversational Dialogue Systems for the Next Decade},
volume = {704},
pages = {41--50},
publisher = {Springer Singapore},
address = {Singapore},
abstract = {We present the implementation of an autonomous Choctaw-English bilingual chatbot. Choctaw is an American indigenous language. The intended use of the chatbot is for Choctaw language learners to practice. The system’s backend is NPCEditor, a response selection program that is trained on linked questions and answers. The chatbot’s answers are stories and conversational utterances in both languages. We experiment with the ability of NPCEditor to appropriately respond to language mixed utterances, and describe a pilot study with Choctaw-English speakers.},
note = {Series Title: Lecture Notes in Electrical Engineering},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Barnes, Michael J.; Wang, Ning; Pynadath, David V.; Chen, Jessie Y. C.
Human-agent bidirectional transparency Book Section
In: Trust in Human-Robot Interaction, pp. 209–232, Elsevier, 2021, ISBN: 978-0-12-819472-0.
@incollection{barnes_human-agent_2021,
title = {Human-agent bidirectional transparency},
author = {Michael J. Barnes and Ning Wang and David V. Pynadath and Jessie Y. C. Chen},
url = {https://linkinghub.elsevier.com/retrieve/pii/B9780128194720000101},
doi = {10.1016/B978-0-12-819472-0.00010-1},
isbn = {978-0-12-819472-0},
year = {2021},
date = {2021-01-01},
urldate = {2022-10-24},
booktitle = {Trust in Human-Robot Interaction},
pages = {209–232},
publisher = {Elsevier},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Brixey, Jacqueline; Traum, David
Masheli: A Choctaw-English bilingual chatbot Book Section
In: Conversational Dialogue Systems for the Next Decade, pp. 41–50, Springer, Switzerland, 2020.
@incollection{brixey_masheli_2020,
title = {Masheli: A Choctaw-English bilingual chatbot},
author = {Jacqueline Brixey and David Traum},
url = {https://link.springer.com/chapter/10.1007/978-981-15-8395-7_4},
year = {2020},
date = {2020-10-01},
booktitle = {Conversational Dialogue Systems for the Next Decade},
pages = {41–50},
publisher = {Springer},
address = {Switzerland},
abstract = {We present the implementation of an autonomous Choctaw-English bilingual chatbot. Choctaw is an American indigenous language. The intended use of the chatbot is for Choctaw language learners to pratice conversational skills. The system’s backend is NPCEditor, a response selection program that is trained on linked questions and answers. The chatbot’s answers are stories and conversational utterances in both languages. We experiment with the ability of NPCEditor to appropriately respond to language mixed utterances, and describe a pilot study with Choctaw-English speakers.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Gordon, Carla; Georgila, Kallirroi; Yanov, Volodymyr; Traum, David
Towards Personalization of Spoken Dialogue System Communication Strategies Book Section
In: Conversational Dialogue Systems for the Next Decade, vol. 704, pp. 145–160, Springer Singapore, Singapore, 2020, ISBN: 9789811583940 9789811583957.
@incollection{gordon_towards_2020,
title = {Towards Personalization of Spoken Dialogue System Communication Strategies},
author = {Carla Gordon and Kallirroi Georgila and Volodymyr Yanov and David Traum},
url = {http://link.springer.com/10.1007/978-981-15-8395-7_11},
isbn = {9789811583940 9789811583957},
year = {2020},
date = {2020-09-01},
booktitle = {Conversational Dialogue Systems for the Next Decade},
volume = {704},
pages = {145–160},
publisher = {Springer Singapore},
address = {Singapore},
abstract = {This study examines the effects of 3 conversational traits – Register, Explicitness, and Misunderstandings – on user satisfaction and the perception of specific subjective features for Virtual Home Assistant spoken dialogue systems. Eight different system profiles were created, each representing a different combination of these 3 traits. We then utilized a novel Wizard of Oz data collection tool and recruited participants who interacted with the 8 different system profiles, and then rated the systems on 7 subjective features. Surprisingly, we found that systems which made errors were preferred overall, with the statistical analysis revealing error-prone systems were rated higher than systems which made no errors for all 7 of the subjective features rated. There were also some interesting interaction effects between the 3 conversational traits, such as implicit confirmations being preferred for systems employing a “conversational” Register, while explicit confirmations were preferred for systems employing a “formal” Register, even though there was no overall main effect for Explicitness. This experimental framework offers a fine-grained approach to the evaluation of user satisfaction which looks towards the personalization of communication strategies for spoken dialogue systems.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Mozgai, Sharon; Hartholt, Arno; Akinyemi, Dayo; Kubicek, Katarina; Rizzo, Albert (Skip); Kipke, Michele
In: HCI International 2020 - Posters, vol. 1225, pp. 304–307, Springer International Publishing, Cham, Switzerland, 2020, ISBN: 978-3-030-50728-2 978-3-030-50729-9.
@incollection{mozgai_development_2020,
title = {Development and Initial Feasibility Testing of the Virtual Research Navigator (VRN): A Public-Facing Agent-Based Educational System for Clinical Research Participation},
author = {Sharon Mozgai and Arno Hartholt and Dayo Akinyemi and Katarina Kubicek and Albert (Skip) Rizzo and Michele Kipke},
url = {http://link.springer.com/10.1007/978-3-030-50729-9_43},
doi = {10.1007/978-3-030-50729-9_43},
isbn = {978-3-030-50728-2 978-3-030-50729-9},
year = {2020},
date = {2020-07-01},
booktitle = {HCI International 2020 - Posters},
volume = {1225},
pages = {304–307},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {The overall goal of VRN is to develop a novel technology solution at Children’s Hospital Los Angeles (CHLA) to overcome barriers that prevent the recruitment of diverse patient populations to clinical trials by providing both caregivers and children with an interactive educational experience. This system consists of 1) an intelligent agent called Zippy that users interact with by keyboard or voice input, 2) a series of videos covering topics including Privacy, Consent and Benefits, and 3) a UI that guides users through all available content. Pre- and post-questionnaires assessed willingness to participate in clinical research and found participants either increased or maintained their level of willingness to participate in research studies. Additionally, qualitative analysis of interview data revealed participants rated the overall interaction favorably and believed Zippy to be more fun, less judgmental and less threatening than interacting with a human. Future iterations are in-progress based on the user-feedback},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Talbot, Thomas Brett; Thiry, Katherine Elizabeth; Jenkins, Michael
In: Advances in Usability, User Experience, Wearable and Assistive Technology, vol. 1217, pp. 129–135, Springer International Publishing, Cham, Switzerland, 2020, ISBN: 978-3-030-51827-1 978-3-030-51828-8.
@incollection{talbot_storyboarding_2020,
title = {Storyboarding the Virtuality: Methods and Best Practices to Depict Scenes and Interactive Stories in Virtual and Mixed Reality},
author = {Thomas Brett Talbot and Katherine Elizabeth Thiry and Michael Jenkins},
url = {http://link.springer.com/10.1007/978-3-030-51828-8_17},
doi = {10.1007/978-3-030-51828-8_17},
isbn = {978-3-030-51827-1 978-3-030-51828-8},
year = {2020},
date = {2020-07-01},
booktitle = {Advances in Usability, User Experience, Wearable and Assistive Technology},
volume = {1217},
pages = {129–135},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {Storyboarding is a cinematic prototyping technique to visualize settings, event sequences, dialogues & character depictions. Interactive VR/MR experiences benefit from storyboarding as part of the creation process, yet free movement & immersive 3D introduce challenges. Techniques to visualize 3D settings are explored with methods to conduct traditional storyboarding while requiring multiple viewpoints within a single timestep are elaborated. This is possible w/ perspective scene views. Even with 3D prototyping tools, it is important to maintain practices which optimize VR storyboarding and maintain spatial efficiency, allow storyboards to be hand drawn and be intuitive to read. A powerful solution is to bind several perspectives together to represent a specific time while reverting to a traditional single viewpoint when not necessary, therefore balancing three dimensionality, spatial efficiency & ease of creation.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Lucas, Gale M.; Rizzo, Albert; Gratch, Jonathan; Scherer, Stefan; Stratou, Giota; Boberg, Jill; Morency, Louis-Philippe
Reporting Mental Health Symptoms: Breaking Down Barriers to Care with Virtual Human Interviewers Book Section
In: The Impact of Virtual and Augmented Reality on Individuals and Society, pp. 256–264, Frontiers Media SA, 2019.
@incollection{lucas_reporting_2019,
title = {Reporting Mental Health Symptoms: Breaking Down Barriers to Care with Virtual Human Interviewers},
author = {Gale M. Lucas and Albert Rizzo and Jonathan Gratch and Stefan Scherer and Giota Stratou and Jill Boberg and Louis-Philippe Morency},
url = {https://books.google.com/books?hl=en&lr=&id=N724DwAAQBAJ&oi=fnd&pg=PP1&dq=The+Impact+of+Virtual+and+Augmented+Reality+on+Individuals+and+Society&ots=ZMD1P9T-K5&sig=Qqh7iHZ4Xq2iRyYecrECHwNNE38#v=onepage&q=The%20Impact%20of%20Virtual%20and%20Augmented%20Reality%20on%20Individuals%20and%20Society&f=false},
year = {2019},
date = {2019-09-01},
booktitle = {The Impact of Virtual and Augmented Reality on Individuals and Society},
pages = {256–264},
publisher = {Frontiers Media SA},
abstract = {A common barrier to healthcare for psychiatric conditions is the stigma associated with these disorders. Perceived stigma prevents many from reporting their symptoms. Stigma is a particularly pervasive problem among military service members, preventing them from reporting symptoms of combat-related conditions like posttraumatic stress disorder (PTSD). However, research shows (increased reporting by service members when anonymous assessments are used. For example, service members report more symptoms of PTSD when they anonymously answer the Post-Deployment Health Assessment (PDHA) symptom checklist compared to the official PDHA, which is identifiable and linked to their military records. To investigate the factors that influence reporting of psychological symptoms by service members, we used a transformative technology: automated virtual humans that interview people about their symptoms. Such virtual human interviewers allow simultaneous use of two techniques for eliciting disclosure that would otherwise be incompatible; they afford anonymity while also building rapport. We examined whether virtual human interviewers could increase disclosure of mental health symptoms among active-duty service members that just returned from a year-long deployment in Afghanistan. Service members reported more symptoms during a conversation with a virtual human interviewer than on the official PDHA. They also reported more to a virtual human interviewer than on an anonymized PDHA. A second, larger sample of active-duty and former service members found a similar effect that approached statistical significance. Because respondents in both studies shared more with virtual human interviewers than an anonymized PDHA—even though both conditions control for stigma and ramifications for service members’ military records—virtual human interviewers that build rapport may provide a superior option to encourage reporting.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Bouchard, Stéphane; Rizzo, Albert “Skip”
Applications of Virtual Reality in Clinical Psychology and Clinical Cognitive Neuroscience–An Introduction Book Section
In: Virtual Reality for Psychological and Neurocognitive Interventions, pp. 1–13, Springer New York, New York, NY, 2019, ISBN: 978-1-4939-9480-9 978-1-4939-9482-3.
@incollection{bouchard_applications_2019,
title = {Applications of Virtual Reality in Clinical Psychology and Clinical Cognitive Neuroscience–An Introduction},
author = {Stéphane Bouchard and Albert “Skip” Rizzo},
url = {http://link.springer.com/10.1007/978-1-4939-9482-3_1},
doi = {10.1007/978-1-4939-9482-3_1},
isbn = {978-1-4939-9480-9 978-1-4939-9482-3},
year = {2019},
date = {2019-08-01},
booktitle = {Virtual Reality for Psychological and Neurocognitive Interventions},
pages = {1–13},
publisher = {Springer New York},
address = {New York, NY},
abstract = {Simulation technology has a long history of adding value in aviation, military training, automotive/aircraft design, and surgical planning. In clinical psychology, Norcross et al. (2013) surveyed 70 therapy experts regarding interventions they predicted to increase in the next decade and virtual reality (VR) was ranked 4th out of 45 options, with other computer-supported methods occupying 4 out of the top 5 positions. The increased popularity of VR in the news, social media, conferences, and from innovative start-ups may give the impression that VR is something new. However, it is important to look back in time and recognize that as early as the 1960’s, Heilig proposed a multisensory immersive experienced called the Sensorama, and Sutherland and Sproull had created a stereoscopic head mounted display (HMD) (Berryman 2012; Srivastava et al. 2014). The term VR was coined more than 30 years ago by Jaron Lanier and commercial games were distributed to the public as early as 1989 by Mattel (in the US, and by PAX in Japan) for its PowerGlove™ and Nintendo’s failed Virtual Boy™ was released in 1995. Clinical VR applications were proposed as early as the mid 1990’s by Lamson, Pugnetti, Rothbaum, Riva, Rizzo, Weiss, and Wiederhold (named in alphabetical order), among others. Moreover, several scientific journals, conferences, and handbooks dedicated to the subject have been reporting scientific findings for decades.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Parsons, Thomas D.; Rizzo, Albert “Skip”
A Review of Virtual Classroom Environments for Neuropsychological Assessment Book Section
In: Virtual Reality for Psychological and Neurocognitive Interventions, pp. 247–265, Springer New York, New York, NY, 2019, ISBN: 978-1-4939-9480-9 978-1-4939-9482-3.
