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Morie, Jacquelyn; Tortell, Rebecca; Williams, Josh
Would You Like to Play a Game? Experience and Expectation in Game-Based Learning Environments Book Section
In: Computer Games and Team and Individual Learning, Amsterdam, The Netherlands, 2007.
@incollection{morie_would_2007,
title = {Would You Like to Play a Game? Experience and Expectation in Game-Based Learning Environments},
author = {Jacquelyn Morie and Rebecca Tortell and Josh Williams},
year = {2007},
date = {2007-11-01},
booktitle = {Computer Games and Team and Individual Learning},
address = {Amsterdam, The Netherlands},
abstract = {We present results from a series of experiments that looked at how previous experience and immediate priming affect a user's arousal state, performance and memory in a virtual environment used for training. We found that people's game play experience had effects on these measures, and that if participants expected the environment to be a game, they approached it with expectations that were not always conducive to optimal training. We suggest that the type of game being used for training will have the best outcome if users are familiar with that mode and have the appropriate schema to approach the training.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Gratch, Jonathan; Marsella, Stacy C.
The Architectural Role of Emotion in Cognitive Systems Book Section
In: Integrated Models of Cognitive Systems, Oxford University Press, New York, 2007.
@incollection{gratch_architectural_2007,
title = {The Architectural Role of Emotion in Cognitive Systems},
author = {Jonathan Gratch and Stacy C. Marsella},
url = {http://ict.usc.edu/pubs/The%20Architectural%20Role%20of%20Emotion%20in%20Cognitive%20Systems.pdf},
year = {2007},
date = {2007-03-01},
booktitle = {Integrated Models of Cognitive Systems},
publisher = {Oxford University Press},
address = {New York},
abstract = {In this chapter, we will revive an old argument that theories of human emotion can give insight into the design and control of complex cognitive systems. In particular, we claim that appraisal theories of emotion provide essential insight into the influences of emotion over cognition and can help translate such findings into concrete guidance for the design of cognitive systems. Ap- praisal theory claims that emotion plays a central and functional role in sensing external events, characterizing them as opportunity or threats and recruiting the cognitive, physical and social resources needed to adaptively respond. Further, because it argues for a close association be- tween emotion and cognition, the theoretical claims of appraisal theory can be recast as a re- quirement specification for how to build a cognitive system. This specification asserts a set of judgments that must be supported in order to correctly interpret and respond to stimuli and pro- vides a unifying framework for integrating these judgments into a coherent physical or social re- sponse. This chapter elaborates argument in some detail based on our joint experience in build- ing complex cognitive systems and computational models of emotion.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Gordon, Andrew S.
Language evidence for changes in a Theory of Mind Book Section
In: Arbib, Michael A. (Ed.): Action to Language via the Mirror Neuron System, University of Cambridge Press, Cambridge, UK, 2006, ISBN: 978-0-521-84755-1.
@incollection{gordon_language_2006,
title = {Language evidence for changes in a Theory of Mind},
author = {Andrew S. Gordon},
editor = {Michael A. Arbib},
url = {http://www.cambridge.org/gb/knowledge/isbn/item1172518/?site_locale=en_GB},
isbn = {978-0-521-84755-1},
year = {2006},
date = {2006-09-01},
booktitle = {Action to Language via the Mirror Neuron System},
publisher = {University of Cambridge Press},
address = {Cambridge, UK},
abstract = {Mirror neurons may hold the brain's key to social interaction - each coding not only a particular action or emotion but also the recognition of that action or emotion in others. The Mirror System Hypothesis adds an evolutionary arrow to the story - from the mirror system for hand actions, shared with monkeys and chimpanzees, to the uniquely human mirror system for language. In this accessible 2006 volume, experts from child development, computer science, linguistics, neuroscience, primatology and robotics present and analyse the mirror system and show how studies of action and language can illuminate each other. Topics discussed in the fifteen chapters include: what do chimpanzees and humans have in common? Does the human capability for language rest on brain mechanisms shared with other animals? How do human infants acquire language? What can be learned from imaging the human brain? How are sign- and spoken-language related? Will robots learn to act and speak like humans?},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Traum, David
Talking to Virtual Humans: Dialogue Models and Methodologies for Embodied Conversational Agents Book Section
In: Modeling Communication with Robots and Virtual Humans, pp. 296–309, 2006.
@incollection{traum_talking_2006,
title = {Talking to Virtual Humans: Dialogue Models and Methodologies for Embodied Conversational Agents},
author = {David Traum},
url = {http://ict.usc.edu/pubs/Talking%20to%20Virtual%20Humans.pdf},
year = {2006},
date = {2006-04-01},
booktitle = {Modeling Communication with Robots and Virtual Humans},
pages = {296–309},
abstract = {Virtual Humans are artificial characters who look and act like humans, but inhabit a simulated environment. One important aspect of many virtual humans is their communicative dialogue ability. In this paper we outline a methodology for study of dialogue behavior and construction of virtual humans. We also consider three architectures for different types of virtual humans that have been built at the Institute for Creative Technologies.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Swartout, William; Gratch, Jonathan; Hill, Randall W.; Hovy, Eduard; Lindheim, Richard; Marsella, Stacy C.; Rickel, Jeff; Traum, David
Simulation Meets Hollywood: Integrating Graphics, Sound, Story and Character for Immersive Simulation Book Section
In: Multimodal Intelligent Information Presentation, vol. 27, pp. 305–321, Springer, Netherlands, 2006.
