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Intelligent Virtual Agents

Overview of attention for book
Cover of 'Intelligent Virtual Agents'

Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 1 Why Fat Interface Characters Are Better e-Health Advisors
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    Chapter 2 Virtual Rapport
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    Chapter 3 Imitation Learning and Response Facilitation in Embodied Agents
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    Chapter 4 Robust Recognition of Emotion from Speech
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    Chapter 5 Affect Detection from Human-Computer Dialogue with an Intelligent Tutoring System
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    Chapter 6 Exploitation in Affect Detection in Improvisational E-Drama
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    Chapter 7 An Exploration of Delsarte’s Structural Acting System
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    Chapter 8 Perception of Blended Emotions: From Video Corpus to Expressive Agent
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    Chapter 9 Perceiving Visual Emotions with Speech
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    Chapter 10 Dealing with Out of Domain Questions in Virtual Characters
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    Chapter 11 MIKI: A Speech Enabled Intelligent Kiosk
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    Chapter 12 Architecture of a Framework for Generic Assisting Conversational Agents
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    Chapter 13 A Comprehensive Context Model for Multi-party Interactions with Virtual Characters
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    Chapter 14 “What Would You Like to Talk About?” An Evaluation of Social Conversations with a Virtual Receptionist
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    Chapter 15 Gesture Expressivity Modulations in an ECA Application
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    Chapter 16 Visual Attention and Eye Gaze During Multiparty Conversations with Distractions
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    Chapter 17 Towards a Common Framework for Multimodal Generation: The Behavior Markup Language
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    Chapter 18 MPML3D: A Reactive Framework for the Multimodal Presentation Markup Language
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    Chapter 19 Creativity Meets Automation: Combining Nonverbal Action Authoring with Rules and Machine Learning
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    Chapter 20 Nonverbal Behavior Generator for Embodied Conversational Agents
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    Chapter 21 [HUGE]: Universal Architecture for Statistically Based HUman GEsturing
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    Chapter 22 A Story About Gesticulation Expression
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    Chapter 23 Introducing EVG: An Emotion Evoking Game
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    Chapter 24 Towards a Reactive Virtual Trainer
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    Chapter 25 Making It Up as You Go Along – Improvising Stories for Pedagogical Purposes
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    Chapter 26 A Neurobiologically Inspired Model of Personality in an Intelligent Agent
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    Chapter 27 Feeling Ambivalent: A Model of Mixed Emotions for Virtual Agents
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    Chapter 28 Are Computer-Generated Emotions and Moods Plausible to Humans?
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    Chapter 29 Creating Adaptive and Individual Personalities in Many Characters Without Hand-Crafting Behaviors
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    Chapter 30 Thespian: Modeling Socially Normative Behavior in a Decision-Theoretic Framework
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    Chapter 31 Autobiographic Knowledge for Believable Virtual Characters
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    Chapter 32 Teachable Characters: User Studies, Design Principles, and Learning Performance
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    Chapter 33 FearNot’s Appearance: Reflecting Children’s Expectations and Perspectives
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    Chapter 34 Populating Reconstructed Archaeological Sites with Autonomous Virtual Humans
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    Chapter 35 Evaluating the Tangible Interface and Virtual Characters in the Interactive COHIBIT Exhibit
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    Chapter 36 Invited Talk: Rule Systems and Video Games
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    Chapter 37 Invited Talk: Façade : Architecture and Authorial Idioms for Believable Agents in Interactive Drama
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    Chapter 38 Invited Talk: Social Effects of Emotion: Two Modes of Relation Alignment
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    Chapter 39 Computer Model of Emotional Agents
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    Chapter 40 Affective Robots as Mediators in Smart Environments
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    Chapter 41 Expression of Emotion in Body and Face
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    Chapter 42 Towards Primate-Like Synthetic Sociability
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    Chapter 43 Here Be Dragons: Integrating Agent Behaviors with Procedural Emergent Landscapes and Structures
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    Chapter 44 Virtual Pedagogical Agents: Naturalism vs. Stylization
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    Chapter 45 The Role of Social Norm in User-Engagement and Appreciation of the Web Interface Agent Bonzi Buddy
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    Chapter 46 Countering Adversarial Strategies in Multi-agent Virtual Scenarios
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    Chapter 47 Avatar’s Gaze Control to Facilitate Conversational Turn-Taking in Virtual-Space Multi-user Voice Chat System
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    Chapter 48 The Role of Discourse Structure and Response Time in Multimodal Communication
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    Chapter 49 The PAC Cognitive Architecture
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    Chapter 50 Control of Avatar’s Facial Expression Using Fundamental Frequency in Multi-user Voice Chat System
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    Chapter 51 Modeling Cognition with a Human Memory Inspired Advanced Neural Controller
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    Chapter 52 Storytelling – The Difference Between Fantasy and Reality
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    Chapter 53 A Plug-and-Play Framework for Theories of Social Group Dynamics
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    Chapter 54 Learning Classifier Systems and Behavioural Animation of Virtual Characters
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    Chapter 55 Using Intelligent Agents to Facilitate Game Based Cultural Familiarization Training
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    Chapter 56 Mind the Body
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    Chapter 57 CAB: A Tool for Interoperation Among Cognitive Architectures
Overall attention for this book and its chapters
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About this Attention Score

  • Average Attention Score compared to outputs of the same age and source

Mentioned by

patent
2 patents

Citations

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17 Dimensions

Readers on

mendeley
133 Mendeley
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Title
Intelligent Virtual Agents
Published by
Lecture notes in computer science, January 2006
DOI 10.1007/11821830
ISBNs
978-3-54-037593-7, 978-3-54-037594-4
Editors

Jonathan Gratch, Michael Young, Ruth Aylett, Daniel Ballin, Patrick Olivier

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 133 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 1 <1%
Singapore 1 <1%
Unknown 131 98%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 7 5%
Researcher 2 2%
Student > Master 1 <1%
Lecturer 1 <1%
Professor > Associate Professor 1 <1%
Other 0 0%
Unknown 121 91%
Readers by discipline Count As %
Computer Science 11 8%
Psychology 1 <1%
Unknown 121 91%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 3. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 18 November 2020.
All research outputs
#7,514,847
of 22,950,943 outputs
Outputs from Lecture notes in computer science
#2,488
of 8,133 outputs
Outputs of similar age
#40,337
of 155,062 outputs
Outputs of similar age from Lecture notes in computer science
#47
of 146 outputs
Altmetric has tracked 22,950,943 research outputs across all sources so far. This one is in the 44th percentile – i.e., 44% of other outputs scored the same or lower than it.
So far Altmetric has tracked 8,133 research outputs from this source. They receive a mean Attention Score of 5.0. This one has gotten more attention than average, scoring higher than 54% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 155,062 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 17th percentile – i.e., 17% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 146 others from the same source and published within six weeks on either side of this one. This one is in the 43rd percentile – i.e., 43% of its contemporaries scored the same or lower than it.