@incollection{parsons_review_2019,
title = {A Review of Virtual Classroom Environments for Neuropsychological Assessment},
author = {Thomas D. Parsons and Albert “Skip” Rizzo},
url = {http://link.springer.com/10.1007/978-1-4939-9482-3_11},
doi = {10.1007/978-1-4939-9482-3_11},
isbn = {978-1-4939-9480-9 978-1-4939-9482-3},
year = {2019},
date = {2019-08-01},
booktitle = {Virtual Reality for Psychological and Neurocognitive Interventions},
pages = {247–265},
publisher = {Springer New York},
address = {New York, NY},
abstract = {Differential diagnosis and treatment of neuropsychological disorders require assessments that can differentiate overlapping symptoms. Previous research has most often relied on paper-and-pencil as well as computerized psychometric tests of cognitive functions. Although these approaches provide highly systematic control and delivery of performance challenges, they have also been criticized as limited in the area of ecological validity. A possible answer to the problems of ecological validity in assessment of cognitive functioning in neurological populations is to immerse the participant in a virtual environment. This chapter reviews the potential of various virtual classroom environments that have been developed for neuropsychological assessment.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Talbot, Thomas; Rizzo, Albert “Skip”
Virtual Human Standardized Patients for Clinical Training Book Section
In: Virtual Reality for Psychological and Neurocognitive Interventions, pp. 387–405, Springer New York, New York, NY, 2019, ISBN: 978-1-4939-9480-9 978-1-4939-9482-3.
@incollection{talbot_virtual_2019-1,
title = {Virtual Human Standardized Patients for Clinical Training},
author = {Thomas Talbot and Albert “Skip” Rizzo},
url = {http://link.springer.com/10.1007/978-1-4939-9482-3_17},
doi = {10.1007/978-1-4939-9482-3_17},
isbn = {978-1-4939-9480-9 978-1-4939-9482-3},
year = {2019},
date = {2019-08-01},
booktitle = {Virtual Reality for Psychological and Neurocognitive Interventions},
pages = {387–405},
publisher = {Springer New York},
address = {New York, NY},
abstract = {Since Dr. Howard Barrows (1964) introduced the human standardized patient in 1963, there have been attempts to game a computer-based simulacrum of a patient encounter; the first being a heart attack simulation using the online PLATO system (Bitzer M, Nursing Research 15:144–150, 1966). With the now ubiquitous use of computers in medicine, interest and effort have expended in the area of Virtual Patients (VPs). There are excellent summaries in the literature (Talbot TB, International Journal of Gaming and Computer Mediated Simulations 4:1–19, 2012) that explain the different types of virtual patients along with their best case applications, strengths and limitations.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Lee, Kyusong; Zhao, Tiancheng; Ultes, Stefan; Rojas-Barahona, Lina; Pincus, Eli; Traum, David; Eskenazi, Maxine
An Assessment Framework for DialPort Book Section
In: Advanced Social Interaction with Agents, vol. 510, pp. 79–85, Springer International Publishing, Cham, 2019, ISBN: 978-3-319-92107-5 978-3-319-92108-2.
@incollection{lee_assessment_2019,
title = {An Assessment Framework for DialPort},
author = {Kyusong Lee and Tiancheng Zhao and Stefan Ultes and Lina Rojas-Barahona and Eli Pincus and David Traum and Maxine Eskenazi},
url = {http://link.springer.com/10.1007/978-3-319-92108-2_10},
doi = {10.1007/978-3-319-92108-2_10},
isbn = {978-3-319-92107-5 978-3-319-92108-2},
year = {2019},
date = {2019-06-01},
urldate = {2019-10-28},
booktitle = {Advanced Social Interaction with Agents},
volume = {510},
pages = {79–85},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {Collecting a large amount of real human-computer interaction data in various domains is a cornerstone in the development of better data-driven spoken dialog systems. The DialPort project is creating a portal to collect a constant stream of real user conversational data on a variety of topics. In order to keep real users attracted to DialPort, it is crucial to develop a robust evaluation framework to monitor and maintain high performance. Different from earlier spoken dialog systems, DialPort has a heterogeneous set of spoken dialog systems gathered under one outward-looking agent. In order to access this new structure, we have identified some unique challenges that DialPort will encounter so that it can appeal to real users and have created a novel evaluation scheme that quantitatively assesses their performance in these situations. We look at assessment from the point of view of the system developer as well as that of the end user.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Johnson, Emmanuel; Lucas, Gale; Kim, Peter; Gratch, Jonathan
Intelligent Tutoring System for Negotiation Skills Training Book Section
In: Artificial Intelligence in Education, vol. 11626, pp. 122–127, Springer International Publishing, Cham, Switzerland, 2019, ISBN: 978-3-030-23206-1 978-3-030-23207-8.
@incollection{johnson_intelligent_2019,
title = {Intelligent Tutoring System for Negotiation Skills Training},
author = {Emmanuel Johnson and Gale Lucas and Peter Kim and Jonathan Gratch},
url = {http://link.springer.com/10.1007/978-3-030-23207-8_23},
doi = {10.1007/978-3-030-23207-8_23},
isbn = {978-3-030-23206-1 978-3-030-23207-8},
year = {2019},
date = {2019-06-01},
booktitle = {Artificial Intelligence in Education},
volume = {11626},
pages = {122–127},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {Intelligent tutoring systems have proven very effective at teaching hard skills such as math and science, but less research has examined how to teach “soft” skills such as negotiation. In this paper, we introduce an effective approach to teaching negotiation tactics. Prior work showed that students can improve through practice with intelligent negotiation agents. We extend this work by proposing general methods of assessment and feedback that could be applied to a variety of such agents. We evaluate these techniques through a human subject study. Our study demonstrates that personalized feedback improves students’ use of several foundational tactics.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Koenig, Sebastian T.; Krch, Denise; Lange, Belinda S.; Rizzo, Albert
Virtual reality and rehabilitation. Book Section
In: Handbook of rehabilitation psychology (3rd ed.)., pp. 521–539, American Psychological Association, Washington, DC, 2019, ISBN: 978-1-4338-2985-7 978-1-4338-2984-0.
@incollection{koenig_virtual_2019,
title = {Virtual reality and rehabilitation.},
author = {Sebastian T. Koenig and Denise Krch and Belinda S. Lange and Albert Rizzo},
url = {http://content.apa.org/books/16122-032},
isbn = {978-1-4338-2985-7 978-1-4338-2984-0},
year = {2019},
date = {2019-04-01},
booktitle = {Handbook of rehabilitation psychology (3rd ed.).},
pages = {521–539},
publisher = {American Psychological Association},
address = {Washington, DC},
abstract = {Virtual reality (VR) technology has seen a recent surge in market adoption for video games, movies, broadcasting of live events, and industries such as real estate and health care. This chapter focuses on evidence and technology released within the past 5 years to avoid discussing outdated or discontinued VR systems. It provides a pragmatic overview of VR technology, including its strengths and limitations, recent research and system development, and future perspectives. The widespread appeal of VR in society, untethered hardware, and integration of VR accessories, tracking devices, and psychophysiological monitoring are among the topics that have pushed VR into the spotlight, even in nontraditional VR markets such as rehabilitation psychology. The chapter provides an updated view of VR as a natural fit for clinical use, highlighting key features that can positively impact rehabilitation outcomes and address social and vocational aspects of cognitive rehabilitation. (PsycInfo Database Record (c) 2020 APA, all rights reserved)},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Filter
2017
Nye, Benjamin D.; Mitros, Piotr; Schunn, Christian; Foltz, Peter W.; Gasevic, Dragan; Katz, Irvin R.
Why Assess? The Role of Assessment in Learning Science and Society Book Section
In: Design Recommendations for Intelligent Tutoring Systems: Volume 5- Assessment, vol. 5, pp. 189–202, US Army Research Laboratory, Orlando, FL, 2017, ISBN: 978-0-9977257-2-8.
Abstract | Links | BibTeX | Tags: Learning Sciences, UARC
@incollection{benjamin_d_nye_why_2017,
title = {Why Assess? The Role of Assessment in Learning Science and Society},
author = {Benjamin D. Nye and Piotr Mitros and Christian Schunn and Peter W. Foltz and Dragan Gasevic and Irvin R. Katz},
url = {https://books.google.com/books?id=5tsyDwAAQBAJ&pg=PA189&source=gbs_toc_r&cad=4#v=onepage&q&f=false},
isbn = {978-0-9977257-2-8},
year = {2017},
date = {2017-08-01},
booktitle = {Design Recommendations for Intelligent Tutoring Systems: Volume 5- Assessment},
volume = {5},
pages = {189–202},
publisher = {US Army Research Laboratory},
address = {Orlando, FL},
abstract = {Even though assessment often is imperfect, it provides valuable input to the process of teaching, learning, and educational resource design. However, narrow assessment, especially used in high-stakes settings, can lead to worse educational outcomes (e.g., performance in later courses, workplace, or social settings; Hout & Elliott, 2011). Teachers may have a strong incentive to teach to the test, leading to a strong focus on memorization and rote procedural knowledge, while compromising key skills such as empathy, groupwork, mathematical maturity, and analytical reasoning. These are thorny problems – education shapes the skills1 that shape society, so these questions have broad implications. With that said, by constraining the discussion to the kinds of constructs considered when building learning experiences, the goals of assessment become more tractable.},
keywords = {Learning Sciences, UARC},
pubstate = {published},
tppubtype = {incollection}
}
Artstein, Ron
Inter-annotator Agreement Book Section
In: Handbook of Linguistic Annotation, pp. 297–313, Springer Netherlands, Dordrecht, Netherlands, 2017, ISBN: 978-94-024-0879-9 978-94-024-0881-2.
Abstract | Links | BibTeX | Tags: UARC, Virtual Humans
@incollection{artstein_inter-annotator_2017,
title = {Inter-annotator Agreement},
author = {Ron Artstein},
url = {http://link.springer.com/10.1007/978-94-024-0881-2_11},
doi = {10.1007/978-94-024-0881-2_11},
isbn = {978-94-024-0879-9 978-94-024-0881-2},
year = {2017},
date = {2017-06-01},
booktitle = {Handbook of Linguistic Annotation},
pages = {297–313},
publisher = {Springer Netherlands},
address = {Dordrecht, Netherlands},
abstract = {This chapter touches upon several issues in the calculation and assessment of interannotator agreement. It gives an introduction to the theory behind agreement coefficients and examples of their application to linguistic annotation tasks. Specific examples explore variation in annotator performance due to heterogeneous data, complex labels, item difficulty, and annotator differences, showing how global agreement coefficients may mask these sources of variation, and how detailed agreement studies can give insight into both the annotation process and the nature of the underlying data. The chapter also reviews recent work on using machine learning to exploit the variation among annotators and learn detailed models from which accurate labels can be inferred. I therefore advocate an approach where agreement studies are not used merely as a means to accept or reject a particular annotation scheme, but as a tool for exploring patterns in the data that are being annotated.},
keywords = {UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Talbot, Thomas B
Making Lifelike Medical Games in the Age of Virtual Reality An Update on “Playing Games with Biology” from 2013 Book Section
In: Transforming Gaming and Computer Simulation Technologies across Industries, pp. 103–119, IGI Global, Hershey, PA, 2017, ISBN: 978-1-5225-1817-4 978-1-5225-1818-1.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@incollection{talbot_making_2017,
title = {Making Lifelike Medical Games in the Age of Virtual Reality An Update on “Playing Games with Biology” from 2013},
author = {Thomas B Talbot},
url = {http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-1817-4},
doi = {10.4018/978-1-5225-1817-4},
isbn = {978-1-5225-1817-4 978-1-5225-1818-1},
year = {2017},
date = {2017-01-01},
booktitle = {Transforming Gaming and Computer Simulation Technologies across Industries},
pages = {103–119},
publisher = {IGI Global},
address = {Hershey, PA},
abstract = {Medical simulations differ from other training modalities in that life processes must be simulated as part of the experience. Biological fidelity is the degree to which character anatomical appearance and physiology behavior are represented within a game or simulation. Methods to achieve physiological fidelity include physiology engines, complex state machines, simple state machines and kinetic models. Games health scores that can be used in medical sims. Selection of technique depends upon the goals of the simulation, expected user inputs, development budget and level of fidelity required. Trends include greater availability of physiology engines rapid advances in virtual reality (VR). In VR, the expectation for a naturalistic interface is much greater, resulting in technical challenges regarding natural language and gesture-based interaction. Regardless of the technical approach, the user’s perception of biological fidelity, responsiveness to user inputs and the ability to correct mistakes is often more important than the underlying biological fidelity of the model.},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {incollection}
}
2016
Bernardet, Ulysses; Chollet, Mathieu; DiPaola, Steve; Scherer, Stefan
An Architecture for Biologically Grounded Real-Time Reflexive Behavior Book Section
In: Intelligent Virtual Agents, vol. 10011, pp. 295–305, Springer International Publishing, Cham, Switzerland, 2016, ISBN: 978-3-319-47664-3 978-3-319-47665-0.
Abstract | Links | BibTeX | Tags: UARC, Virtual Humans
@incollection{bernardet_architecture_2016,
title = {An Architecture for Biologically Grounded Real-Time Reflexive Behavior},
author = {Ulysses Bernardet and Mathieu Chollet and Steve DiPaola and Stefan Scherer},
url = {http://download.springer.com/static/pdf/224/chp%253A10.1007%252F978-3-319-47665-0_26.pdf?originUrl=http%3A%2F%2Flink.springer.com%2Fchapter%2F10.1007%2F978-3-319-47665-0_26&token2=exp=1485296780 acl=%2Fstatic%2Fpdf%2F224%2Fchp%25253A10.1007%25252F978-3-319-47665-0_26.pdf%3ForiginUrl%3Dhttp%253A%252F%252Flink.springer.com%252Fchapter%252F10.1007%252F978-3-319-47665-0_26* hmac=1bf37d11eda93937fedd36843994ffdaf645ebda569c86edbcf61ca905942f89},
isbn = {978-3-319-47664-3 978-3-319-47665-0},
year = {2016},
date = {2016-10-01},
booktitle = {Intelligent Virtual Agents},
volume = {10011},
pages = {295–305},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {In this paper, we present a reflexive behavior architecture, that is geared towards the application in the control of the non-verbal behavior of the virtual humans in a public speaking training system. The model is organized along the distinction between behavior triggers that are internal (endogenous) to the agent, and those that origin in the environment (exogenous). The endogenous subsystem controls gaze behavior, triggers self-adaptors, and shifts between different postures, while the exogenous system controls the reaction towards auditory stimuli with different temporal and valence characteristics. We evaluate the different components empirically by letting participants compare the output of the proposed system to valid alternative variations.},
keywords = {UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Nye, Benjamin D.; Hu, Xiangen
Conceptualizing and Representing Domains to Guide Tutoring Book Section
In: Design Recommendations for Intelligent Tutoring Systems: Volume 4-Domain Modeling, vol. 4, pp. 15–18, US Army Research Laboratory, Orlando, FL, 2016.