@incollection{swartout_simulation_2006,
title = {Simulation Meets Hollywood: Integrating Graphics, Sound, Story and Character for Immersive Simulation},
author = {William Swartout and Jonathan Gratch and Randall W. Hill and Eduard Hovy and Richard Lindheim and Stacy C. Marsella and Jeff Rickel and David Traum},
url = {http://ict.usc.edu/pubs/SIMULATION%20MEETS%20HOLLYWOOD-%20Integrating%20Graphics,%20Sound,%20Story%20and%20Character%20for%20Immersive%20Simulation.pdf},
year = {2006},
date = {2006-01-01},
booktitle = {Multimodal Intelligent Information Presentation},
volume = {27},
pages = {305–321},
publisher = {Springer},
address = {Netherlands},
abstract = {The Institute for Creative Technologies was created at the University of Southern California with the goal of bringing together researchers in simulation technology to collaborate with people from the entertainment industry. The idea was that much more compelling simulations could be developed if researchers who understood state-of-the-art simulation technology worked together with writers and directors who knew how to create compelling stories and characters. This paper presents our first major effort to realize that vision, the Mission Rehearsal Exercise Project, which confronts a soldier trainee with the kinds of dilemmas he might reasonably encounter in a peacekeeping operation. The trainee is immersed in a synthetic world and interacts with virtual humans: artificially intelligent and graphically embodied conversational agents that understand and generate natural language, reason about world events and respond appropriately to the trainee's actions or commands. This project is an ambitious exercise in integration, both in the sense of integrating technology with entertainment industry content, but also in that we have also joined a number of component technologies that have not been integrated before. This integration has not only raised new research issues, but it has also suggested some new approaches to difficult problems. In this paper we describe the Mission Rehearsal Exercise system and the insights gained through this large-scale integration.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Gratch, Jonathan; Mao, Wenji; Marsella, Stacy C.
Modeling Social Emotions and Social Attributions Book Section
In: Sun, R. (Ed.): Cognition and Multi-Agent Interaction: Extending Cognitive Modeling to Social Simulation, Cambridge University Press, 2006.
@incollection{gratch_modeling_2006,
title = {Modeling Social Emotions and Social Attributions},
author = {Jonathan Gratch and Wenji Mao and Stacy C. Marsella},
editor = {R. Sun},
url = {http://ict.usc.edu/pubs/Modeling%20Social%20Emotions%20and%20Social%20Attributions.pdf},
year = {2006},
date = {2006-01-01},
booktitle = {Cognition and Multi-Agent Interaction: Extending Cognitive Modeling to Social Simulation},
publisher = {Cambridge University Press},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert; Pair, Jarrell; McNerney, Peter J.; Eastlund, Ernie; Manson, Brian; Gratch, Jonathan; Hill, Randall W.; Swartout, William
Development of a VR Therapy Application for Iraq War Military Personnel with PTSD Book Section
In: Studies in Health Technology and Informatics, vol. 111, no. 13, pp. 407+413, 13th Annual Medicine Meets Virtual Reality Conference, Long Beach, CA, 2005.
@incollection{rizzo_development_2005-1,
title = {Development of a VR Therapy Application for Iraq War Military Personnel with PTSD},
author = {Albert Rizzo and Jarrell Pair and Peter J. McNerney and Ernie Eastlund and Brian Manson and Jonathan Gratch and Randall W. Hill and William Swartout},
url = {http://ict.usc.edu/pubs/Development%20of%20a%20VR%20Therapy%20Application%20for%20Iraq%20War%20Veterans%20with%20PTSD.pdf},
year = {2005},
date = {2005-01-01},
booktitle = {Studies in Health Technology and Informatics},
volume = {111},
number = {13},
pages = {407+413},
address = {13th Annual Medicine Meets Virtual Reality Conference, Long Beach, CA},
series = {Medicine Meets Virtual Reality},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experiences including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that 1 out of 6 returning Iraq War military personnel are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) exposure therapy has been used in previous treatments of PTSD patients with reports of positive outcomes. The aim of the current paper is to specify the rationale, design and development of an Iraq War PTSD VR application that is being created from the virtual assets that were initially developed for theX-Box game entitled Full Spectrum Warrior which was inspired by a combat tactical training simulation, Full Spectrum Command.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Marsella, Stacy C.; Gratch, Jonathan; Rickel, Jeff
Expressive Behaviors for Virtual Worlds Book Section
In: Life-Like Characters: Tools, Affective Functions, and Applications, 2004.
