Results for 'avatar, agent, virtual dialogue interface, soft interaction'

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  1.  20
    アバタとエージェントを利用した仮想対話インタフェースによる Soft Interaction.Ozawa Jun Kudo Takahiro - 2004 - Transactions of the Japanese Society for Artificial Intelligence 19 (4):351-359.
    A virtual dialogue interface for soft interaction between a system and a user is proposed. It enables the information acquisition as a sub task without hindering the user main task during the main task execution. A virtual dialogue is performed with suitable timing between the two characters used in this interface: the user avatar with a model obtained by observing the interaction of the user and the environment, and an agent having the knowledge (...)
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  2. The tactile ethics of soft robotics: designing wisely for human–robot interaction.Thomas Arnold & Matthias Scheutz - 2017 - Soft Robotics 4 (2):81-87.
    Soft robots promise an exciting design trajectory in the field of robotics and human–robot interaction (HRI), promising more adaptive, resilient movement within environments as well as a safer, more sensitive interface for the objects or agents the robot encounters. In particular, tactile HRI is a critical dimension for designers to consider, especially given the onrush of assistive and companion robots into our society. In this article, we propose to surface an important set of ethical challenges for the field (...)
     
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  3.  57
    Dialogue Games in Multi-Agent Systems.Peter McBurney & Simon Parsons - 2002 - Informal Logic 22 (3).
    Formal dialogue games have been studied in philosophy since at least the time of Aristotle. Recently they have been applied in various contexts in computer science and artificial intelligence, particularly as the basis for interaction between autonomous software agents. We review these applications and discuss the many open research questions and challenges at this exciting interface between philosophy and computer science.
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  4. Social robots-emotional agents: Some remarks on naturalizing man-machine interaction.Barbara Becker - 2006 - International Review of Information Ethics 6:37-45.
    The construction of embodied conversational agents - robots as well as avatars - seem to be a new challenge in the field of both cognitive AI and human-computer-interface development. On the one hand, one aims at gaining new insights in the development of cognition and communication by constructing intelligent, physical instantiated artefacts. On the other hand people are driven by the idea, that humanlike mechanical dialog-partners will have a positive effect on human-machine-communication. In this contribution I put for discussion whether (...)
     
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  5.  71
    Modeling social inference in virtual agents.Wenji Mao & Jonathan Gratch - 2009 - AI and Society 24 (1):5-11.
    Social judgment is a social inference process whereby an agent singles out individuals to blame or credit for multi-agent activities. Such inferences are a key aspect of social intelligence that underlie social planning, social learning, natural language pragmatics and computational models of emotion. With the advance of multi-agent interactive systems and the need of designing socially aware systems and interfaces to interact with people, it is increasingly important to model this human-centric form of social inference. Based on psychological attribution theory, (...)
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  6.  14
    Building and Improving Tactical Agents in Real Time through a Haptic-Based Interface.Avelino J. Gonzalez & Gary Stein - 2015 - Journal of Intelligent Systems 24 (4):383-403.
    This article describes and evaluates an approach to create and/or improve tactical agents through direct human interaction in real time through a force-feedback haptic device. This concept takes advantage of a force-feedback joystick to enhance motor skill and decision-making transfer from the human to the agent in real time. Haptic devices have been shown to have high bandwidth and sensitivity. Experiments are described for this new approach, named Instructional Learning. It is used both as a way to build agents (...)
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  7.  64
    Privacy lost: The net, autonomous agents, and 'virtual information'. [REVIEW]Donald Gotterbarn - 1999 - Ethics and Information Technology 1 (2):147-154.
    The positive qualities of the Internet--anonymity, openness, and reproducibility have added a new ethical dimension to the privacy debate. This paper describes a new and significant way in which privacy is violated. A type of personal information, called virtual information is described and the effectiveness of techniques to protect this type of information is examined. This examination includes a discussion of technical approaches and professional standards as ways to address this violation of virtual information.
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  8.  78
    Intermediaries: reflections on virtual humans, gender, and the Uncanny Valley. [REVIEW]Claude Draude - 2011 - AI and Society 26 (4):319-327.
    Embodied interface agents are designed to ease the use of technology. Furthermore, they present one possible solution for future interaction scenarios beyond the desktop metaphor. Trust and believability play an important role in the relationship between user and the virtual counterpart. In order to reach this goal, a high degree of anthropomorphism in appearance and behavior of the artifact is pursued. According to the notion of the Uncanny Valley, however, this actually may have quite the opposite effect. This (...)
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  9.  23
    Measuring perceived empathy in dialogue systems.Shauna Concannon & Marcus Tomalin - forthcoming - AI and Society:1-15.