Abstract | Links | BibTeX | Tags: Learning Sciences, UARC
@incollection{nye_conceptualizing_2016,
title = {Conceptualizing and Representing Domains to Guide Tutoring},
author = {Benjamin D. Nye and Xiangen Hu},
url = {http://books.google.com/books?hl=en&lr=&id=0suvDAAAQBAJ&oi=fnd&pg=PA15&dq=%22data.+This+chapter+presents+an+excellent+overview+of+current+research+on+Q-matrices%22+%22edge+work+on+ensemble+methods+that+achieve+state+of+the+art+performance+by+combining%22+&ots=6MJhm1XHVV&sig=i14eJyin69Cy-jms2lWIFF4K3CU},
year = {2016},
date = {2016-07-01},
booktitle = {Design Recommendations for Intelligent Tutoring Systems: Volume 4-Domain Modeling},
volume = {4},
pages = {15–18},
publisher = {US Army Research Laboratory},
address = {Orlando, FL},
abstract = {Any discussion about how intelligent tutoring system (ITS) domains must begin with considering how ITS conceptualize and represent domains. This process requires building formal, mathematically-specifiable operationalization of the often implicit knowledge about learning domains and their pedagogy. Across different domains and pedagogical approaches, a wide variety of methods have been taken: a scope that would be better-covered by an encyclopedia rather than a single book. Since this section could not possibly cover every possible approach to domain modeling, the chapters within this section were instead chosen to cover a representative range of fundamentally-different approaches to domain modeling.},
keywords = {Learning Sciences, UARC},
pubstate = {published},
tppubtype = {incollection}
}
Nye, Benjamin D.; Boyce, Michael W.; Sottilare, Robert
Defining the Ill-Defined: From Abstract Principles to Applied Pedagogy Book Section
In: Design Recommendations for Intelligent Tutoring Systems: Volume 4-Domain Modeling, vol. 4, pp. 19–37, US Army Research Laboratory, Orlando, FL, 2016, ISBN: 978-0-9893923-9-6.
Abstract | Links | BibTeX | Tags: ARL, DoD, Learning Sciences, UARC
@incollection{nye_defining_2016,
title = {Defining the Ill-Defined: From Abstract Principles to Applied Pedagogy},
author = {Benjamin D. Nye and Michael W. Boyce and Robert Sottilare},
url = {https://gifttutoring.org/attachments/download/1736/Design%20Recommendations%20for%20ITS_Volume%204%20-%20Domain%20Modeling%20Book_web%20version_final.pdf},
isbn = {978-0-9893923-9-6},
year = {2016},
date = {2016-07-01},
booktitle = {Design Recommendations for Intelligent Tutoring Systems: Volume 4-Domain Modeling},
volume = {4},
pages = {19–37},
publisher = {US Army Research Laboratory},
address = {Orlando, FL},
abstract = {Attempts to define ill-defined domains in intelligent tutoring system (ITS) research has been approached a number of times (Fournier-Viger, Nkambou, & Nguifo, 2010; Lynch, Ashley, Pinkwart, & Aleven, 2009; Mitrovic & Weerasinghe, 2009; Jacovina, Snow, Dai, & McNamara, 2015; Woods, Stensrud, Wray, Haley, & Jones, 2015). Related research has tried to determine levels of ill-definedness for a domain (Le, Loll, & Pinkwart, 2013). Despite such attempts, the field has not yet converged on common guidelines to distinguish between well-defined versus ill-defined domains. We argue that such guidelines struggle to converge because a domain is too large to meaningfully categorize: every domain contains a mixture of well-defined and ill-defined tasks. While the co-existence of well-defined and ill-defined tasks in a single domain is nearly universally-agreed upon by researchers; this key point is often quickly buried by an extensive discussion about what makes certain domain tasks ill-defined (e.g., disagreement about ideal solutions, multiple solution paths). In this chapter, we first take a step back to consider what is meant by a domain in the context of learning. Next, based on this definition for a domain, we map out the components that are in a learning domain, since each component may have ill-defined parts. This leads into a discussion about the strategies that have been used to make ill-defined domains tractable for certain types of pedagogy. Examples of ITS research that applies these strategies are noted. Finally, we conclude with practical how-to considerations and open research questions for approaching ill-defined domains. This chapter should be considered a companion piece to our chapter in the prior volume of this series (Nye, Goldberg, & Hu, 2015). This chapter focuses on how to understand and transform ill-defined parts of domains, while the prior chapter discusses commonly-used learning tasks and authoring approaches for both well-defined and ill-defined tasks. As such, this chapter is intended to help the learner understand if and how different parts of the domain are ill-defined (and what to do about them). The companion piece in the authoring tools volume discusses different categories of well and ill-defined tasks, from the standpoint of attempting to author and maintain an ITS.},
keywords = {ARL, DoD, Learning Sciences, UARC},
pubstate = {published},
tppubtype = {incollection}
}
Ustun, Volkan; Rosenbloom, Paul
Towards Truly Autonomous Synthetic Characters with the Sigma Cognitive Architecture Book Section
In: Integrating Cognitive Architectures into Virtual Character Design, pp. 213 – 237, IGI Global, Hershey, PA, 2016, ISBN: 978-1-5225-0454-2.
Abstract | Links | BibTeX | Tags: CogArch, UARC, Virtual Humans
@incollection{ustun_towards_2016,
title = {Towards Truly Autonomous Synthetic Characters with the Sigma Cognitive Architecture},
author = {Volkan Ustun and Paul Rosenbloom},
url = {http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-0454-2},
isbn = {978-1-5225-0454-2},
year = {2016},
date = {2016-06-01},
booktitle = {Integrating Cognitive Architectures into Virtual Character Design},
pages = {213 – 237},
publisher = {IGI Global},
address = {Hershey, PA},
abstract = {Realism is required not only for how synthetic characters look but also for how they behave. Many applications, such as simulations, virtual worlds, and video games, require computational models of intelligence that generate realistic and credible behavior for the participating synthetic characters. Sigma (Σ) is being built as a computational model of general intelligence with a long-term goal of understanding and replicating the architecture of the mind; i.e., the fixed structure underlying intelligent behavior. Sigma leverages probabilistic graphical models towards a uniform grand unification of not only traditional cognitive capabilities but also key non-cognitive aspects, creating unique opportunities for the construction of new kinds of non-modular behavioral models. These ambitions strive for the complete control of synthetic characters that behave as humanly as possible. In this paper, Sigma is introduced along with two disparate proof-of-concept virtual humans – one conversational and the other a pair of ambulatory agents – that demonstrate its diverse capabilities.},
keywords = {CogArch, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Swartout, William R.
Virtual Humans as Centaurs: Melding Real and Virtual Book Section
In: Virtual, Augmented and Mixed Reality, vol. 9740, pp. 356–359, Springer International Publishing, Cham, Switzerland, 2016, ISBN: 978-3-319-39906-5 978-3-319-39907-2.
Abstract | Links | BibTeX | Tags: UARC, Virtual Humans
@incollection{swartout_virtual_2016,
title = {Virtual Humans as Centaurs: Melding Real and Virtual},
author = {William R. Swartout},
url = {http://link.springer.com/10.1007/978-3-319-39907-2_34},
isbn = {978-3-319-39906-5 978-3-319-39907-2},
year = {2016},
date = {2016-06-01},
booktitle = {Virtual, Augmented and Mixed Reality},
volume = {9740},
pages = {356–359},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {Centaurs are man-machine teams that can work together on problems and can out-perform, either people or computers working alone in domains as varied as chess-playing and protein folding. But the centaur of Greek mythology was not a team, but rather a hybrid of man and horse with some of the characteristics of each. In this paper, we outline our efforts to build virtual humans, which might be considered hybrid centaurs, combining features of both people and machines. We discuss experimental evidence that shows that these virtual human hybrids can outperform both people and inanimate processes in some tasks such as medical interviewing.},
keywords = {UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Kang, Sin-Hwa; Phan, Thai; Bolas, Mark; Krum, David M.
User Perceptions of a Virtual Human Over Mobile Video Chat Interactions Book Section
In: Human-Computer Interaction. Novel User Experiences, vol. 9733, pp. 107–118, Springer International Publishing, Cham, Switzerland, 2016, ISBN: 978-3-319-39512-8 978-3-319-39513-5.
Abstract | Links | BibTeX | Tags: MedVR, MxR, UARC
@incollection{kang_user_2016,
title = {User Perceptions of a Virtual Human Over Mobile Video Chat Interactions},
author = {Sin-Hwa Kang and Thai Phan and Mark Bolas and David M. Krum},
url = {http://download.springer.com/static/pdf/913/chp%253A10.1007%252F978-3-319-39513-5_10.pdf?originUrl=http%3A%2F%2Flink.springer.com%2Fchapter%2F10.1007%2F978-3-319-39513-5_10&token2=exp=1474906977 acl=%2Fstatic%2Fpdf%2F913%2Fchp%25253A10.1007%25252F978-3-319-39513-5_10.pdf%3ForiginUrl%3Dhttp%253A%252F%252Flink.springer.com%252Fchapter%252F10.1007%252F978-3-319-39513-5_10* hmac=14d38ee320936bf1edfc65a0d3fcc0855c42e0baba46e0f3a9a81293698b8b68},
isbn = {978-3-319-39512-8 978-3-319-39513-5},
year = {2016},
date = {2016-06-01},
booktitle = {Human-Computer Interaction. Novel User Experiences},
volume = {9733},
pages = {107–118},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {We believe that virtual humans, presented over video chat services, such as Skype, and delivered using smartphones, can be an effective way to deliver innovative applications where social interactions are important, such as counseling and coaching. To explore this subject, we have built a hardware and software apparatus that allows virtual humans to initiate, receive, and interact over video calls using Skype or any similar service. With this platform, we conducted two experiments to investigate the applications and characteristics of virtual humans that interact over mobile video. In Experiment 1, we investigated user reactions to the physical realism of the background scene in which a virtual human was displayed. In Experiment 2, we examined how virtual characters can establish and maintain longer term relationships with users, using ideas from Social Exchange Theory to strengthen bonds between interactants. Experiment 2 involved repeated interactions with a virtual human over a period of time. Both studies used counseling-style interactions with users. The results demonstrated that males were more attracted socially to a virtual human that was presented over a realistic background than a featureless background while females were more socially attracted to a virtual human with a less realistic featureless background. The results further revealed that users felt the virtual human was a compassionate partner when they interacted with the virtual human over multiple calls, rather than just a single call.},
keywords = {MedVR, MxR, UARC},
pubstate = {published},
tppubtype = {incollection}
}
Gandhe, Sudeep; Traum, David
A Semi-automated Evaluation Metric for Dialogue Model Coherence Book Section
In: Situated Dialog in Speech-Based Human-Computer Interaction, pp. 217–225, Springer International Publishing, Cham, 2016, ISBN: 978-3-319-21833-5 978-3-319-21834-2.
Abstract | Links | BibTeX | Tags: UARC, Virtual Humans
@incollection{gandhe_semi-automated_2016,
title = {A Semi-automated Evaluation Metric for Dialogue Model Coherence},
author = {Sudeep Gandhe and David Traum},
url = {http://link.springer.com/10.1007/978-3-319-21834-2_19},
isbn = {978-3-319-21833-5 978-3-319-21834-2},
year = {2016},
date = {2016-04-01},
booktitle = {Situated Dialog in Speech-Based Human-Computer Interaction},
pages = {217–225},
publisher = {Springer International Publishing},
address = {Cham},
abstract = {We propose a new metric, Voted Appropriateness, which can be used to automatically evaluate dialogue policy decisions, once some wizard data has been collected. We show that this metric outperforms a previously proposed metric Weak agreement.We also present a taxonomy for dialogue model evaluation schemas, and orient our new metric within this taxonomy.},
keywords = {UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Graesser, Arthur C; Hu, Xiangen; Nye, Benjamin D.; Sottilare, Robert A.
Intelligent Tutoring Systems, Serious Games, and the Generalized Intelligent Framework for Tutoring (GIFT) Book Section
In: Using Games and Simulations for Teaching and Assessment, pp. 58–79, Routledge, New York, NY, 2016, ISBN: 978-0-415-73787-6.
