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Hartholt, Arno; Traum, David; Marsella, Stacy; Morency, Louis-Philippe; Shapiro, Ari; Gratch, Jonathan
A Shared, Modular Architecture for Developing Virtual Humans Proceedings Article
In: Proceedings of the Workshop on Architectures and Standards for Intelligent Virtual Agents at IVA 2014, pp. 4–7, Boston, MA, 2014.
@inproceedings{hartholt_shared_2014,
title = {A Shared, Modular Architecture for Developing Virtual Humans},
author = {Arno Hartholt and David Traum and Stacy Marsella and Louis-Philippe Morency and Ari Shapiro and Jonathan Gratch},
url = {http://ict.usc.edu/pubs/A%20Shared%20Modular%20Architecture%20for%20Developing%20Virtual%20Humans.pdf},
doi = {10.2390/biecoll-wasiva2014-02},
year = {2014},
date = {2014-08-01},
booktitle = {Proceedings of the Workshop on Architectures and Standards for Intelligent Virtual Agents at IVA 2014},
pages = {4–7},
address = {Boston, MA},
abstract = {Realizing the full potential of intelligent virtual agents requires compelling characters that can engage users in meaningful and realistic social interactions, and an ability to develop these characters effectively and efficiently. Advances are needed in individual capabilities, but perhaps more importantly, fundamental questions remain as to how best to integrate these capabilities into a single framework that allows us to efficiently create characters that can engage users in meaningful and realistic social interactions. This integration requires in-depth, inter-disciplinary understanding few individuals, or even teams of individuals, possess.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Hartholt, Arno; Grimani, Mario; Leeds, Andrew; Liewer, Matt
Virtual Reality Exposure Therapy for Combat-Related Posttraumatic Stress Disorder Journal Article
In: IEEE Computer Society, vol. 47, Issue 7, no. 7, pp. 31–37, 2014.
@article{rizzo_virtual_2014,
title = {Virtual Reality Exposure Therapy for Combat-Related Posttraumatic Stress Disorder},
author = {Albert Rizzo and Arno Hartholt and Mario Grimani and Andrew Leeds and Matt Liewer},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20Exposure%20Therapy%20for%20Treating%20Combat-Related%20PTSD.pdf},
year = {2014},
date = {2014-07-01},
journal = {IEEE Computer Society},
volume = {47, Issue 7},
number = {7},
pages = {31–37},
abstract = {Virtual reality (VR) technology is rapidly evolving to support prolonged exposure (PE) therapy, a proven treatment for combat-related posttraumatic stress disorder. Building on the successful 2007 Virtual Iraq/Afghanistan VRET system, a team of behavioral scientists, software engineers, and virtual artists has created Bravemind, a flexible VR system that offers significantly enhanced PE treatment possibilities. The first Web extra at http://youtu.be/EiYg-kMNMtQ is a video demonstration of an original early virtual reality exposure therapy (VRET) prototype that shows a small section of an Iraqi city with a landing helicopter (2004). The second Web extra at http://youtu.be/_cS-ynWZmeQ is a video demonstration of virtual reality exposure therapy (VRET) that simulates driving a Humvee in a rural part of Iraq, showcasing several encounters, including IED and road-side attacks (2007). The third Web extra at http://youtu.be/78QXX_F4mc8 is a video demonstration of virtual reality exposure therapy (VRET) that simulates an overview of several Iraqi city areas (2007). The fourth Web extra at http://youtu.be/_AnixslkVLU is a video demonstration of virtual reality exposure therapy (VRET) that simulates a patrol entering interior buildings in Iraq (2007). The fifth Web extra at http://youtu.be/S22aQ-DqKKU is a video demonstration of an original virtual reality exposure therapy (VRET) tablet interface that allows the clinician to change virtual reality settings and trigger encounters (2007). The sixth Web extra at http://youtu.be/C-fspuLo4vw is a video demonstration of the Bravemind virtual reality exposure therapy (VRET) prototype showing a variety of driving and dismounted scenarios with encounters in Iraq and Afghanistan (2013). The sixth Web extra at http://youtu.be/HSPDomDAigg is a video collection of Iraqi and Afghanistan virtual reality exposure therapy (VRET) scenarios within the Bravemind prototype (2013).},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
DeVault, David; Artstein, Ron; Benn, Grace; Dey, Teresa; Fast, Edward; Gainer, Alesia; Georgila, Kallirroi; Gratch, Jonathan; Hartholt, Arno; Lhommet, Margaux; Lucas, Gale; Marsella, Stacy C.; Fabrizio, Morbini; Nazarian, Angela; Scherer, Stefan; Stratou, Giota; Suri, Apar; Traum, David; Wood, Rachel; Xu, Yuyu; Rizzo, Albert; Morency, Louis-Philippe
SimSensei Kiosk: A Virtual Human Interviewer for Healthcare Decision Support Proceedings Article
In: Proceedings of the 13th Inter-national Conference on Autonomous Agents and Multiagent Systems (AAMAS 2014), pp. 1061–1068, International Foundation for Autonomous Agents and Multiagent Systems, Paris, France, 2014.