@incollection{marsella_expressive_2004,
title = {Expressive Behaviors for Virtual Worlds},
author = {Stacy C. Marsella and Jonathan Gratch and Jeff Rickel},
url = {http://ict.usc.edu/pubs/Expressive%20Behaviors%20for%20Virtual%20Worlds.pdf},
year = {2004},
date = {2004-06-01},
booktitle = {Life-Like Characters: Tools, Affective Functions, and Applications},
abstract = {A person's behavior provides signi⬚cant information about their emotional state, attitudes, and attention. Our goal is to create virtual humans that convey such information to people while interacting with them in virtual worlds. The virtual humans must respond dynamically to the events surrounding them, which are fundamentally influenced by users' actions, while providing an illusion of human-like behavior. A user must be able to interpret the dynamic cognitive and emotional state of the virtual humans using the same nonverbal cues that people use to understand one another. Towards these goals, we are integrating and extending components from three prior systems: a virtual human architecture with a wide range of cognitive and motor capabilities, a model of task-oriented emotional appraisal and socially situated planning, and a model of how emotions and coping impact physical behavior. We describe the key research issues and approach in each of these prior systems, as well as our integration and its initial implementation in a leadership training system.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Traum, David; Larsson, Staffan
The Information State Approach to Dialogue Management Book Section
In: Current and New Directions in Discourse and Dialogue, pp. 325–353, 2003.
@incollection{traum_information_2003,
title = {The Information State Approach to Dialogue Management},
author = {David Traum and Staffan Larsson},
url = {http://ict.usc.edu/pubs/The%20Information%20State%20Approach%20to%20Dialogue%20Management.pdf},
year = {2003},
date = {2003-01-01},
booktitle = {Current and New Directions in Discourse and Dialogue},
pages = {325–353},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Rickel, Jeff; Johnson, W. Lewis
Extending Virtual Human to Support Team Training in Virtual Reality Book Section
In: Lakemeyer, G.; Nebel, B. (Ed.): Exploring Artificial Intelligence in the New Millennium, Morgan Kaufmann Publishers, San Francisco, CA, 2002.
@incollection{rickel_extending_2002,
title = {Extending Virtual Human to Support Team Training in Virtual Reality},
author = {Jeff Rickel and W. Lewis Johnson},
editor = {G. Lakemeyer and B. Nebel},
url = {http://ict.usc.edu/pubs/Extending%20Virtual%20Humans%20to%20Support%20Team%20Training%20in%20Virtual%20Reality.pdf},
year = {2002},
date = {2002-01-01},
booktitle = {Exploring Artificial Intelligence in the New Millennium},
publisher = {Morgan Kaufmann Publishers},
address = {San Francisco, CA},
abstract = {This paper describes the use of virtual humans and distributed virtual reality to support team training, where students must learn their individual role in the team as well as how to coordinate their actions with their teammates. Students, instructors, and virtual humans cohabit a three-dimensional, interactive, simulated mock-up of their work environment, where they can practice together in realistic situations. The virtual humans can serve as instructors for individual students, and they can substitute for missing team members, allowing students to practive team tasks when some or all human instructors and teammates are unavailable. The paper describes our learning environment, the issues that arise in developing virtual humans for team training, and our design for the virtual humans, which is an extension of our Steve agent previously used for one-on-one tutoring.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Gratch, Jonathan
Socially Situated Planning Book Section
In: Socially Intelligent Agents, Multiagent Systems, Artificial Societies, and Simulated Organizations, vol. 3, pp. 181–188, AAAI Fall Symposium on Socially Intelligent Agents - The Human in the Loop, North Falmouth, MA, 2000.
@incollection{gratch_socially_2000,
title = {Socially Situated Planning},
author = {Jonathan Gratch},
url = {http://ict.usc.edu/pubs/Socially%20Situated%20Planning.pdf},
year = {2000},
date = {2000-01-01},
booktitle = {Socially Intelligent Agents, Multiagent Systems, Artificial Societies, and Simulated Organizations},
volume = {3},
pages = {181–188},
address = {AAAI Fall Symposium on Socially Intelligent Agents - The Human in the Loop, North Falmouth, MA},
abstract = {Introduction: Virtual environments such as training simulators and video games do an impressive job at modeling the physical dynamics of synthetic worlds but fall short when modeling the social dynamics of anything but the most impoverished human encounters. Yet the social dimension is at least as important as good graphics for creating an engaging game or effective training tool. Commercial flight simulators accurately model the technical aspects of flight but many aviation disasters arise from social breakdowns: poor management skills in the cockpit, or the effects of stress and emotion. Perhaps the biggest consumer of simulation technology, the U.S. military, identifies unrealistic human and organizational behavior as a major limitation of existing simulation technology (NRC, 1998). And of course the entertainment industry has long recognized the importance of good character, emotional attachment and rich social interactions to "put butts in seats." This article describes a research effort to endow virtual training environments with richer models of social behavior. We have been developing autonomous and semi-autonomous software agents that plan and act while situated in a social network of other entities, human and synthetic (Hill et. al, 1997; Tambe, 1997; Gratch and Hill, 1999). My work has focused on making agents act in an organization and obey social constraints, coordinate their behavior, negotiate conflicts, but also obey their own self-interest and show a range of individual differences in their behavior and willingness to violate social norms, albeit within the relatively narrow context of a specific training exercise.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
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