Abstract | Links | BibTeX | Tags: ARL, DoD, Learning Sciences, UARC
@incollection{graesser_intelligent_2016,
title = {Intelligent Tutoring Systems, Serious Games, and the Generalized Intelligent Framework for Tutoring (GIFT)},
author = {Arthur C Graesser and Xiangen Hu and Benjamin D. Nye and Robert A. Sottilare},
url = {https://www.researchgate.net/publication/304013322_Intelligent_Tutoring_Systems_Serious_Games_and_the_Generalized_Intelligent_Framework_for_Tutoring_GIFT},
isbn = {978-0-415-73787-6},
year = {2016},
date = {2016-01-01},
booktitle = {Using Games and Simulations for Teaching and Assessment},
pages = {58–79},
publisher = {Routledge},
address = {New York, NY},
abstract = {This chapter explores the prospects of integrating games with intelligent tutoring systems (ITSs). The hope is that there can be learning environments that optimize both motivation through games and deep learning through ITS technologies. Deep learning refers to the acquisition of knowledge, skills, strategies, and reasoning processes at the higher levels of Bloom’s (1956) taxonomy or the Knowledge-Learning-Instruction (KLI) framework (Koedinger, Corbett, & Perfetti, 2012), such as the application of knowledge to new cases, knowledge analysis and synthesis, problem solving, critical thinking, and other difficult cognitive processes. In contrast, shallow learning involves perceptual learning, memorization of explicit material, and mastery of simple rigid procedures. Shallow knowledge may be adequate for near transfer tests of knowledge/skills but not far transfer tests to new situations that have some modicum of complexity.},
keywords = {ARL, DoD, Learning Sciences, UARC},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert; Talbot, Thomas
Virtual Reality Standardized Patients for Clinical Training Book Section
In: The Digital Patient, pp. 255–272, John Wiley & Sons, Inc, Hoboken, NJ, 2016, ISBN: 978-1-118-95278-8 978-1-118-95275-7.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{rizzo_virtual_2016,
title = {Virtual Reality Standardized Patients for Clinical Training},
author = {Albert Rizzo and Thomas Talbot},
url = {http://doi.wiley.com/10.1002/9781118952788.ch18},
isbn = {978-1-118-95278-8 978-1-118-95275-7},
year = {2016},
date = {2016-01-01},
booktitle = {The Digital Patient},
pages = {255–272},
publisher = {John Wiley & Sons, Inc},
address = {Hoboken, NJ},
abstract = {There are several quite distinct educational approaches that are all called a virtual patient. It includes case presentations, interactive patient scenarios, virtual patient games, human standardized patients (HSPs), high-fidelity software simulations, high-fidelity manikins, and virtual human (VH) conversational agents. VH conversations are possible that include an avatar that responds to pre-selected choices; such an interview is called a structured encounter. Most VSPs attempted to date have been on traditional computers. With the increased prevalence of mobile devices, it is logical to consider the migration of VSP technology to phones and tablets. Future distant recognition (DSR) systems will require a high level of individual speaker discrimination and will likely adopt microphone array-based acoustic beam forming technology. Future success may no longer be rate-limited by the pace of technology, but by the creativity and innovation of educators who will create compelling VSP experiences and curricula.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Cukor, Judith; Gerardi, Maryrose; Alley, Stephanie; Reist, Christopher; Roy, Michael; Rothbaum, Barbara O.; Difede, JoAnn; Rizzo, Albert
Virtual Reality Exposure Therapy for Combat-Related PTSD Book Section
In: Posttraumatic Stress Disorder and Related Diseases in Combat Veterans, pp. 69–83, Springer International Publishing, Cham, Switzerland, 2016, ISBN: 978-3-319-22984-3 978-3-319-22985-0.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{cukor_virtual_2016,
title = {Virtual Reality Exposure Therapy for Combat-Related PTSD},
author = {Judith Cukor and Maryrose Gerardi and Stephanie Alley and Christopher Reist and Michael Roy and Barbara O. Rothbaum and JoAnn Difede and Albert Rizzo},
url = {http://link.springer.com/10.1007/978-3-319-22985-0_7},
isbn = {978-3-319-22984-3 978-3-319-22985-0},
year = {2016},
date = {2016-01-01},
booktitle = {Posttraumatic Stress Disorder and Related Diseases in Combat Veterans},
pages = {69–83},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {War is perhaps one of the most challenging situations that a human being can experience. The physical, emotional, cognitive, and psychological demands of a combat environment place enormous stress on even the best-prepared military personnel. Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in returning Operation Enduring Freedom/Operation Iraqi Freedom (OEF/OIF) military personnel is significant. This has served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD that leverage the unique features available with virtual reality (VR) technology. VR-delivered exposure therapy for PTSD is currently being used to treat combatand terrorist attack-related PTSD with initial reports of positive outcomes. This chapter presents a brief overview and rationale for the use of VR exposure for combat-related PTSD and describes the Virtual Iraq/Afghanistan exposure therapy system. This includes a short review of the previous literature, a description of the system components and the treatment protocol, and a case presentation. VR offers an alternative format for delivering exposure-based therapies for PTSD that may appeal to certain service members and veterans who grew up “digital” and who might be inclined to seek treatment in this fashion.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
2015
Traum, David; Jones, Andrew; Hays, Kia; Maio, Heather; Alexander, Oleg; Artstein, Ron; Debevec, Paul; Gainer, Alesia; Georgila, Kallirroi; Haase, Kathleen; Jungblut, Karen; Leuski, Anton; Smith, Stephen; Swartout, William
New Dimensions in Testimony: Digitally Preserving a Holocaust Survivor’s Interactive Storytelling Book Section
In: Interactive Storytelling, vol. 9445, pp. 269–281, Springer International Publishing, Copenhagen, Denmark, 2015, ISBN: 978-3-319-27035-7 978-3-319-27036-4.
Abstract | Links | BibTeX | Tags: Graphics, Virtual Humans
@incollection{traum_new_2015,
title = {New Dimensions in Testimony: Digitally Preserving a Holocaust Survivor’s Interactive Storytelling},
author = {David Traum and Andrew Jones and Kia Hays and Heather Maio and Oleg Alexander and Ron Artstein and Paul Debevec and Alesia Gainer and Kallirroi Georgila and Kathleen Haase and Karen Jungblut and Anton Leuski and Stephen Smith and William Swartout},
url = {http://link.springer.com/10.1007/978-3-319-27036-4_26},
isbn = {978-3-319-27035-7 978-3-319-27036-4},
year = {2015},
date = {2015-12-01},
booktitle = {Interactive Storytelling},
volume = {9445},
pages = {269–281},
publisher = {Springer International Publishing},
address = {Copenhagen, Denmark},
abstract = {We describe a digital system that allows people to have an interactive conversation with a human storyteller (a Holocaust survivor) who has recorded a number of dialogue contributions, including many compelling narratives of his experiences and thoughts. The goal is to preserve as much as possible of the experience of face-to-face interaction. The survivor's stories, answers to common questions, and testimony are recorded in high ⬚delity, and then delivered interactively to an audience as responses to spoken questions. People can ask questions and receive answers on a broad range of topics including the survivor's experiences before, after and during the war, his attitudes and philosophy. Evaluation results show that most user questions can be addressed by the system, and that audiences are highly engaged with the resulting interaction.},
keywords = {Graphics, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Roemmele, Melissa; Gordon, Andrew S.
Creative Help: A Story Writing Assistant Book Section
In: Interactive Storytelling, vol. 9445, pp. 81–92, Springer International Publishing, Copenhagen, Denmark, 2015, ISBN: 978-3-319-27036-4.
Abstract | Links | BibTeX | Tags: The Narrative Group
@incollection{roemmele_creative_2015,
title = {Creative Help: A Story Writing Assistant},
author = {Melissa Roemmele and Andrew S. Gordon},
url = {http://link.springer.com/10.1007/978-3-319-27036-4_8},
isbn = {978-3-319-27036-4},
year = {2015},
date = {2015-12-01},
booktitle = {Interactive Storytelling},
volume = {9445},
pages = {81–92},
publisher = {Springer International Publishing},
address = {Copenhagen, Denmark},
abstract = {We present Creative Help, an application that helps writers by generating suggestions for the next sentence in a story as it being written. Users can modify or delete suggestions according to their own vision of the unfolding narrative. The application tracks users' changes to suggestions in order to measure their perceived helpfulness to the story, with fewer edits indicating more helpful suggestions. We demonstrate how the edit distance between a suggestion and its resulting modi⬚cation can be used to comparatively evaluate di⬚erent models for generating suggestions. We describe a generation model that uses case-based reasoning to find relevant suggestions from a large corpus of stories. The application shows that this model generates suggestions that are more helpful than randomly selected suggestions at a level of marginal statistical signifcance. By giving users control over the generated content, Creative Help provides a new opportunity in open-domain interactive storytelling.},
keywords = {The Narrative Group},
pubstate = {published},
tppubtype = {incollection}
}
Chatterjee, Moitreya; Leuski, Anton
A Novel Statistical Approach for Image and Video Retrieval and Its Adaption for Active Learning Book Section
In: A Novel Statistical Approach for Image and Video Retrieval and Its Adaption for Active Learning, pp. 935–938, ACM, Brisbane, Australia, 2015, ISBN: 978-1-4503-3459-4.
Abstract | Links | BibTeX | Tags: Virtual Humans
@incollection{chatterjee_novel_2015,
title = {A Novel Statistical Approach for Image and Video Retrieval and Its Adaption for Active Learning},
author = {Moitreya Chatterjee and Anton Leuski},
url = {http://dl.acm.org/citation.cfm?id=2806368},
isbn = {978-1-4503-3459-4},
year = {2015},
date = {2015-10-01},
booktitle = {A Novel Statistical Approach for Image and Video Retrieval and Its Adaption for Active Learning},
pages = {935–938},
publisher = {ACM},
address = {Brisbane, Australia},
abstract = {The ever expanding multimedia content (such as images and videos), especially on the web, necessitates e⬚ective text query-based search (or retrieval) systems. Popular approaches for addressing this issue, use the query-likelihood model which fails to capture the user's information needs. In this work therefore, we explore a new ranking approach in the context of image and video retrieval from text queries. Our approach assumes two separate underlying distributions for query and the document respectively. We then, determine the extent of similarity between these two statistical distributions for the task of ranking. Furthermore we extend our approach, using Active Learning techniques, to address the question of obtaining a good performance without requiring a fully labeled training dataset. This is done by taking Sample Uncertainty, Density and Diversity into account. Our experiments on the popular TRECVID corpus and the open, relatively small-sized USC SmartBody corpus show that we are almost at-par or sometimes better than multiple state-of-the-art baselines.},
keywords = {Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Kang, Sin-Hwa; Feng, Andrew W.; Leuski, Anton; Casas, Dan; Shapiro, Ari
The Effect of An Animated Virtual Character on Mobile Chat Interactions Book Section
In: Proceedings of the 3rd International Conference on Human-Agent Interaction, pp. 105–112, ACM, Daegu, Korea, 2015, ISBN: 978-1-4503-3527-0.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@incollection{kang_effect_2015,
title = {The Effect of An Animated Virtual Character on Mobile Chat Interactions},
author = {Sin-Hwa Kang and Andrew W. Feng and Anton Leuski and Dan Casas and Ari Shapiro},
url = {http://dl.acm.org/citation.cfm?id=2814957},
isbn = {978-1-4503-3527-0},
year = {2015},
date = {2015-10-01},
booktitle = {Proceedings of the 3rd International Conference on Human-Agent Interaction},
pages = {105–112},
publisher = {ACM},
address = {Daegu, Korea},
abstract = {This study explores presentation techniques for a 3D animated chat-based virtual human that communicates engagingly with users. Interactions with the virtual human occur via a smartphone outside of the lab in natural settings. Our work compares the responses of users who interact with no image or a static image of a virtual character as opposed to the animated visage of a virtual human capable of displaying appropriate nonverbal behavior. We further investigate users’ responses to the animated character’s gaze aversion which displayed the character’s act of looking away from users and was presented as a listening behavior. The findings of our study demonstrate that people tend to engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that averts its gaze, compared to an animated virtual human that does not avert its gaze, a static image of a virtual character, or an audio-only interface.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert "Skip"; Shilling, Russell; Forbell, Eric; Scherer, Stefan; Gratch, Jonathan; Morency, Louis-Philippe
Autonomous Virtual Human Agents for Healthcare Information Support and Clinical Interviewing Book Section
In: pp. 53–79, Elsevier, Inc., Philadelphia, PA, 2015, ISBN: 978-0-12-420248-1.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@incollection{rizzo_autonomous_2015,
title = {Autonomous Virtual Human Agents for Healthcare Information Support and Clinical Interviewing},
author = {Albert "Skip" Rizzo and Russell Shilling and Eric Forbell and Stefan Scherer and Jonathan Gratch and Louis-Philippe Morency},
url = {http://www.sciencedirect.com/science/article/pii/B9780124202481000039},
isbn = {978-0-12-420248-1},
year = {2015},
date = {2015-10-01},
pages = {53–79},
publisher = {Elsevier, Inc.},
address = {Philadelphia, PA},
abstract = {Over the last 20 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Recent shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the “birth” of intelligent virtual human (VH) agents. Seminal research and development has appeared in the creation of highly interactive, artificially intelligent and natural language capable VHs that can engage real human users in a credible fashion. VHs can now be designed to perceive and act in a virtual world, engage in face-to-face spoken dialogues, and in some cases they are capable of exhibiting human-like emotional reactions. This chapter will detail our applications in this area where a virtual human can provide private online healthcare information and support (i.e., SimCoach) and where a VH can serve the role as a clinical interviewer (i.e., SimSensei).},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Lane, H. Chad; Core, Mark G.; Goldberg, Benjamin S.
Lowering the Technical Skill Requirements for Building Intelligent Tutors: A Review of Authoring Tools Book Section
In: Design Recommendations for Intelligent Tutoring Systems, vol. 3, pp. 303 – 318, U.S. Army Research Laboratory, 2015.