@inproceedings{devault_simsensei_2014,
title = {SimSensei Kiosk: A Virtual Human Interviewer for Healthcare Decision Support},
author = {David DeVault and Ron Artstein and Grace Benn and Teresa Dey and Edward Fast and Alesia Gainer and Kallirroi Georgila and Jonathan Gratch and Arno Hartholt and Margaux Lhommet and Gale Lucas and Stacy C. Marsella and Morbini Fabrizio and Angela Nazarian and Stefan Scherer and Giota Stratou and Apar Suri and David Traum and Rachel Wood and Yuyu Xu and Albert Rizzo and Louis-Philippe Morency},
url = {https://dl.acm.org/citation.cfm?id=2617415},
year = {2014},
date = {2014-05-01},
booktitle = {Proceedings of the 13th Inter-national Conference on Autonomous Agents and Multiagent Systems (AAMAS 2014)},
pages = {1061–1068},
publisher = {International Foundation for Autonomous Agents and Multiagent Systems},
address = {Paris, France},
abstract = {We present SimSensei Kiosk, an implemented virtual human interviewer designed to create an engaging face-to-face inter-action where the user feels comfortable talking and sharing information. SimSensei Kiosk is also designed to create in- teractional situations favorable to the automatic assessment of distress indicators, de_ned as verbal and nonverbal behav- iors correlated with depression, anxiety or post-traumatic stress disorder (PTSD). In this paper, we summarize the de- sign methodology, performed over the past two years, which is based on three main development cycles: (1) analysis of face-to-face human interactions to identify potential distress indicators, dialogue policies and virtual human gestures, (2) development and analysis of a Wizard-of-Oz prototype sys- tem where two human operators were deciding the spoken and gestural responses, and (3) development of a fully au- tomatic virtual interviewer able to engage users in 15-25 minute interactions. We show the potential of our fully auto- matic virtual human interviewer in a user study, and situate its performance in relation to the Wizard-of-Oz prototype.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Gratch, Jonathan; Hartholt, Arno; Dehghani, Morteza; Marsella, Stacy C.
Virtual Humans: A New Toolkit for Cognitive Science Research Proceedings Article
In: Cognitive Science, Berlin, Germany, 2013.
@inproceedings{gratch_virtual_2013,
title = {Virtual Humans: A New Toolkit for Cognitive Science Research},
author = {Jonathan Gratch and Arno Hartholt and Morteza Dehghani and Stacy C. Marsella},
url = {http://ict.usc.edu/pubs/Virtual%20Humans-%20A%20New%20Toolkit%20for%20Cognitive%20Science%20Research.pdf},
year = {2013},
date = {2013-08-01},
booktitle = {Cognitive Science},
address = {Berlin, Germany},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Hartholt, Arno; Traum, David; Marsella, Stacy C.; Shapiro, Ari; Stratou, Giota; Leuski, Anton; Morency, Louis-Philippe; Gratch, Jonathan
All Together Now: Introducing the Virtual Human Toolkit Proceedings Article
In: 13th International Conference on Intelligent Virtual Agents, Edinburgh, UK, 2013.
