Publications
Search
Gratch, Jonathan
Why You Should Buy an Emotional Planner Proceedings Article
In: Proceedings of the Agents '99 Workshop on Emotion-Based Agent Architectures, 1999.
@inproceedings{gratch_why_1999,
title = {Why You Should Buy an Emotional Planner},
author = {Jonathan Gratch},
url = {http://ict.usc.edu/pubs/Why%20You%20Should%20Buy%20an%20Emotional%20Planner.pdf},
year = {1999},
date = {1999-01-01},
booktitle = {Proceedings of the Agents '99 Workshop on Emotion-Based Agent Architectures},
abstract = {Computation models of emotion have begun to address the problem of how agents arrive at a given emotional state, and how that state might alter their reactions to the environment. Existing work has focused on reactive models of behavior and does not, as of yet, provide much insight on how emotion might relate to the construction and execution of complex plans. This article focuses on this later question. I present a model of how agents ap- praise the emotion significance of events that illustrates a complementary relationship between classical planning methods and models of emotion processing. By building on classical planning methods, the model clarifies prior accounts of emotional appraisal and extends these ac- counts to handle the generation and execution of com- plex multi-agent plans.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Gratch, Jonathan
Emotion recognition ≠ Emotion Understanding: Challenges Confronting the Field of Affective Computing Journal Article
In: pp. 9, 0000.
@article{gratch_emotion_nodate,
title = {Emotion recognition ≠ Emotion Understanding: Challenges Confronting the Field of Affective Computing},
author = {Jonathan Gratch},
pages = {9},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Gervits, Felix; Leuski, Anton; Bonial, Claire; Gordon, Carla; Traum, David
A Classification-Based Approach to Automating Human-Robot Dialogue Journal Article
In: pp. 13, 0000.
@article{gervits_classication-based_nodate,
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},
url = {https://link.springer.com/chapter/10.1007/978-981-15-9323-9_10},
doi = {https://doi.org/10.1007/978-981-15-9323-9_10},
pages = {13},
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 multifloor 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 = {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}
}
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}
}
The Interservice Industry, Training, Simulation, and Education Conference Miscellaneous
0000.
@misc{noauthor_interservice_nodate,
title = {The Interservice Industry, Training, Simulation, and Education Conference},
url = {https://www.xcdsystem.com/iitsec/proceedings/index.cfm?Year=2021&AbID=97189&CID=862},
urldate = {2022-09-22},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
APA PsycNet Miscellaneous
0000.
@misc{noauthor_apa_nodate,
title = {APA PsycNet},
url = {https://psycnet.apa.org/fulltext/2022-19957-001.html},
urldate = {2022-09-13},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Filter
Sorry, no publications matched your criteria.