Abstract | Links | BibTeX | Tags: ARL, DoD, Learning Sciences, UARC
@incollection{lane_lowering_2015,
title = {Lowering the Technical Skill Requirements for Building Intelligent Tutors: A Review of Authoring Tools},
author = {H. Chad Lane and Mark G. Core and Benjamin S. Goldberg},
url = {http://ict.usc.edu/pubs/Lowering%20the%20Technical%20Skill%20Requirements%20for%20Building%20Intelligent%20Tutors-A%20Review%20of%20Authoring%20Tools.pdf},
year = {2015},
date = {2015-06-01},
booktitle = {Design Recommendations for Intelligent Tutoring Systems},
volume = {3},
pages = {303 – 318},
publisher = {U.S. Army Research Laboratory},
abstract = {In this chapter, we focus on intelligent tutoring systems (ITSs), an instance of educational technology that is often criticized for not reaching its full potential (Nye, 2013). Researchers have debated why, given such strong empirical evidence in their favor (Anderson, Corbett, Koedinger & Pelletier, 1995; D’Mello & Graesser, 2012; VanLehn et al., 2005; Woolf, 2009), intelligent tutors are not in every classroom, on every device, providing educators with fine-grained assessment information about their students. Although many factors contribute to a lack of adoption (Nye, 2014), one widely agreed upon reason behind slow adoption and poor scalability of ITSs is that the engineering demands are simply too great. This is no surprise given that the effectiveness of ITSs is often attributable to the use of rich knowledge representations and cognitively plausible models of domain knowledge (Mark & Greer, 1995; Valerie J. Shute & Psotka, 1996; VanLehn, 2006; Woolf, 2009), which are inherently burdensome to build. To put it another way: the features that tend to make ITSs effective are also the hardest to build. The heavy reliance on cognitive scientists and artificial intelligence (AI) software engineers seems to be a bottleneck.},
keywords = {ARL, DoD, Learning Sciences, UARC},
pubstate = {published},
tppubtype = {incollection}
}
Nye, Benjamin D.; Goldberg, Ben; Hu, Xiangen
Generalizing the Genres for ITS: Authoring Considerations for Representative Learning Tasks Book Section
In: Sottilare, Robert A.; Graesser, Arthur C.; Hu, Xiangen; Brawner, Keith (Ed.): Design Recommendations for Intelligent Tutoring Systems: Volume 2: Authoring Tools and Expert Modeling Techniques, vol. 3, pp. 47–63, U.S. Army Research Laboratory, 2015, ISBN: 978-0-9893923-7-2.
Abstract | Links | BibTeX | Tags: ARL, DoD, Learning Sciences
@incollection{nye_generalizing_2015,
title = {Generalizing the Genres for ITS: Authoring Considerations for Representative Learning Tasks},
author = {Benjamin D. Nye and Ben Goldberg and Xiangen Hu},
editor = {Robert A. Sottilare and Arthur C. Graesser and Xiangen Hu and Keith Brawner},
url = {http://ict.usc.edu/pubs/Generalizing%20the%20Genres%20for%20ITS%20-%20Authoring%20Considerations%20for%20Representative%20Learning%20Tasks.pdf},
isbn = {978-0-9893923-7-2},
year = {2015},
date = {2015-06-01},
booktitle = {Design Recommendations for Intelligent Tutoring Systems: Volume 2: Authoring Tools and Expert Modeling Techniques},
volume = {3},
pages = {47–63},
publisher = {U.S. Army Research Laboratory},
abstract = {Compared to many other learning technologies, intelligent tutoring systems (ITSs) have a distinct challenge: authoring an adaptive inner loop that provides pedagogical support on one or more learning tasks. This coupling of tutoring behavior to student interaction with a learning task means that authoring tools need to reflect both the learning task and the ITS pedagogy. To explore this issue, common learning activities in intelligent tutoring need to be categorized and analyzed for the information that is required to tutor each task. The types of learning activities considered cover a large range: step-by-step problem solving, bug repair, building generative functions (e.g., computer code), structured argumentation, self-reflection, short question answering, essay writing, classification, semantic matching, representation mapping (e.g., graph to equation), concept map revision, choice scenarios, simulated process scenarios, motor skills practice, collaborative discussion, collaborative design, and team coordination tasks. These different tasks imply a need for different authoring tools and processes used to create tutoring systems for each task. In this chapter, we consider three facets of authoring: 1) the minimum information required to create the task, 2) the minimum information needed to implement common pedagogical strategies, 3) the expertise required for each type of information. The goal of this analysis is to present a roadmap of effective practices in authoring tool interfaces for each tutoring task considered. A long-term vision for ITSs is to have generalizable authoring tools, which could be used to rapidly create content for a variety of ITSs. However, it is as-yet unclear if this goal is even attainable. Authoring tools have a number of serious challenges, from the standpoint of generalizability. These challenges include the domain, the data format, and the author. First, different ITS domains require different sets of authoring tools, because they have different learning tasks. Tools that are convenient for embedding tutoring in a 3D virtual world are completely different than ones that make it convenient to add tutoring to a system for practicing essay-writing, for example. Second, the data produced by an authoring tool needs to be consumed by an ITS that will make pedagogical decisions. As such, at least some of the data is specific to the pedagogy of the ITS, rather than directly reflecting domain content. As a simple example, if an ITS uses text hints, those hints need to be authored, but some systems may just highlight errors rather than providing text hints. As such, the first system actually needs more content authored and represented as data. With that said, typical ITSs use a relatively small and uniform set of authored content to interact with learners, such as correctness feedback, corrections, and hints (VanLehn, 2006). Third, different authors may need different tools (Nye, Rahman, Yang, Hays, Cai, Graesser, & Hu, 2014). This means that even the same content may need distinct authoring tools that match the expertise of different authors. In this chapter, we are focusing primarily on the first challenge: differences in domains. In particular, our stance is that the “content domain” is too coarse-grained to allow much reuse between authoring tools. This is because, to a significant extent, content domains are simply names for related content. However, the skills and pedagogy for the same domain can vary drastically across different topics and expertise levels. For example, Algebra and Geometry are both high-school level math domains. However, in geometry, graphical depictions (e.g., shapes, angles) are a central aspect of the pedagogy, while Algebra tends to use graphics very differently (e.g., coordinate plots). As such, some learning tasks tend to be shared between those subdomains (e.g., equation-solving) and other tasks are not (e.g., classifying shapes). This raises the central point of our paper: the learning tasks for a domain define how we author content for that domain. For example, while Algebra does not involve recognizing many shapes, understanding the elements of architecture involves recognizing a variety of basic and advanced shapes and forms. In total, this means that no single whole-cloth authoring tool will work well for any pair of Algebra, Geometry, and Architectural Forms. However, it also implies that a reasonable number of task-specific tools for each learning task might allow authoring for all three domains. To do this, we need to understand the common learning tasks for domains taught using ITS, and why those tasks are applied to those domains. In the following sections, we identify and categorize common learning tasks for different ITS domains. Then, we extract common principles for those learning tasks. Finally, we suggest a set of general learning activities that might be used to tutor a large number of domains.},
keywords = {ARL, DoD, Learning Sciences},
pubstate = {published},
tppubtype = {incollection}
}
Nye, Benjamin D.; Hu, Xiangen
A Historical Perspective on Authoring and ITS: Reviewing Some Lessons Learned Book Section
In: Sottilare, Robert A.; Graesser, Arthur C.; Hu, Xiangen; Brawner, Keith (Ed.): Design Recommendations for Intelligent Tutoring Systems: Volume 2: Authoring Tools and Expert Modeling Techniques, pp. 67–70, U.S. Army Research Laboratory, 2015, ISBN: 978-0-9893923-7-2.
Abstract | Links | BibTeX | Tags: Learning Sciences
@incollection{nye_historical_2015,
title = {A Historical Perspective on Authoring and ITS: Reviewing Some Lessons Learned},
author = {Benjamin D. Nye and Xiangen Hu},
editor = {Robert A. Sottilare and Arthur C. Graesser and Xiangen Hu and Keith Brawner},
url = {http://ict.usc.edu/pubs/A%20Historical%20Perspective%20on%20Authoring%20and%20ITS%20-%20Reviewing%20Some%20Lessons%20Learned.pdf},
isbn = {978-0-9893923-7-2},
year = {2015},
date = {2015-06-01},
booktitle = {Design Recommendations for Intelligent Tutoring Systems: Volume 2: Authoring Tools and Expert Modeling Techniques},
pages = {67–70},
publisher = {U.S. Army Research Laboratory},
abstract = {This section discusses the practices and lessons learned from authoring tools that have been applied and revised through repeated use by researchers, content authors, and/or instructors. All of the tools noted in this section represent relatively mature applications that can be used to build and configure educationally-effective content. Each tool has been tailored to address both the tutoring content and the expected authors who will be using the tool. As such, even tools which support similar tutoring strategies may use very different interfaces to represent equivalent domain knowledge. In some cases, authoring tools even represent offshoots where different authoring goals led to divergent evolution of both the authoring tools and the intelligent tutoring systems (ITSs) from a common lineage. Understanding how these systems adapted their tools to their particular authoring challenges gives concrete examples of the tradeoffs involved for different types of authoring. By reviewing the successes and challenges of the past, these chapters provide lessons learned for the development of future systems.},
keywords = {Learning Sciences},
pubstate = {published},
tppubtype = {incollection}
}
Lucas, Gale M.; McCubbins, Mathew D.; Turner, Mark
Against Game Theory Book Section
In: Emerging Trends in the Social and Behavioral Sciences: An Interdisciplinary, Searchable, and Linkable Resource, pp. 1–16, John Wiley & Sons, Inc., Hoboken, NJ, 2015, ISBN: 978-1-118-90077-2.
Abstract | Links | BibTeX | Tags: Virtual Humans
@incollection{lucas_against_2015,
title = {Against Game Theory},
author = {Gale M. Lucas and Mathew D. McCubbins and Mark Turner},
url = {http://ict.usc.edu/pubs/Against%20GameTheory.pdf},
isbn = {978-1-118-90077-2},
year = {2015},
date = {2015-05-01},
booktitle = {Emerging Trends in the Social and Behavioral Sciences: An Interdisciplinary, Searchable, and Linkable Resource},
pages = {1–16},
publisher = {John Wiley & Sons, Inc.},
address = {Hoboken, NJ},
abstract = {People make choices. Often, the outcome depends on choices other people make. What mental steps do people go through when making such choices? Game theory, the most influential model of choice in economics and the social sciences, offers an answer, one based on games of strategy like chess and checkers: the chooser considers the choices that others will make and makes a choice that will lead to a better outcome for the chooser, given all those choices by other people. It is universally established in the social sciences that classical game theory (even when heavily modified) is bad at predicting behavior. But instead of abandoning classical game theory, those in the social sciences have mounted a rescue operation under the name of “behavioral game theory.” Its main tool is to propose systematic deviations from the predictions of game theory, deviations that arise from character type, for example. Other deviations purportedly come from cognitive overload or limitations. The fundamental idea of behavioral game theory is that, if we know the deviations, then we can correct our predictions accordingly, and so get it right. There are two problems with this rescue operation, each of them fatal. (1) For a chooser, contemplating the range of possible deviations, as there are many dozens, actually makes it exponentially harder to figure out a path to an outcome. This makes the theoretical models useless for modeling human thought or human behavior in general. (2) Modeling deviations is helpful only if the deviations are consistent, so that scientists (and indeed decision-makers) can make 2 predictions about future choices on the basis of past choices. But the deviations are not consistent. In general, deviations from classical models are not consistent for any individual from one task to the next or between individuals for the same task. In addition, people’s beliefs are in general not consistent with their choices. Accordingly, all hope is hollow that we can construct a general behavioral game theory. What can replace it? We survey some of the emerging candidates.},
keywords = {Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
2014
Reger, Greg M.; Rizzo, Albert A.; Gahm, Gregory A.
Initial Development and Dissemination of Virtual Reality Exposure Therapy for Combat-Related PTSD Book Section
In: Safir, Marilyn P.; Wallach, Helene S.; Rizzo, Albert "Skip" (Ed.): Future Directions in Post-Traumatic Stress Disorder, pp. 289–302, Springer US, Boston, MA, 2014, ISBN: 978-1-4899-7521-8 978-1-4899-7522-5.
Abstract | Links | BibTeX | Tags: DoD, MedVR
@incollection{reger_initial_2014,
title = {Initial Development and Dissemination of Virtual Reality Exposure Therapy for Combat-Related PTSD},
author = {Greg M. Reger and Albert A. Rizzo and Gregory A. Gahm},
editor = {Marilyn P. Safir and Helene S. Wallach and Albert "Skip" Rizzo},
url = {http://link.springer.com/10.1007/978-1-4899-7522-5_15},
isbn = {978-1-4899-7521-8 978-1-4899-7522-5},
year = {2014},
date = {2014-11-01},
booktitle = {Future Directions in Post-Traumatic Stress Disorder},
pages = {289–302},
publisher = {Springer US},
address = {Boston, MA},
abstract = {Military personnel are at risk for the development of posttraumatic stress disorder. Although effective treatments are available, the need for improved treatment efficacy and less stigmatizing approaches to treatment have resulted in the evolution of virtual reality exposure therapy. This chapter reviews the development and dissemination efforts of a virtual reality system supporting exposure therapy for deployment-related posttraumatic stress disorder. Specifically, the chapter will review the work done to incorporate the feedback of military personnel into the early development of a Virtual Iraq/Afghanistan system and also reviews efforts to disseminate this treatment to military and Veteran behavioral health researchers and providers.},
keywords = {DoD, MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Baltrušaitis, Tadas; Robinson, Peter; Morency, Louis-Philippe
Continuous Conditional Neural Fields for Structured Regression Book Section
In: Computer Vision–ECCV 2014, pp. 593–608, Springer, 2014.
Abstract | Links | BibTeX | Tags: UARC, Virtual Humans
@incollection{baltrusaitis_continuous_2014,
title = {Continuous Conditional Neural Fields for Structured Regression},
author = {Tadas Baltrušaitis and Peter Robinson and Louis-Philippe Morency},
url = {http://ict.usc.edu/pubs/Continuous%20Conditional%20Neural%20Fields%20for%20Structured%20Regression.pdf},
year = {2014},
date = {2014-09-01},
booktitle = {Computer Vision–ECCV 2014},
pages = {593–608},
publisher = {Springer},
abstract = {An increasing number of computer vision and pattern recognition problems require structured regression techniques. Problems like human pose estimation, unsegmented action recognition, emotion prediction and facial landmark detection have temporal or spatial output dependencies that regular regression techniques do not capture. In this paper we present continuous conditional neural fields (CCNF) textbackslashtextbackslashvphantom a novel structured regression model that can learn non-linear input-output dependencies, and model temporal and spatial output relationships of vary- ing length sequences. We propose two instances of our CCNF framework: Chain-CCNF for time series modelling, and Grid-CCNF for spatial relationship modelling. We evaluate our model on five public datasets spanning three different regression problems: facial landmark detection in the wild, emotion prediction in music and facial action unit recognition. Our CCNF model demonstrates state-of-the-art performance on all of the datasets used.},
keywords = {UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Feng, Andrew; Shapiro, Ari; Lhommet, Margaux; Marsella, Stacy
Embodied Autonomous Agents Book Section
In: Handbook of Virtual Environments: Design, Implementation, and Applications, pp. 335–352, 2014.