@inproceedings{hartholt_all_2013,
title = {All Together Now: Introducing the Virtual Human Toolkit},
author = {Arno Hartholt and David Traum and Stacy C. Marsella and Ari Shapiro and Giota Stratou and Anton Leuski and Louis-Philippe Morency and Jonathan Gratch},
url = {http://ict.usc.edu/pubs/All%20Together%20Now.pdf},
year = {2013},
date = {2013-08-01},
booktitle = {13th International Conference on Intelligent Virtual Agents},
address = {Edinburgh, UK},
abstract = {While virtual humans are proven tools for training, education and re- search, they are far from realizing their full potential. Advances are needed in indi- vidual capabilities, such as character animation and speech synthesis, but perhaps more importantly, fundamental questions remain as to how best to integrate these capabilities into a single framework that allows us to efficiently create characters that can engage users in meaningful and realistic social interactions. This integration re- quires in-depth, inter-disciplinary understanding few individuals, or even teams of individuals, possess. We help address this challenge by introducing the ICT Virtual Human Toolkit1, which offers a flexible framework for exploring a variety of differ- ent types of virtual human systems, from virtual listeners and question-answering characters to virtual role-players. We show that due to its modularity, the Toolkit allows researchers to mix and match provided capabilities with their own, lowering the barrier of entry to this multi-disciplinary research challenge.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; John, Bruce Sheffield; Newman, Brad; Williams, Josh; Hartholt, Arno; Lethin, Clarke; Buckwalter, John Galen
Virtual Reality as a Tool for Delivering PTSD Exposure Therapy and Stress Resilience Training Journal Article
In: Military Behavioral Health, vol. 1, pp. 48–54, 2013.
@article{rizzo_virtual_2013,
title = {Virtual Reality as a Tool for Delivering PTSD Exposure Therapy and Stress Resilience Training},
author = {Albert Rizzo and Bruce Sheffield John and Brad Newman and Josh Williams and Arno Hartholt and Clarke Lethin and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20as%20a%20Tool%20for%20Delivering%20PTSD%20Exposure%20Therapy%20and%20Stress%20Resilience%20Training.pdf},
doi = {10.1080/21635781.2012.721064},
year = {2013},
date = {2013-01-01},
booktitle = {Post-Traumatic Stress Disorder: Future Directions in Prevention, Diagnosis, and Treatment},
journal = {Military Behavioral Health},
volume = {1},
pages = {48–54},
publisher = {Springer},
abstract = {The incidence of post-traumatic stress disorder (PTSD) in returning Operation Enduring Free- dom and Operation Iraqi Freedom military personnel has created a significant behavioral health care challenge. One emerging form of treatment for combat-related PTSD that has shown promise involves the delivery of exposure therapy using immersive virtual reality (VR). Initial outcomes from open clinical trials have been positive, and fully randomized controlled trials are currently in progress. Inspired by the initial success of our research using VR to emotionally engage and successfully treat persons undergoing exposure therapy for PTSD, we have developed a similar VR-based approach to deliver resilience training prior to an initial deployment. The STress Resilience In Virtual Environments (STRIVE) project aims to create a set of combat simulations (derived from our existing virtual Iraq/Afghanistan PTSD exposure therapy system) that are part of a multiepisode interactive narrative experience. Users can be immersed within challenging virtual combat contexts and interact with virtual characters as part of an experiential approach for learning psychoeducational material, stress manage- ment techniques, emotional coping strategies believed to enhance stress resilience. This article describes the development and evaluation of the virtual Iraq/Afghanistan exposure therapy system and then details its current transition into the STRIVE tool for predeployment stress resilience training.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Wilson, Cyrus A.; Alexander, Oleg; Tunwattanapong, Borom; Peers, Pieter; Ghosh, Abhijeet; Busch, Jay; Hartholt, Arno; Debevec, Paul
Facial Cartography: Interactive Scan Correspondence Proceedings Article
In: ACM/Eurographics Symposium on Computer Animation, 2011.