    Dialogue systems, from Virtual Personal Assistants such as Siri, Cortana, and Alexa to state-of-the-art systems such as BlenderBot3 and ChatGPT, are already widely available, used in a variety of applications, and are increasingly part of many people’s lives. However, the task of enabling them to use empathetic language more convincingly is still an emerging research topic. Such systems generally make use of complex neural networks to learn the patterns of typical human language use, and the interactions in which (...)
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  10.  46
    Plans, actions and dialogues using linear logic.Lucas Dixon, Alan Smaill & Tracy Tsang - 2009 - Journal of Logic, Language and Information 18 (2):251-289.
    We describe how Intuitionistic Linear Logic can be used to provide a unified logical account for agents to find and execute plans. This account supports the modelling of agent interaction, including dialogue; allows agents to be robust to unexpected events and failures; and supports significant reuse of agent specifications. The framework has been implemented and several case studies have been considered. Further applications include human–computer interfaces as well as agent interaction in the semantic web.
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  11.  34
    Passing an Enhanced Turing Test – Interacting with Lifelike Computer Representations of Specific Individuals.Steven Kobosko, James Hollister, Miguel Elvir, Maxine Brown, Carlos Leon-Barth, Luc Renambot, Victor Hung, Sangyoon Lee, Steven Jones, Andrew Johnson, Ronald F. DeMara, Jason Leigh & Avelino J. Gonzalez - 2013 - Journal of Intelligent Systems 22 (4):365-415.
    This article describes research to build an embodied conversational agent as an interface to a question-and-answer system about a National Science Foundation program. We call this ECA the LifeLike Avatar, and it can interact with its users in spoken natural language to answer general as well as specific questions about specific topics. In an idealized case, the LifeLike Avatar could conceivably provide a user with a level of interaction such that he or she would not be certain as to (...)
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  12.  59
    Empathy training through virtual reality: moral enhancement with the freedom to fall?Anda Zahiu, Emilian Mihailov, Brian D. Earp, Kathryn B. Francis & Julian Savulescu - 2023 - Ethics and Information Technology 25 (4):1-14.
    We propose to expand the conversation around moral enhancement from direct brain-altering methods to include technological means of modifying the environments and media through which agents can achieve moral improvement. Virtual Reality (VR) based enhancement would not bypass a person’s agency, much less their capacity for reasoned reflection. It would allow agents to critically engage with moral insights occasioned by a technologically mediated intervention. Users would gain access to a vivid ‘experience machine’ that allows for embodied presence and immersion (...)
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  13.  43
    Changing personalities: towards realistic virtual characters.P. Thagard - unknown
    Computer modelling of personality and behaviour is becoming increasingly important in many fields of computer science and psychology. Personality and emotion-driven Believable Agents are needed in areas like human–machine interfaces, electronic advertising and, most notably, electronic entertainment. Computer models of personality can help explain personality by illustrating its underlying structure and dynamics. This work presents a neural network model of personality and personality change. The goals are to help understand personality and create more realistic and believable characters for interactive video (...)
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  14. Interaction-Dominant Dynamics and Extended Embodiment.M. J. Lamb & A. P. Chemero - 2013 - Constructivist Foundations 9 (1):88-89.
    Open peer commentary on the article “Investigating Extended Embodiment Using a Computational Model and Human Experimentation” by Yuki Sato, Hiroyuki Iizuka & Takashi Ikegami. Upshot: First, we comment on a potential weakness highlighted by the use of self-reporting in the human-coupled windmill experiment as described in the target article. Second, we suggest that the authors treat their windmill models as soft-assembled dynamical systems. This would allow them to investigate extended body schemes by looking for 1/f noise in the interface (...)
     
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  15.  19
    Linguistic Marketing in a marketplace of ideas: Language choice and intertextuality in a Nigerian virtual community.Presley Ifukor - 2011 - Pragmatics and Society 2 (1):110-147.
    The virtual community under consideration is called theNigerian Village Square, ‘…a marketplace of ideas’. As an online discussion forum, NVS combines the features of listservs and newsgroups with a more elegant and user-friendly interface. While computer-mediated communication technologies augment political discourse in established democracies, new media and mobile technologies create avenues for a virtual sphere among Nigerians. Therefore, the ideal virtual sphere guarantees equal access to all connected netizens, equal right for all languages in netizens’ linguistic repertoire, (...)
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  16.  10
    Interacting with an embodied interface : Effects of embodied agent and voice command on smart TV interface.Kwan Min Lee, Jae-gil Lee & Young June Sah - 2022 - Interaction Studies 23 (1):116-142.