Abstract | Links | BibTeX | Tags: Social Simulation, UARC, Virtual Humans
@incollection{feng_embodied_2014,
title = {Embodied Autonomous Agents},
author = {Andrew Feng and Ari Shapiro and Margaux Lhommet and Stacy Marsella},
url = {http://books.google.com/books?hl=en&lr=&id=7zzSBQAAQBAJ&oi=fnd&pg=PP1&dq=+Handbook+of+Virtual+Environments&ots=Vx3ia0S2Uu&sig=LaVbSdoG3FahlbVYbuCxLmKgFIA#v=onepage&q=Handbook%20of%20Virtual%20Environments&f=false},
year = {2014},
date = {2014-09-01},
booktitle = {Handbook of Virtual Environments: Design, Implementation, and Applications},
pages = {335–352},
abstract = {Since the last decade, virtual environments have been extensively used for a wide range of application, from training systems to video games. Virtual humans are animated characters that are designed to populate these environments and to interact with the objects of the world as well as with the user. A virtual agent must perceive the world in which it exists, reason about those perceptions, and decide on how to act on them in pursuit of its own agenda.},
keywords = {Social Simulation, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
DeVault, David; Stone, Matthew
Pursuing and Demonstrating Understanding in Dialogue Book Section
In: Natural Language Generation in Interactive Systems, pp. 34–62, Cambridge University Press, 2014.
Abstract | Links | BibTeX | Tags: UARC, Virtual Humans
@incollection{devault_pursuing_2014,
title = {Pursuing and Demonstrating Understanding in Dialogue},
author = {David DeVault and Matthew Stone},
url = {http://www.cs.rutgers.edu/ mdstone/pubs/dialogue11.pdf},
year = {2014},
date = {2014-07-01},
booktitle = {Natural Language Generation in Interactive Systems},
pages = {34–62},
publisher = {Cambridge University Press},
abstract = {The appeal of dialogue as an interface modality is its ability to support open-nded mixed-initiative interaction. Many systems o⬚er rich and extensive capabilities, but must support infrequent and untrained users. In such cases, it's unreasonable to expect users to know the actions they need in advance, or to be able to specify them using a regimented scheme of commands or menu options. Dialogue o⬚ers the potential for the user to talk through their needs with the system and arrive collaboratively at a feasible solution.},
keywords = {UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Core, Mark; Lane, H. Chad; Traum, David
Intelligent Tutoring Support for Learners Interacting with Virtual Humans Book Section
In: Design Recommendations for Intelligent Tutoring Systems, vol. 2, pp. 249 – 257, 2014, ISBN: 978-0-9893923-2-7.
Links | BibTeX | Tags: Learning Sciences, UARC
@incollection{core_intelligent_2014,
title = {Intelligent Tutoring Support for Learners Interacting with Virtual Humans},
author = {Mark Core and H. Chad Lane and David Traum},
url = {http://books.google.com/books?hl=en&lr=&id=BNWEBAAAQBAJ&oi=fnd&pg=PR2&dq=+Design+Recommendations+for+Intelligent+Tutoring+Systems,+volume+2&ots=jIk3zyGi4M&sig=qb_hc4KKE3-rMh2mrs8WkxBicG4#v=onepage&q&f=false},
isbn = {978-0-9893923-2-7},
year = {2014},
date = {2014-06-01},
booktitle = {Design Recommendations for Intelligent Tutoring Systems},
volume = {2},
pages = {249 – 257},
keywords = {Learning Sciences, UARC},
pubstate = {published},
tppubtype = {incollection}
}
McAlinden, Ryan; Pynadath, David V.; Hill, Randall W.
UrbanSim: Using Social Simulation to Train for Stability Operations Book Section
In: Understanding Megacities with the Reconnaissance, Surveillance, and Intelligence Paradigm, 2014.
Abstract | Links | BibTeX | Tags: Social Simulation, STG, UARC
@incollection{mcalinden_urbansim_2014,
title = {UrbanSim: Using Social Simulation to Train for Stability Operations},
author = {Ryan McAlinden and David V. Pynadath and Randall W. Hill},
url = {http://ict.usc.edu/pubs/UrbanSim%20-%20Using%20Social%20Simulation%20to%20Train%20for%20Stability%20Operations.pdf},
year = {2014},
date = {2014-04-01},
booktitle = {Understanding Megacities with the Reconnaissance, Surveillance, and Intelligence Paradigm},
abstract = {As the United States reorients itself towards to a period of reduced military capacity and away from large‐footprint military engagements, there is an imperative to keep commanders and decision‐makers mentally sharp and prepared for the next ‘hot spot.’ One potential hot spot, megacities, presents a unique set of challenges due to their expansive, often interwoven ethnographic landscapes, and their overall lack of understanding by many western experts. Social simulation using agent‐based models is one approach for furthering our understanding of distant societies and their security implications, and for preparing leaders to engage these populations if and when the need arises. Over the past ten years, the field of social simulation has become decidedly cross‐discipline, including academics and practitioners from the fields of sociology, anthropology, psychology, artificial intelligence and engineering. This has led to an unparalleled advancement in social simulation theory and practice, and as new threats evolve to operate within dense but expansive urban environments, social simulation has a unique opportunity to shape our perspectives and develop knowledge that may otherwise be difficult to obtain. This article presents a social simulation‐based training application (UrbanSim) developed by the University of Southern California’s Institute for Creative Technologies (USC‐ICT) in partnership with the US Army’s School for Command Preparation (SCP). UrbanSim has been in‐use since 2009 to help Army commanders understand and train for missions in complex, uncertain environments. The discussion describes how the social simulation‐based training application was designed to develop and hone commanders' skills for conducting missions in environs with multifaceted social, ethnic and political fabrics. We present a few considerations when attempting to recreate dense, rapidly growing population centers, and how the integration of real‐world data into social simulation frameworks can add a level of realism and understanding not possible even a few years ago.},
keywords = {Social Simulation, STG, UARC},
pubstate = {published},
tppubtype = {incollection}
}
Hobbs, Jerry R.; Gordon, Andrew
Axiomatizing Complex Concepts from Fundamentals Book Section
In: Hutchison, David; Kanade, Takeo; Kittler, Josef; Kleinberg, Jon M.; Mattern, Friedemann; Mitchell, John C.; Naor, Moni; Nierstrasz, Oscar; Rangan, C. Pandu; Steffen, Bernhard; Sudan, Madhu; Terzopoulos, Demetri; Tygar, Doug; Vardi, Moshe Y.; Weikum, Gerhard; Gelbukh, Alexander (Ed.): Computational Linguistics and Intelligent Text Processing, pp. 351–365, Springer Berlin Heidelberg, Berlin, Heidelberg, 2014, ISBN: 978-3-642-54905-2 978-3-642-54906-9.
Abstract | Links | BibTeX | Tags: The Narrative Group
@incollection{hobbs_axiomatizing_2014,
title = {Axiomatizing Complex Concepts from Fundamentals},
author = {Jerry R. Hobbs and Andrew Gordon},
editor = {David Hutchison and Takeo Kanade and Josef Kittler and Jon M. Kleinberg and Friedemann Mattern and John C. Mitchell and Moni Naor and Oscar Nierstrasz and C. Pandu Rangan and Bernhard Steffen and Madhu Sudan and Demetri Terzopoulos and Doug Tygar and Moshe Y. Vardi and Gerhard Weikum and Alexander Gelbukh},
url = {http://link.springer.com/10.1007/978-3-642-54906-9_29},
isbn = {978-3-642-54905-2 978-3-642-54906-9},
year = {2014},
date = {2014-04-01},
booktitle = {Computational Linguistics and Intelligent Text Processing},
pages = {351–365},
publisher = {Springer Berlin Heidelberg},
address = {Berlin, Heidelberg},
abstract = {We have been engaged in the project of encoding commonsense theories of cognition, or how we think we think, in a logical representation. In this paper we use the concept of a “serious threat” as our prime example, and examine the infrastructure required for capturing the meaning of this complex concept. It is one of many examples we could have used, but it is particularly interesting because building up to this concept from fundamentals, such as causality and scalar notions, highlights a number of representational issues that have to be faced along the way, where the complexity of the target concepts strongly influences how we resolve those issues. We first describe our approach to definition, defeasibility, and reification, where hard decisions have to bemade to get the enterprise off the ground.We then sketch our approach to causality, scalar notions, goals, and importance. Finally we use all this to characterize what it is to be a serious threat. All of this is necessarily sketchy, but the key ideas essential to the target concept should be clear.},
keywords = {The Narrative Group},
pubstate = {published},
tppubtype = {incollection}
}
Hill, Randall W.
Virtual Reality and Leadership Development Book Section
In: Using Experience to Develop Leadership Talent: How Organizations Leverage On-The-Job Development, pp. 286–312, John Wiley & Sons, Inc., 2014, ISBN: 978-1-118-76783-2.
Links | BibTeX | Tags: Learning Sciences, Social Simulation, UARC, Virtual Humans, Virtual Worlds
@incollection{hill_virtual_2014,
title = {Virtual Reality and Leadership Development},
author = {Randall W. Hill},
url = {http://www.amazon.com/dp/1118767837/ref=cm_sw_su_dp},
isbn = {978-1-118-76783-2},
year = {2014},
date = {2014-03-01},
booktitle = {Using Experience to Develop Leadership Talent: How Organizations Leverage On-The-Job Development},
pages = {286–312},
publisher = {John Wiley & Sons, Inc.},
series = {J-B SIOP Professional Practice Series (Book 1)},
keywords = {Learning Sciences, Social Simulation, UARC, Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {incollection}
}
de Melo, Celso M.; Paiva, Ana; Gratch, Jonathan
Emotion in Games Book Section
In: Agius, Harry; Angelides, Marios (Ed.): Handbook of Digital Games, Wiley-IEEE Press, New Jersey, 2014, ISBN: 978-1-118-32803-3.
Abstract | Links | BibTeX | Tags: UARC, Virtual Humans
@incollection{melo_emotion_2014,
title = {Emotion in Games},
author = {Celso M. de Melo and Ana Paiva and Jonathan Gratch},
editor = {Harry Agius and Marios Angelides},
url = {http://www.amazon.com/Handbook-Digital-Games-Marios-Angelides/dp/1118328035},
isbn = {978-1-118-32803-3},
year = {2014},
date = {2014-03-01},
booktitle = {Handbook of Digital Games},
publisher = {Wiley-IEEE Press},
address = {New Jersey},
abstract = {Growing interest on the study of emotion in the behavioral sciences has led to the development of several psychological theories of human emotion. These theories, in turn, inspired computer scientists to propose computational models that synthesize, express, recognize and interpret emotion. This cross-disciplinary research on emotion introduces new possibilities for digital games. Complementing techniques from the arts for drama and storytelling, these models can be used to drive believable non-player characters that experience properly-motivated emotions and express them appropriately at the right time; these theories can also help interpret the emotions the human player is experiencing and suggest adequate reactions in the game. This chapter reviews relevant psychological theories of emotion as well as computational models of emotion and discusses implications for games. We give special emphasis to appraisal theories of emotion, undeniably one of the most influential theoretical perspectives within computational research. In appraisal theories, emotions arise from cognitive appraisal of events (e.g., is this event conducive to my goals? Who is responsible for this event? Can I cope with this event?). According to the pattern of appraisals that occur, different emotions are experienced and expressed. Appraisal theories can, therefore, be used to synthesize emotions in games, which are then expressed in different ways. Complementary, reverse appraisal has been recently proposed as a theory for the interpretation of emotion. Accordingly, people are argued to retrieve, from emotion displays, information about how others’ are appraising the ongoing interaction, which then leads to inferences about the others’ intentions. Reverse appraisal can, thus, be used to infer how human players, from their emotion displays, are appraising the game experience and, from this information, what their intentions in the game are. This information can then be used to adjust game parameters or have non-player characters react to the player’s intentions and, thus, contribute to improve the player’s overall experience.},
keywords = {UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Gratch, Jonathan; Kang, Sin-Hwa; Wang, Ning
Using Social Agents to Explore Theories of Rapport and Emotional Resonance Book Section
In: Social Emotions in Nature and Artifact, pp. 181 –195, 2014.
Abstract | Links | BibTeX | Tags: MxR, UARC, Virtual Humans
@incollection{gratch_using_2014,
title = {Using Social Agents to Explore Theories of Rapport and Emotional Resonance},
author = {Jonathan Gratch and Sin-Hwa Kang and Ning Wang},
url = {http://www.oxfordscholarship.com/view/10.1093/acprof:oso/9780195387643.001.0001/acprof-9780195387643-chapter-12},
year = {2014},
date = {2014-01-01},
booktitle = {Social Emotions in Nature and Artifact},
pages = {181 –195},
abstract = {We discuss several technical challenges must be overcome before realizing this vision. More importantly, success depends not on simply overcoming these challenges, but demonstrating that such interactivity has measurable and desirable consequences for human-computer interaction. In this chapter, we describe the Rapport Agent, an interactive agent and methodological tool designed to Emotions unfold in with bewildering complexity in face-to-face social interactions. Building computer programs that can engage people in this unfolding emotional dance is a fascinating prospect with potentially profound practical and scientific consequences. Computer agents that engage people in this manner could enhance our understanding of this fundamental social process and, more practically, have dramatic implications investigate the role of nonverbal patterning in human-computer and computer-mediated interaction. We outline a series of laboratory studies and resulting findings that give insight into how nonverbal patterns of behavior can influence both subjective perceptions (such as feelings of rapport or embarrassment) and ehavioural outcomes (such as speech fluency or intimate self-disclosure).},
keywords = {MxR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
2013
Morbini, Fabrizio; DeVault, David; Sagae, Kenji; Gerten, Jillian; Nazarian, Angela; Traum, David
FLoReS: A Forward Looking, Reward Seeking, Dialogue Manager Book Section
In: Natural Interaction with Robots, Knowbots and Smartphones - Putting Spoken Dialog Systems into Practice, pp. 313–325, Springer New York, 2013.