@inproceedings{wilson_facial_2011,
title = {Facial Cartography: Interactive Scan Correspondence},
author = {Cyrus A. Wilson and Oleg Alexander and Borom Tunwattanapong and Pieter Peers and Abhijeet Ghosh and Jay Busch and Arno Hartholt and Paul Debevec},
url = {http://ict.usc.edu/pubs/Facial%20Cartography-%20Interactive%20Scan%20Correspondence.pdf},
year = {2011},
date = {2011-08-01},
booktitle = {ACM/Eurographics Symposium on Computer Animation},
abstract = {We present a semi-automatic technique for computing surface correspondences between 3D facial scans in different expressions, such that scan data can be mapped into a common domain for facial animation. The technique can accurately correspond high-resolution scans of widely differing expressions – without requiring intermediate pose sequences – such that they can be used, together with reflectance maps, to create high-quality blendshape-based facial animation. We optimize correspondences through a combination of Image, Shape, and Internal forces, as well as Directable forces to allow a user to interactively guide and refine the solution. Key to our method is a novel representation, called an Active Visage, that balances the advantages of both deformable templates and correspondence computation in a 2D canonical domain. We show that our semi-automatic technique achieves more robust results than automated correspondence alone, and is more precise than is practical with unaided manual input.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Campbell, Julia; Core, Mark; Artstein, Ron; Armstrong, Lindsay; Hartholt, Arno; Wilson, Cyrus A.; Georgila, Kallirroi; Morbini, Fabrizio; Haynes, Kip; Gomboc, Dave; Birch, Mike; Bobrow, Jonathan; Lane, H. Chad; Gerten, Jillian; Leuski, Anton; Traum, David; Trimmer, Matthew; DiNinni, Rich; Bosack, Matthew; Jones, Timothy; Clark, Richard E.; Yates, Kenneth A.
Developing INOTS to Support Interpersonal Skills Practice Proceedings Article
In: IEEE Aerospace Conference, 2011.
@inproceedings{campbell_developing_2011,
title = {Developing INOTS to Support Interpersonal Skills Practice},
author = {Julia Campbell and Mark Core and Ron Artstein and Lindsay Armstrong and Arno Hartholt and Cyrus A. Wilson and Kallirroi Georgila and Fabrizio Morbini and Kip Haynes and Dave Gomboc and Mike Birch and Jonathan Bobrow and H. Chad Lane and Jillian Gerten and Anton Leuski and David Traum and Matthew Trimmer and Rich DiNinni and Matthew Bosack and Timothy Jones and Richard E. Clark and Kenneth A. Yates},
url = {http://ict.usc.edu/pubs/Developing%20INOTS%20to%20Support%20Interpersonal%20Skills%20Practice.pdf},
year = {2011},
date = {2011-03-01},
booktitle = {IEEE Aerospace Conference},
abstract = {The Immersive Naval Officer Training System (INOTS) is a blended learning environment that merges traditional classroom instruction with a mixed reality training setting. INOTS supports the instruction, practice and assessment of interpersonal communication skills. The goal of INOTS is to provide a consistent training experience to supplement interpersonal skills instruction for Naval officer candidates without sacrificing trainee throughput and instructor control. We developed an instructional design from cognitive task analysis interviews with experts to serve as a framework for system development. We also leveraged commercial student response technology and research technologies including natural language recognition, virtual humans, realistic graphics, intelligent tutoring and automated instructor support tools. In this paper, we describe our methodologies for developing a blended learning environment, and our challenges adding mixed reality and virtual human technologies to a traditional classroom to support interpersonal skills training.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Hartholt, Arno; Gratch, Jonathan; Leuski, Anton; Morency, Louis-Philippe; Marsella, Stacy C.; Liewer, Matt; Doraiswamy, Prathibha; Weiss, Lori; LeMasters, Kim; Fast, Edward; Sadek, Ramy; Marshall, Andrew; Lee, Jina; Thiebaux, Marcus; Tsiartas, Andreas
At the Virtual Frontier: Introducing Gunslinger, a Multi- Character, Mixed-Reality, Story-Driven Experience Proceedings Article
In: Proceedings of the 9th International Conference on Intelligent Virtual Agents (IVA), Amsterdam, The Netherlands, 2009.