    Despite their potential for facilitating interaction between a user and computer, an embodied agent and voice command have not been examined enough for their matching effects. The current study proposes that an embodied agent and voice command generate positive evaluative outcomes, particularly when they are accompanied by each other. To test this prediction, we conducted a 2 (visual output: embodied agent vs. geometric figure) × 2 (input modality: voice command vs. remote controller) between-subjects experiment (N = 52), and examined (...)
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  17. Expressive Avatars: Vitality in Virtual Worlds.David Ekdahl & Lucy Osler - 2023 - Philosophy and Technology 36 (2):1-28.
    Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or (...)
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  18.  20
    Future environmental philosophies and their biocultural conservation interfaces.Ricardo Rozzi - 2007 - Ethics and the Environment 12 (2):142-145.
    In lieu of an abstract, here is a brief excerpt of the content:Future Environmental Philosophies and Their Biocultural Conservation InterfacesRicardo Rozzi (bio)Perhaps it would be better to speak of the future of environmental philosophies, rather than of the future of environmental philosophy. Making explicit a plurality of future trends helps prevent an "Anglo-academic" bias, and emphasizes the need for further developing environmental philosophy into at least two directions: (1) a stronger dialogical interaction with the diverse international constellation of cultural, (...)
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  19.  70
    Soft constraints in interactive behavior: the case of ignoring perfect knowledge in‐the‐world for imperfect knowledge in‐the‐head*,*.Wayne D. Gray & Wai-Tat Fu - 2004 - Cognitive Science 28 (3):359-382.
    Constraints and dependencies among the elements of embodied cognition form patterns or microstrategies of interactive behavior. Hard constraints determine which microstrategies are possible. Soft constraints determine which of the possible microstrategies are most likely to be selected. When selection is non‐deliberate or automatic the least effort microstrategy is chosen. In calculating the effort required to execute a microstrategy each of the three types of operations, memory retrieval, perception, and action, are given equal weight; that is, perceptual‐motor activity does not (...)
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  20.  56
    Children's interactions with virtual assistants: Moving beyond depictions of social agents.Lauren N. Girouard-Hallam & Judith H. Danovitch - 2023 - Behavioral and Brain Sciences 46:e34.
    Clark and Fischer argue that people see social robots as depictions of social agents. However, people's interactions with virtual assistants may change their beliefs about social robots. Children and adults with exposure to virtual assistants may view social robots not as depictions of social agents, but as social agents belonging to a unique ontological category.
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  21.  12
    Soft constraints in interactive behavior: the case of ignoring perfect knowledge in-the-world for imperfect knowledge in-the-head*1, *2.Wayne D. Gray & Wai-Tat Fu - 2004 - Cognitive Science 28 (3):359-382.
    Constraints and dependencies among the elements of embodied cognition form patterns or microstrategies of interactive behavior. Hard constraints determine which microstrategies are possible. Soft constraints determine which of the possible microstrategies are most likely to be selected. When selection is non-deliberate or automatic the least effort microstrategy is chosen. In calculating the effort required to execute a microstrategy each of the three types of operations, memory retrieval, perception, and action, are given equal weight; that is, perceptual-motor activity does not (...)
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  22. An Analysis of the Interaction Between Intelligent Software Agents and Human Users.Christopher Burr, Nello Cristianini & James Ladyman - 2018 - Minds and Machines 28 (4):735-774.
    Interactions between an intelligent software agent and a human user are ubiquitous in everyday situations such as access to information, entertainment, and purchases. In such interactions, the ISA mediates the user’s access to the content, or controls some other aspect of the user experience, and is not designed to be neutral about outcomes of user choices. Like human users, ISAs are driven by goals, make autonomous decisions, and can learn from experience. Using ideas from bounded rationality, we frame these interactions (...)
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  23.  24
    Re-place: The Embodiment of Virtual Space.Embodied Interfaces & Legible City - 2011 - In Thomas Bartscherer (ed.), Switching Codes. Chicago University Press. pp. 218.
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  24.  13
    Interacting with an embodied interface.Kwan Min Lee, Jae-gil Lee & Young June Sah - 2022 - Interaction Studies 23 (1):116-142.
    Despite their potential for facilitating interaction between a user and computer, an embodied agent and voice command have not been examined enough for their matching effects. The current study proposes that an embodied agent and voice command generate positive evaluative outcomes, particularly when they are accompanied by each other. To test this prediction, we conducted a 2 (visual output: embodied agent vs. geometric figure) × 2 (input modality: voice command vs. remote controller) between-subjects experiment (N = 52), and examined (...)
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  25.  29
    The paradox of social interaction : shared intentionality, we-reasoning and virtual bargaining.Nick Chater, Hossam Zeitoun & Tigran Melkonyan - 2022 - Psychological Review 129 (3):415-437.