Links | BibTeX | Tags: UARC, Virtual Humans
@incollection{morbini_flores_2013,
title = {FLoReS: A Forward Looking, Reward Seeking, Dialogue Manager},
author = {Fabrizio Morbini and David DeVault and Kenji Sagae and Jillian Gerten and Angela Nazarian and David Traum},
url = {http://www.amazon.com/Natural-Interaction-Robots-Knowbots-Smartphones/dp/1461482798/ref=sr_1_1?s=books&ie=UTF8&qid=1409179426&sr=1-1&keywords=Natural+Interaction+with+Robots%2C+Knowbots+and+Smartphones},
year = {2013},
date = {2013-11-01},
booktitle = {Natural Interaction with Robots, Knowbots and Smartphones - Putting Spoken Dialog Systems into Practice},
pages = {313–325},
publisher = {Springer New York},
keywords = {UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Schels, Martin; Glodek, Michael; Meudt, Sascha; Scherer, Stefan; Schmidt, Mariam; Layher, Georg; Tschechne, Stephan; Brosch, Tobias; Hrabal, David; Walter, Steffen; Traue, Harald C.; Palm, Gunther; Schwenker, Friedhelm; Rojc, Matej; Campbell, Nick
Multi-Modal Classifier-Fusion for the Recognition of Emotions Book Section
In: Converbal Synchrony in Human-Machine Interaction, pp. 73–97, CRC Press, 2013, ISBN: 1-4665-9825-5.
Links | BibTeX | Tags: Virtual Humans
@incollection{schels_multi-modal_2013,
title = {Multi-Modal Classifier-Fusion for the Recognition of Emotions},
author = {Martin Schels and Michael Glodek and Sascha Meudt and Stefan Scherer and Mariam Schmidt and Georg Layher and Stephan Tschechne and Tobias Brosch and David Hrabal and Steffen Walter and Harald C. Traue and Gunther Palm and Friedhelm Schwenker and Matej Rojc and Nick Campbell},
url = {http://ict.usc.edu/pubs/Multi-Modal%20Classifier-Fusion%20for%20the%20Recognition%20of%20Emotions.pdf},
isbn = {1-4665-9825-5},
year = {2013},
date = {2013-09-01},
booktitle = {Converbal Synchrony in Human-Machine Interaction},
pages = {73–97},
publisher = {CRC Press},
keywords = {Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Traue, Harald C.; Ohl, Frank; Brechmann, Andre; Schwenker, Friedhelm; Kessler, Henrik; Limbrecht, Kerstin; Hoffman, Holger; Scherer, Stefan; Kotzyba, Michael; Scheck, Andreas; Walter, Steffen
A Framework for Emotions and Dispositions in Man-Companion Interaction Book Section
In: Rojc, Matej; Campbell, Nick (Ed.): Coverbal Synchrony in Human-Machine Interaction, pp. 98–140, CRC Press, 2013, ISBN: 1-4665-9825-5.
Links | BibTeX | Tags: Virtual Humans
@incollection{traue_framework_2013,
title = {A Framework for Emotions and Dispositions in Man-Companion Interaction},
author = {Harald C. Traue and Frank Ohl and Andre Brechmann and Friedhelm Schwenker and Henrik Kessler and Kerstin Limbrecht and Holger Hoffman and Stefan Scherer and Michael Kotzyba and Andreas Scheck and Steffen Walter},
editor = {Matej Rojc and Nick Campbell},
url = {http://ict.usc.edu/pubs/A%20Framework%20for%20Emotions%20and%20Dispositions%20in%20Man-Companion%20Interaction.pdf},
isbn = {1-4665-9825-5},
year = {2013},
date = {2013-09-01},
booktitle = {Coverbal Synchrony in Human-Machine Interaction},
pages = {98–140},
publisher = {CRC Press},
keywords = {Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Koenig, Sebastian; Ardanza, Aitor; Cortes, Camilo; Alessandro, De Mauro; Lange, Belinda
Introduction to Low-Cost Motion-Tracking for Virtual Rehabilitation Book Section
In: Pons, Jose L.; Torricelli, Diego (Ed.): Emerging Therapies in Neurorehabilitation, vol. 4, pp. 287–303, 2013, ISBN: 978-3-642-38555-1.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{koenig_introduction_2013,
title = {Introduction to Low-Cost Motion-Tracking for Virtual Rehabilitation},
author = {Sebastian Koenig and Aitor Ardanza and Camilo Cortes and De Mauro Alessandro and Belinda Lange},
editor = {Jose L. Pons and Diego Torricelli},
url = {http://ict.usc.edu/pubs/Introduction%20to%20Low-Cost%20Motion-Tracking%20for%20Virtual%20Rehabilitation.pdf},
isbn = {978-3-642-38555-1},
year = {2013},
date = {2013-08-01},
booktitle = {Emerging Therapies in Neurorehabilitation},
volume = {4},
pages = {287–303},
series = {Biosystems & Biorobotics},
abstract = {Low-cost motion sensors have seen tremendous increase in popularity in the past few years. Accelerometers, gyroscopes or cameras can be found in most available smart phones and gaming controllers. The Apple⬚ iPhone, Nintendo⬚ Wii and the PlayStation EyeToy are just a few examples where such technology is used to provide a more natural interaction for the user. Depth-sensing cameras by companies such as Microsoft, PrimeSense and Asus can enhance the user experience even further by enabling full-body interaction. This chapter will specifically discuss the use of the Microsoft⬚ Kinect depth-sensing camera (Kinect) for rehabilitation of patients with motor disabilities. In addition, examples will be provided of how the Kinect can be used with off-the-shelf computer games or utilized in conjunction with modern game development tools such as the game engine Unity. The examples will outline concepts and required resources in order to enable the reader to use low-cost depth-sensing cameras for rehabilitation.⬚},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Ortiz-Catalan, Max; Nijenhuis, Sharon; Ambrosch, Kurt; Bovend'Eerdt, Thamar; Koenig, Sebastian; Lange, Belinda
Virtual Reality Book Section
In: Pons, Jose L.; Torricelli, Diego (Ed.): Emerging Therapies in Neurorehabilitation, vol. 4, pp. 287–303, 2013, ISBN: 978-3-642-38555-1.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{ortiz-catalan_virtual_2013,
title = {Virtual Reality},
author = {Max Ortiz-Catalan and Sharon Nijenhuis and Kurt Ambrosch and Thamar Bovend'Eerdt and Sebastian Koenig and Belinda Lange},
editor = {Jose L. Pons and Diego Torricelli},
url = {http://ict.usc.edu/pubs/Virtual%20Reality.pdf},
isbn = {978-3-642-38555-1},
year = {2013},
date = {2013-08-01},
booktitle = {Emerging Therapies in Neurorehabilitation},
volume = {4},
pages = {287–303},
series = {Biosystems & Biorobotics},
abstract = {ThischapterprovidesanoverviewontheuseofVirtualReality(VR)in rehabilitation with respect to recent neuroscience and physical therapy reviews of individuals with motor impairments. A wide range of technologies have been employed to provide rehabilitation supported by VR. Several studies have found evidence of the benefits of VR rehabilitation technologies. However, support for their efficacy is still limited due the lack of generalizable results and the uncoor- dinated effort of many individual, heterogeneous studies that have been conducted. Although VR has clear potential as a rehabilitation tool to improve treatment outcomes, future trials need to take into account the individual perspective of each patient group and consolidate research methodologies across trials to allow for stronger conclusions across the heterogeneous field of neurorehabilitation.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Hart, John; Gratch, Jonathan; Marsella, Stacy C.
How virtual reality training can win friends and influence people Book Section
In: Best, Christopher; Galanis, George; Kerry, James; Sottilare, Robert (Ed.): Fundamental Issues in Defense Training and Simulation, Ashgate, 2013, ISBN: 978-1-4094-4721-4.
Links | BibTeX | Tags: ARL, DoD, UARC, Virtual Humans
@incollection{hart_how_2013,
title = {How virtual reality training can win friends and influence people},
author = {John Hart and Jonathan Gratch and Stacy C. Marsella},
editor = {Christopher Best and George Galanis and James Kerry and Robert Sottilare},
url = {http://www.amazon.com/Fundamental-Defense-Training-Simulation-Factors-ebook/dp/B00EUE2F2I},
isbn = {978-1-4094-4721-4},
year = {2013},
date = {2013-08-01},
booktitle = {Fundamental Issues in Defense Training and Simulation},
publisher = {Ashgate},
series = {Human Factors in Defense},
keywords = {ARL, DoD, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Suma, Evan; Krum, David M.; Bolas, Mark
Redirected Walking in Mixed Reality Training Applications Book Section
In: Human Walking in Virtual Environments: Perception, Technology, and Applications, Springer, 2013, ISBN: 1-4419-8431-3.
Abstract | Links | BibTeX | Tags: MxR, UARC
@incollection{suma_redirected_2013,
title = {Redirected Walking in Mixed Reality Training Applications},
author = {Evan Suma and David M. Krum and Mark Bolas},
url = {http://www.amazon.com/Human-Walking-Virtual-Environments-Applications/dp/1441984313/ref=sr_1_1},
isbn = {1-4419-8431-3},
year = {2013},
date = {2013-05-01},
booktitle = {Human Walking in Virtual Environments: Perception, Technology, and Applications},
publisher = {Springer},
edition = {2013},
abstract = {To create effective immersive training experiences, it is important to provide intuitive interfaces that allow users to move around and interact with virtual content in a manner that replicates real world experiences. However, natural loco- motion remains an implementation challenge because the dimensions of the phys- ical tracking space restrict the size of the virtual environment that users can walk through. To relax these limitations, redirected walking techniques may be employed to enable walking through immersive virtual environments that are substantially larger than the physical tracking area. In this chapter, we present practical design considerations for employing redirected walking in immersive training applications and recent research evaluating the impact on spatial orientation. Additionally, we also describe an alternative implementation of redirection that is more appropriate for mixed reality environments. Finally, we discuss challenges and future directions for research in redirected walking with the goal of transitioning these techniques into practical training simulators.},
keywords = {MxR, UARC},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert; Difede, JoAnn; Rothbaum, Barbara O.; Daughtry, J. Martin; Reger, Greg
Virtual Reality as a Tool for Delivering PTSD Exposure Therapy Book Section
In: Post-Traumatic Stress Disorder: Future Directions in Prevention, Diagnosis, and Treatment, Springer, 2013.
Abstract | Links | BibTeX | Tags: DoD, MedVR
@incollection{rizzo_virtual_2013,
title = {Virtual Reality as a Tool for Delivering PTSD Exposure Therapy},
author = {Albert Rizzo and JoAnn Difede and Barbara O. Rothbaum and J. Martin Daughtry and Greg Reger},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20as%20a%20Tool%20for%20Delivering%20PTSD%20Exposure%20Therapy.pdf},
year = {2013},
date = {2013-01-01},
booktitle = {Post-Traumatic Stress Disorder: Future Directions in Prevention, Diagnosis, and Treatment},
publisher = {Springer},
abstract = {Virtual Reality (VR) technology offers new opportunities for the development of innovative assessment and intervention tools. VR-based testing, training, and treatment approaches that would be difficult, if not impossible, to deliver using traditional methods are now being developed that take advantage of the assets available with VR technology. If empirical studies continue to demonstrate effectiveness, VR applications could provide new options for targeting the cognitive, psychological, motor and functional impairments that result from various psychological and physical disorders and conditions. VR allows for the precise presentation and control of stimuli within dynamic multi-sensory 3D computer generated environments, as well as providing advanced methods for capturing and quantifying behavioral responses. These characteristics serve as the basis for the rationale for VR applications in the clinical assessment, intervention and training domains. This chapter will begin with a brief review of the history and rationale for the use of VR with clinical populations followed by a description of the technology for creating and using VR clinically. The chapter will then focus on reviewing the rationale for VR Exposure Therapy (VRET) applied to Anxiety Disorders. The use of VRET for the treatment of PTSD will then be detailed followed by a description of the Virtual Iraq/Afghanistan VRET system and the results from its use with OEF/OIF Service Members and Veterans.},
keywords = {DoD, MedVR},
pubstate = {published},
tppubtype = {incollection}
}
2012
Leaman, Suzanne; Rothbaum, Barbara O.; Difede, JoAnn; Cukor, Judith; Gerardi, Maryrose; Rizzo, Albert
Virtual Reality Exposure Therapy: A Treatment Manual for Combat Related PTSD Book Section
In: Handbook of Military Social Work, John Wiley & Sons, Inc., Hoboken, NJ, 2012.