@inproceedings{hartholt_at_2009,
title = {At the Virtual Frontier: Introducing Gunslinger, a Multi- Character, Mixed-Reality, Story-Driven Experience},
author = {Arno Hartholt and Jonathan Gratch and Anton Leuski and Louis-Philippe Morency and Stacy C. Marsella and Matt Liewer and Prathibha Doraiswamy and Lori Weiss and Kim LeMasters and Edward Fast and Ramy Sadek and Andrew Marshall and Jina Lee and Marcus Thiebaux and Andreas Tsiartas},
url = {http://ict.usc.edu/pubs/At%20the%20Virtual%20Frontier-%20Introducing%20Gunslinger%20a%20Multi-%20Character%20Mixed-Reality%20Story-Driven%20Experience.pdf},
year = {2009},
date = {2009-01-01},
booktitle = {Proceedings of the 9th International Conference on Intelligent Virtual Agents (IVA)},
address = {Amsterdam, The Netherlands},
abstract = {We describe an application of intelligent virtual agents to the domain of mixed-reality interactive entertainment. Gunslinger allows users to interact with life-sized virtual humans within the context of a wild west story world. The application incorporates a novel integration of capabilities including gesture and spoken language recognition, story and dialogue reasoning, and multi-character, multi-modal behavior generation and synthesis. The article describes our design process, technological innovations, and initial feedback from user interactions with the system.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Traum, David; Gratch, Jonathan; Hartholt, Arno; Marsella, Stacy C.; Lee, Jina
Multi-party, Multi-issue, Multi-strategy Negotiation for Multi-modal Virtual Agents Proceedings Article
In: Proceedings of the 8th International Conference on Intelligent Virtual Agents, pp. 117–130, Tokyo, Japan, 2008.
@inproceedings{traum_multi-party_2008,
title = {Multi-party, Multi-issue, Multi-strategy Negotiation for Multi-modal Virtual Agents},
author = {David Traum and Jonathan Gratch and Arno Hartholt and Stacy C. Marsella and Jina Lee},
url = {http://ict.usc.edu/pubs/Multi-party,%20Multi-issue,%20Multi-strategy%20Negotiation.pdf},
year = {2008},
date = {2008-09-01},
booktitle = {Proceedings of the 8th International Conference on Intelligent Virtual Agents},
pages = {117–130},
address = {Tokyo, Japan},
abstract = {We present a model of negotiation for virtual agents that extends previous work to be more human-like and applicable to a broader range of situations, including more than two negotiators with different goals, and negotiating over multiple options. The agents can dynamically change their negotiating strategies based on the current values of several parameters and factors that can be updated in the course of the negotiation.We have implemented this model and done preliminary evaluation within a prototype training system and a three-party negotiation with two virtual humans and one human.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Hartholt, Arno; Russ, Thomas; Traum, David; Hovy, Eduard; Robinson, Susan
A Common Ground for Virtual Humans: Using an Ontology in a Natural Language Oriented Virtual Human Architecture Proceedings Article
In: International Conference on Language Resources and Evaluation (LREC), Marrakech, Morocco, 2008.
@inproceedings{hartholt_common_2008,
title = {A Common Ground for Virtual Humans: Using an Ontology in a Natural Language Oriented Virtual Human Architecture},
author = {Arno Hartholt and Thomas Russ and David Traum and Eduard Hovy and Susan Robinson},
url = {http://ict.usc.edu/pubs/A%20Common%20Ground%20for%20Virtual%20Humans-%20Using%20an%20Ontology%20in%20a%20Natural%20Language%20Oriented%20Virtual%20Human%20Architecture.pdf},
year = {2008},
date = {2008-05-01},
booktitle = {International Conference on Language Resources and Evaluation (LREC)},
address = {Marrakech, Morocco},
abstract = {When dealing with large, distributed systems that use state-of-the-art components, individual components are usually developed in parallel. As development continues, the decoupling invariably leads to a mismatch between how these components internally represent concepts and how they communicate these representations to other components: representations can get out of synch, contain localized errors, or become manageable only by a small group of experts for each module. In this paper, we describe the use of an ontology as part of a complex distributed virtual human architecture in order to enable better communication between modules while improving the overall flexibility needed to change or extend the system. We focus on the natural language understanding capabilities of this architecture and the relationship between language and concepts within the entire system in general and the ontology in particular.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Hartholt, Arno; Gratch, Jonathan; Swartout, William; Traum, David; Marsella, Stacy C.; Piepol, Diane
Building Interactive Virtual Humans for Training Environments Proceedings Article
In: Interservice/Industry Training, Simulation and Education Conference (I/ITSEC), Orlando, FL, 2007.