Abstract | Links | BibTeX | Tags: DoD, MedVR
@incollection{leaman_virtual_2012,
title = {Virtual Reality Exposure Therapy: A Treatment Manual for Combat Related PTSD},
author = {Suzanne Leaman and Barbara O. Rothbaum and JoAnn Difede and Judith Cukor and Maryrose Gerardi and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20Exposure%20Therapy-%20A%20Treatment%20Manual%20for%20Combat%20Related%20PTSD.pdf},
year = {2012},
date = {2012-12-01},
booktitle = {Handbook of Military Social Work},
publisher = {John Wiley & Sons, Inc.},
address = {Hoboken, NJ},
abstract = {Posttraumatic stress disorder (PTSD) is a chronic condition that occurs in a significant minority of persons who experience life-threatening traumatic events. It is characterized by reexperiencing, avoidance, and hyperarousal symptoms (American Psychiatric Association, 1994). PTSD has been estimated to affect up to 18% of returning Operation Iraqi Freedom (OIF) Veterans (Hoge et al., 2004). In addition to the specific conditions in Iraq and Afghanistan, an unprecedented number are now surviving serious wounds (Blimes, 2007). The stigma of treatment often prevents service members (SMs) and veterans from seeking help (Hoge et al., 2004), so finding an acceptable form of treatment for military personnel is a priority. The current generation of military personnel may be more comfortable participating in a virtual reality treatment approach than in traditional talk therapy, as they are likely familiar with gaming and training simulation technology. This chapter provides information on the development of and research on virtual reality (VR) as well as the application of VR to mental health treatments, including a protocol of virtual reality exposure (VRE) utilizing a virtual Iraq/Afghanistan system for combat-related PTSD.},
keywords = {DoD, MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert; Forbell, Eric; Lange, Belinda; Buckwalter, John Galen; Williams, Josh; Sagae, Kenji; Traum, David
In: Healing War Trauma: A Handbook of Creative Approaches, pp. 238–250, Routledge, 2012.
Links | BibTeX | Tags: MedVR, UARC, Virtual Humans
@incollection{rizzo_simcoach_2012,
title = {SimCoach: An Online Intelligent Virtual Agent System for Breaking Down Barriers to Care for Service Members and Veterans},
author = {Albert Rizzo and Eric Forbell and Belinda Lange and John Galen Buckwalter and Josh Williams and Kenji Sagae and David Traum},
url = {http://ict.usc.edu/pubs/SimCoach-%20An%20Online%20Intelligent%20Virtual%20Agent%20System%20for%20Breaking%20Down%20Barriers%20to%20Care%20for%20Service%20Members%20and%20Veterans.pdf},
year = {2012},
date = {2012-11-01},
booktitle = {Healing War Trauma: A Handbook of Creative Approaches},
pages = {238–250},
publisher = {Routledge},
keywords = {MedVR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Morie, Jacquelyn; Chance, Eric; Haynes, Kip; Rajpurohit, Dinesh
In: Believable Bots: Can Computers Play Like People?, pp. 99–118, Springer Berlin Heidelberg, 2012.
Abstract | Links | BibTeX | Tags: UARC, Virtual Worlds
@incollection{morie_embodied_2012,
title = {Embodied Conversational Agent Avatars in Virtual Worlds: Making Today's Immersive Environments More Responsive to Participants},
author = {Jacquelyn Morie and Eric Chance and Kip Haynes and Dinesh Rajpurohit},
url = {http://link.springer.com/chapter/10.1007%2F978-3-642-32323-2_4},
year = {2012},
date = {2012-10-01},
booktitle = {Believable Bots: Can Computers Play Like People?},
pages = {99–118},
publisher = {Springer Berlin Heidelberg},
abstract = {Intelligent agents in the form of avatars in networked virtual worlds (VWs) are a new form of embodied conversational agent (ECA). They are still a topic of active re- search, but promise soon to rival the sophistication of virtual human agents developed on stand-alone platforms over the last decade. Such agents in today's VWs grew out of two lines of historical research: Virtual Reality and Artificial Intelligence. Their merger forms the basis for today's persistent 3D worlds occupied by intelligent char- acters serving a wide range of purposes. We believe ECA avatars will help to enable VWs to achieve a higher level of meaningful interaction by providing increased en- gagement and responsiveness within environments where people will interact with and even develop relationships with them.},
keywords = {UARC, Virtual Worlds},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert; Parsons, Thomas D.; Buckwalter, John Galen
Using Virtual Reality for Clinical Assessment and Intervention Book Section
In: Handbook of Technology in Psychology, Psychiatry, and Neurology: Theory, Research, and Practice, 2012.
@incollection{rizzo_using_2012,
title = {Using Virtual Reality for Clinical Assessment and Intervention},
author = {Albert Rizzo and Thomas D. Parsons and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Using%20Virtual%20Reality%20for%20Clinical%20Assessment%20and%20Intervention.pdf},
year = {2012},
date = {2012-09-01},
booktitle = {Handbook of Technology in Psychology, Psychiatry, and Neurology: Theory, Research, and Practice},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Wang, William Yang; Artstein, Ron; Leuski, Anton; Traum, David
Improving Spoken Dialogue Understanding Using Phonetic Mixture Models Book Section
In: Boonthum-Denecke, Chutima; McCarthy, Philip M.; Lamkin, Travis A. (Ed.): Cross-Disciplinary Advances in Applied Natural Language Processing: Issues and Approaches, pp. 225–238, IGI Global, Hershey, PA, 2012.
Abstract | Links | BibTeX | Tags: Virtual Humans
@incollection{wang_improving_2012,
title = {Improving Spoken Dialogue Understanding Using Phonetic Mixture Models},
author = {William Yang Wang and Ron Artstein and Anton Leuski and David Traum},
editor = {Chutima Boonthum-Denecke and Philip M. McCarthy and Travis A. Lamkin},
url = {http://ict.usc.edu/pubs/Improving%20Spoken%20Dialogue%20Understanding%20Using%20Phonetic%20Mixture%20Models-ch15.pdf},
year = {2012},
date = {2012-01-01},
booktitle = {Cross-Disciplinary Advances in Applied Natural Language Processing: Issues and Approaches},
pages = {225–238},
publisher = {IGI Global},
address = {Hershey, PA},
abstract = {Reasoning about sound similarities improves the performance of a Natural Language Understanding component that interprets speech recognizer output: 2we observed a 5% to 7% reduction in errors when we augmented the word strings with a phonetic representation, derived from the words by means of a dictionary. The best performance comes from mixture models incorporating both word and phone features. Since the phonetic representation is derived from a dictionary, the method can be applied easily without the need for integration with a specific speech recognizer. The method has similarities with autonomous (or bottomup) psychological models of lexical access, where contextual information is not integrated at the stage of auditory perception but rather later.},
keywords = {Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
2011
Herrera, David; Novick, David; Jan, Dusan; Traum, David
Dialog Behaviors across Culture and Group Size Book Section
In: Universal Access in HCI, Part II, 2011.
Abstract | Links | BibTeX | Tags: Virtual Humans
@incollection{herrera_dialog_2011,
title = {Dialog Behaviors across Culture and Group Size},
author = {David Herrera and David Novick and Dusan Jan and David Traum},
url = {http://ict.usc.edu/pubs/Dialog%20Behaviors%20across%20Culture%20and%20Group%20Size.pdf},
year = {2011},
date = {2011-07-01},
booktitle = {Universal Access in HCI, Part II},
abstract = {This study analyzes joint interaction behaviors of two-person and four-person standing conversations from three different cultures, American, Arab, and Mexican. To determine whether people use joint interaction behaviors differently in multiparty versus dyadic conversation, and how differences in culture affect this relationship, we examine differences in proxemics, speaker and listener gaze behaviors, and overlap and pause at turn transitions. Our analysis suggests that proxemics, gaze, and mutual gaze to coordinate turns change with group size and with culture. However, these changes do not always agree with predictions from the research literature. These unanticipated outcomes demonstrate the importance of collecting and analyzing joint interaction behaviors.},
keywords = {Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Dehghani, Morteza; Tomai, Emmett; Forbus, Ken; Klenk, Matthew
An Integrated Reasoning Approach to Moral Decision-Making Book Section
In: Anderson, Michael; Anderson, Susan Leigh (Ed.): Machine Ethics, Cambridge University Press, 2011.
Abstract | Links | BibTeX | Tags:
@incollection{dehghani_integrated_2011,
title = {An Integrated Reasoning Approach to Moral Decision-Making},
author = {Morteza Dehghani and Emmett Tomai and Ken Forbus and Matthew Klenk},
editor = {Michael Anderson and Susan Leigh Anderson},
url = {http://ict.usc.edu/pubs/Machine%20Ethics.pdf},
year = {2011},
date = {2011-05-01},
booktitle = {Machine Ethics},
publisher = {Cambridge University Press},
abstract = {We present a computational model, MoralDM, which integrates several AI techniques in order to model recent psychological findings on moral decision-making. Current theories of moral decision-making extend beyond pure utilitarian models by incorporating sacred or protected values that capture people's tendencies to behave in non-utilitarian ways in many circumstances. MoralDM uses a natural language system to produce formal representations from psychological stimuli, reducing tailorability. The impacts of secular versus sacred values are modeled via qualitative reasoning, using an order of magnitude representation. MoralDM uses a combination of first-principles reasoning and analogical reasoning to determine consequences and utilities when making moral judgments. We describe how MoralDM works and show that it can model psychological results.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Pynadath, David V.; Si, Mei; Marsella, Stacy C.
Modeling Theory of Mind and Cognitive Appraisal with Decision-Theoretic Agents Book Section
In: Appraisal, pp. 1–30, 2011.
Abstract | Links | BibTeX | Tags: Social Simulation
@incollection{pynadath_modeling_2011,
title = {Modeling Theory of Mind and Cognitive Appraisal with Decision-Theoretic Agents},
author = {David V. Pynadath and Mei Si and Stacy C. Marsella},
url = {http://ict.usc.edu/pubs/Modeling%20Theory%20of%20Mind%20and%20Cognitive%20Appraisal%20with%20Decision-Theoretic%20Agents.pdf},
year = {2011},
date = {2011-04-01},
booktitle = {Appraisal},
pages = {1–30},
abstract = {Agent-based simulation of human social behavior has become increasingly important as a basic research tool to further our understanding of social behavior, as well as to create virtual social worlds used to both entertain and educate. A key factor in human social interaction is our beliefs about others as intentional agents, a Theory of Mind. How we act depends not only on the immediate effect of our actions but also on how we believe others will react. In this paper, we discuss PsychSim, an implemented multiagent-based simulation tool for modeling social interaction and influence. While typical approaches to such modeling have used first-order logic, PsychSim agents have their own decision-theoretic models of the world, including beliefs about their environment and recursive models of other agents. Using these quantitative models of uncertainty and preferences, we have translated existing psychological theories into a decision-theoretic semantics that allow the agents to reason about degrees of believability in a novel way. We demonstrate the expressiveness of PsychSim’s decision-theoretic implementation of Theory of Mind by presenting its use as the foundation for a domain-independent model of appraisal theory, the leading psychological theory of emotion. The model of appraisal within PsychSim demonstrates the key role of a Theory of Mind capacity in appraisal and social emotions, as well as arguing for a uniform process for emotion and cognition.},
keywords = {Social Simulation},
pubstate = {published},
tppubtype = {incollection}
}
Parsons, Thomas D.; Courtney, Chris
Neurocognitive and Psychophysiological Interfaces for Adaptive Virtual Environments Book Section
In: Human-Centered Design of E-Health Technologies: Concepts, Methods and Applications, 2011.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{parsons_neurocognitive_2011,
title = {Neurocognitive and Psychophysiological Interfaces for Adaptive Virtual Environments},
author = {Thomas D. Parsons and Chris Courtney},
url = {http://ict.usc.edu/pubs/Neurocognitive%20and%20Psychophysiological%20Interfaces%20for%20Adaptive%20Virtual%20Environments.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Human-Centered Design of E-Health Technologies: Concepts, Methods and Applications},
abstract = {The use of neuropsychological and psychophysiological measures in studies of patients immersed in high-fidelity virtual environments offers the potential to develop current psychophysiological computing approaches into affective computing scenarios that can be used for assessment, diagnosis and treatment planning. Such scenarios offer the potential for simulated environments to proffer cogent and calculated response approaches to real-time changes in user emotion, neurocognition, and motivation. The value in using virtual environments to produce simulations targeting these areas has been acknowledged by an encouraging body of research. Herein the authors describe (1) literature on virtual environments for neurocognitive and psychophysiological profiles of users' individual strengths and weaknesses; and (2) real-time adaptation of virtual environments that could be used for virtual reality exposure therapy and cognitive rehabilitation. Specifically, the authors discuss their approach to an adaptive environment that uses the principles of flow, presence, neuropsychology, psychophysiology to develop a novel application for rehabilitative applications.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Wu, Dongrui; Parsons, Thomas D.
Inductive Transfer Learning for Handling Individual Differences in Affective Computing Book Section
In: Lecture Notes in Computer Science, vol. 6975, pp. 142–151, 2011.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{wu_inductive_2011,
title = {Inductive Transfer Learning for Handling Individual Differences in Affective Computing},
author = {Dongrui Wu and Thomas D. Parsons},
url = {http://www.ict.usc.edu/pubs/Inductive%20Transfer%20Learning%20for%20Handling%20Individual%20Differences%20in%20Affective%20Computing.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Lecture Notes in Computer Science},
volume = {6975},
pages = {142–151},
abstract = {Although psychophysiological and affective computing ap- proaches may increase facility for development of the next generation of human-computer systems, the data resulting from research studies in affective computing include large individual differences. As a result, it is important that the data gleaned from an affective computing system be tailored for each individual user by re-tuning it using user-specific train- ing examples. Given the often time-consuming and/or expensive nature of efforts to obtain such training examples, there is a need to either 1) minimize the number of user-specific training examples required; or 2) to maximize the learning performance through the incorporation of auxiliary training examples from other subjects. In [11] we have demon- strated an active class selection approach for the first purpose. Herein we use transfer learning to improve the learning performance by com- bining user-specific training examples with auxiliary training examples from other subjects, which are similar but not exactly the same as the user-specific training examples. We report results from an arousal classifi- cation application to demonstrate the effectiveness of transfer learning in a Virtual Reality Stroop Task designed to elicit varying levels of arousal.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}