@inproceedings{kenny_building_2007,
title = {Building Interactive Virtual Humans for Training Environments},
author = {Patrick G. Kenny and Arno Hartholt and Jonathan Gratch and William Swartout and David Traum and Stacy C. Marsella and Diane Piepol},
url = {http://ict.usc.edu/pubs/Building%20Interactive%20Virtual%20Humans%20for%20Training%20Environments.pdf},
year = {2007},
date = {2007-11-01},
booktitle = {Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)},
address = {Orlando, FL},
abstract = {There is a great need in the Joint Forces to have human to human interpersonal training for skills such as negotiation, leadership, interviewing and cultural training. Virtual environments can be incredible training tools if used properly and used for the correct training application. Virtual environments have already been very successful in training Warfighters how to operate vehicles and weapons systems. At the Institute for Creative Technologies (ICT) we have been exploring a new question: can virtual environments be used to train Warfighters in interpersonal skills such as negotiation, tactical questioning and leadership that are so critical for success in the contemporary operating environment? Using embodied conversational agents to create this type of training system has been one of the goals of the Virtual Humans project at the institute. ICT has a great deal of experience building complex, integrated and immersive training systems that address the human factor needs for training experiences. This paper will address the research, technology and value of developing virtual humans for training environments. This research includes speech recognition, natural language understanding & generation, dialogue management, cognitive agents, emotion modeling, question response managers, speech generation and non-verbal behavior. Also addressed will be the diverse set of training environments we have developed for the system, from single computer laptops to multi-computer immersive displays to real and virtual integrated environments. This paper will also discuss the problems, issues and solutions we encountered while building these systems. The paper will recount subject testing we have performed in these environments and results we have obtained from users. Finally the future of this type of Virtual Humans technology and training applications will be discussed.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Hartholt, Arno; Gratch, Jonathan; Traum, David; Marsella, Stacy C.; Swartout, William
The More the Merrier: Multi-Party Negotiation with Virtual Humans Proceedings Article
In: AAAI Conference On Artificial Intelligence; Proceedings of the 22nd National Conference on Artificial Intelligence, pp. 1970–1971, 2007.
@inproceedings{kenny_more_2007,
title = {The More the Merrier: Multi-Party Negotiation with Virtual Humans},
author = {Patrick G. Kenny and Arno Hartholt and Jonathan Gratch and David Traum and Stacy C. Marsella and William Swartout},
url = {http://ict.usc.edu/pubs/The%20More%20the%20Merrier-%20Multi-Party%20Negotiation%20with%20Virtual%20Humans.pdf},
year = {2007},
date = {2007-07-01},
booktitle = {AAAI Conference On Artificial Intelligence; Proceedings of the 22nd National Conference on Artificial Intelligence},
volume = {2},
pages = {1970–1971},
abstract = {The goal of the Virtual Humans Project at the University of Southern California�s Institute for Creative Technologies is to enrich virtual training environments with virtual humans � autonomous agents that support face-to-face interaction with trainees in a variety of roles � through bringing together many different areas of research including speech recognition, natural language understanding, dialogue management, cognitive modeling, emotion modeling, non-verbal behavior and speech and knowledge management. The demo at AAAI will focus on our work using virtual humans to train negotiation skills. Conference attendees will negotiate with a virtual human doctor and elder to try to move a clinic out of harm�s way in single and multi-party negotiation scenarios using the latest iteration of our Virtual Humans framework. The user will use natural speech to talk to the embodied agents, who will respond in accordance with their internal task model and state. The characters will carry out a multi-party dialogue with verbal and non-verbal behavior. A video of a single-party version of the scenario was shown at AAAI-06. This new interactive demo introduces several new features, including multi-party negotiation, dynamically generated non-verbal behavior and a central ontology.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Muller, T. J.; Hartholt, Arno; Marsella, Stacy C.; Gratch, Jonathan; Traum, David
Do You Want To Talk About It? A First Step Towards Emotion Integrated Dialogue Proceedings Article
In: International Conference on Autonomous Agents and Multiagent Systems (AAMAS), Kloster Irsee, Germany, 2004.
@inproceedings{muller_you_2004,
title = {Do You Want To Talk About It? A First Step Towards Emotion Integrated Dialogue},
author = {T. J. Muller and Arno Hartholt and Stacy C. Marsella and Jonathan Gratch and David Traum},
url = {http://ict.usc.edu/pubs/Do%20you%20want%20to%20talk%20about%20it.pdf},
year = {2004},
date = {2004-08-01},
booktitle = {International Conference on Autonomous Agents and Multiagent Systems (AAMAS)},
address = {Kloster Irsee, Germany},
abstract = {In this paper, we descrribe an implemented system for emotion-referring dialogue. An agen can engage in emotion-referring dialogue if it first has a model of its own emotions, and secondly has a way of talking about them. We create this facility in MRE Project's virtual humans, building upon the existing emotion and dialogue facilities of these agents.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Hartholt, Arno; Muller, T. J.
Interaction on Emotions Technical Report
University of Southern California Institute for Creative Technologies Marina del Rey, CA, no. ICT TR 02.2004, 2004.
@techreport{hartholt_interaction_2004,
title = {Interaction on Emotions},
author = {Arno Hartholt and T. J. Muller},
url = {http://ict.usc.edu/pubs/Interaction%20on%20emotions.pdf},
year = {2004},
date = {2004-01-01},
number = {ICT TR 02.2004},
address = {Marina del Rey, CA},
institution = {University of Southern California Institute for Creative Technologies},
abstract = {This report describes the addition of an emotion dialogue to the Mission Rehearsal Exercise (MRE) system. The goal of the MRE system is to provide an immersive learning environment for army officer recruits. The user can engage in conversation with several intelligent agents in order to accomplish the goals within a certain scenario. Although these agents did already posses emotions, they were unable to express them verbally. A question - answer dialogue has been implemented to this purpose. The implementation makes use of proposition states for modelling knowledge, keyword scanning for natural language understanding and templates for natural language generation. The system is implemented using Soar and TCL. An agent can understand emotion related questions in four different domains, type, intensity, state, and the combination of responsible-agent and blameworthiness. Some limitations arise due to the techniques used and to the relative short time frame in which the assignment was to be executed. Main issues are that the existing natural language understanding and generation modules could not be fully used, that very little context about the conversation is available and that the emotion states simplify the emotional state of an agent. These limitations and other thoughts give rise to the following recommendations for further work: * Make full use of references. * Use coping strategies for generating agent's utterances. * Use focus mechanisms for generating agent's utterances. * Extend known utterances. * Use NLU and NLG module. * Use emotion dialogue and states to influence emotions. * Fix known bugs.},
keywords = {},
pubstate = {published},
tppubtype = {techreport}
}
Hartholt, Arno; McCullough, Kyle; Mozgai, Sharon; Ustun, Volkan; Gordon, Andrew S
Introducing RIDE: Lowering the Barrier of Entry to Simulation and Training through the Rapid Integration & Development Environment Journal Article
In: pp. 11, 0000.
@article{hartholt_introducing_nodate-1,
title = {Introducing RIDE: Lowering the Barrier of Entry to Simulation and Training through the Rapid Integration & Development Environment},
author = {Arno Hartholt and Kyle McCullough and Sharon Mozgai and Volkan Ustun and Andrew S Gordon},
pages = {11},
abstract = {This paper describes the design, development, and philosophy of the Rapid Integration & Development Environment (RIDE). RIDE is a simulation platform that unites many Department of Defense (DoD) and Army simulation efforts to provide an accelerated development foundation and prototyping sandbox that provides direct benefit to the U.S. Army’s Synthetic Training Environment (STE) as well as the larger DoD and Army simulation communities. RIDE integrates a range of capabilities, including One World Terrain, Non-Player Character AI behaviors, xAPI logging, multiplayer networking, scenario creation, destructibility, machine learning approaches, and multi-platform support. The goal of RIDE is to create a simple, drag-and-drop development environment usable by people across all technical levels. RIDE leverages robust game engine technology while designed to be agnostic to any specific game or simulation engine. It provides decision makers with the tools needed to better define requirements and identify potential solutions in much less time and at much reduced costs. RIDE is available through Government Purpose Rights. We aim for RIDE to lower the barrier of entry to research and development efforts within the simulation community in order to reduce required time and effort for simulation and training prototyping. This paper provides an overview of our objective, overall approach, and next steps, in pursuit of these goals.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Hartholt, Arno; Mozgai, Sharon
From Combat to COVID-19 – Managing the Impact of Trauma Using Virtual Reality Journal Article
In: pp. 35, 0000.
@article{hartholt_combat_nodate,
title = {From Combat to COVID-19 – Managing the Impact of Trauma Using Virtual Reality},
author = {Arno Hartholt and Sharon Mozgai},
pages = {35},
abstract = {Research has documented the efficacy of clinical applications that leverage Virtual Reality (VR) for assessment and treatment purposes across a wide range of domains, including pain, phobias, and posttraumatic stress disorder (PTSD). As the field of Clinical VR matures, it is important to review its origins and examine how these initial explorations have progressed, what gaps remain, and what opportunities the community can pursue. We do this by reflecting on our personal scientific journey against the backdrop of the field in general. In particular, this paper discusses how a clinical research program that was initially designed to deliver trauma-focused VR exposure therapy (VRET) for combat-related PTSD has been evolved to expand its impact and address a wider range of trauma sources. Such trauma sources include sexual trauma and the needs of first responders and healthcare professionals serving on the frontlines of the COVID-19 pandemic. We provide an overview of the field and its general trends, discuss the genesis of our research agenda and its current status, and summarize upcoming opportunities, together with common challenges and lessons learned.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Hartholt, Arno; McCullough, Kyle; Mozgai, Sharon; Ustun, Volkan; Gordon, Andrew S
Introducing RIDE: Lowering the Barrier of Entry to Simulation and Training through the Rapid Integration & Development Environment Journal Article
In: pp. 11, 0000.
@article{hartholt_introducing_nodate,
title = {Introducing RIDE: Lowering the Barrier of Entry to Simulation and Training through the Rapid Integration & Development Environment},
author = {Arno Hartholt and Kyle McCullough and Sharon Mozgai and Volkan Ustun and Andrew S Gordon},
pages = {11},
abstract = {This paper describes the design, development, and philosophy of the Rapid Integration & Development Environment (RIDE). RIDE is a simulation platform that unites many Department of Defense (DoD) and Army simulation efforts to provide an accelerated development foundation and prototyping sandbox that provides direct benefit to the U.S. Army’s Synthetic Training Environment (STE) as well as the larger DoD and Army simulation communities. RIDE integrates a range of capabilities, including One World Terrain, Non-Player Character AI behaviors, xAPI logging, multiplayer networking, scenario creation, destructibility, machine learning approaches, and multi-platform support. The goal of RIDE is to create a simple, drag-and-drop development environment usable by people across all technical levels. RIDE leverages robust game engine technology while designed to be agnostic to any specific game or simulation engine. It provides decision makers with the tools needed to better define requirements and identify potential solutions in much less time and at much reduced costs. RIDE is available through Government Purpose Rights. We aim for RIDE to lower the barrier of entry to research and development efforts within the simulation community in order to reduce required time and effort for simulation and training prototyping. This paper provides an overview of our objective, overall approach, and next steps, in pursuit of these goals.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Mozgai, Sharon; Rizzo, Albert A; Hartholt, Arno
Persuasive Technology for Suicide Prevention: A Virtual Human mHealth Application Proceedings Article
In: 0000.
@inproceedings{mozgai_persuasive_nodate,
title = {Persuasive Technology for Suicide Prevention: A Virtual Human mHealth Application},
author = {Sharon Mozgai and Albert A Rizzo and Arno Hartholt},
abstract = {We are demoing Battle Buddy, an mHealth application designed to support access to physical and mental wellness content as well as safety planning for U.S. military veterans. This virtual human interface will collect multimodal data through passive sensors native to popular wearables (e.g., Apple Watch) and deliver adaptive multimedia content specifically tailored to the user in the interdependent domains of physical, cognitive, and emotional health. Battle Buddy can deliver health interventions matched to the individual user via novel adaptive logic-based algorithms while employing various behavior change techniques (e.g., goal-setting, barrier identification, rewards, modeling, etc.). All interactions were specifically designed to engage and motivate by employing the persuasive strategies of (1) personalization, (2) self-monitoring, (3) tunneling, (4) suggestion, and (5) expertise.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
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