    Social interaction is both ubiquitous and central to understanding human behavior. Such interactions depend, we argue, on shared intentionality: the parties must form a common understanding of an ambiguous interaction (e.g., one person giving a present to another requires that both parties appreciate that a voluntary transfer of ownership is intended). Yet how can shared intentionality arise? Many well-known accounts of social cognition, including those involving “mind-reading,” typically fall into circularity and/or regress. For example, A’s beliefs and behavior (...)
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  26.  47
    The paradox of social interaction: Shared intentionality, we-reasoning, and virtual bargaining.Nick Chater, Hossam Zeitoun & Tigran Melkonyan - 2022 - Psychological Review 129 (3):415-437.
    Social interaction is both ubiquitous and central to understanding human behavior. Such interactions depend, we argue, on shared intentionality: the parties must form a common understanding of an ambiguous interaction. Yet how can shared intentionality arise? Many well-known accounts of social cognition, including those involving “mind-reading,” typically fall into circularity and/or regress. For example, A’s beliefs and behavior may depend on her prediction of B’s beliefs and behavior, but B’s beliefs and behavior depend in turn on her prediction (...)
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  27.  35
    The paradox of social interaction : shared intentionality, we-reasoning and virtual bargaining.Nick Chater, Hossam Zeitoun & Tigran Melkonyan - 2022 - Psychological Review 129 (3):415-437.
    Social interaction is both ubiquitous and central to understanding human behavior. Such interactions depend, we argue, on shared intentionality: the parties must form a common understanding of an ambiguous interaction (e.g., one person giving a present to another requires that both parties appreciate that a voluntary transfer of ownership is intended). Yet how can shared intentionality arise? Many well-known accounts of social cognition, including those involving “mind-reading,” typically fall into circularity and/or regress. For example, A’s beliefs and behavior (...)
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  28.  15
    A truly human interface: interacting face-to-face with someone whose words are determined by a computer program.Kevin Corti & Alex Gillespie - 2015 - Frontiers in Psychology 6:145265.
    We use speech shadowing to create situations wherein people converse in person with a human whose words are determined by a conversational agent computer program. Speech shadowing involves a person (the shadower) repeating vocal stimuli originating from a separate communication source in real-time. Humans shadowing for conversational agent sources (e.g., chat bots) become hybrid agents ("echoborgs") capable of face-to-face interlocution. We report three studies that investigated people’s experiences interacting with echoborgs and the extent to which echoborgs pass as autonomous humans. (...)
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  29.  77
    Hello Avatar: Dijital neslin yükselişi.Beth Coleman - 2011 - MIT Press.
    What is an avatar -- More than just another pretty face : the avatar effect -- Interview with the virtual cannibal -- Virtual presence -- X-reality, a conclusion.
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  30.  27
    Abusive interactions with embodied agents.Chris Creed & Russell Beale - 2008 - Interaction Studies 9 (3):481-503.
    Numerous research groups around the world are attempting to build realistic and believable autonomous embodied agents that attempt to have natural interactions with users. Research into these entities has primarily focused on their potential to enhance human–computer interaction. As a result, there is little understanding of the potential for embodied entities to abuse and manipulate users for questionable purposes. We highlight the potential opportunities for abuse when interacting with embodied agents in virtual worlds and discuss how our social (...)
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  31.  13
    Abusive interactions with embodied agents.Chris Creed & Russell Beale - 2008 - Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies / Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies 9 (3):481-503.
    Numerous research groups around the world are attempting to build realistic and believable autonomous embodied agents that attempt to have natural interactions with users. Research into these entities has primarily focused on their potential to enhance human–computer interaction. As a result, there is little understanding of the potential for embodied entities to abuse and manipulate users for questionable purposes. We highlight the potential opportunities for abuse when interacting with embodied agents in virtual worlds and discuss how our social (...)
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  32.  16
    Designing Trustworthy Product Recommendation Virtual Agents Operating Positive Emotion and Having Copious Amount of Knowledge.Tetsuya Matsui & Seiji Yamada - 2019 - Frontiers in Psychology 10.
    Anthropomorphic agents used in online-shopping need to be trusted by users so that users feel comfortable buying products. In this paper, we propose a model for designing trustworthy agents by assuming two factors of trust, that is, emotion and knowledgeableness perceived. Our hypothesis is that when a user feels happy and perceives an agent as being highly knowledgeable, a high level of trust results between the user and agent. We conducted four experiments with participants to verify this hypothesis by preparing (...)
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  33.  34
    Dialogue games: Conventions of human interaction[REVIEW]William C. Mann - 1988 - Argumentation 2 (4):511-532.
    Natural dialogue does not proceed haphazardly; it has an easily recognized “episodic” structure and coherence which conform to a well developed set of conventions. This paper represents these conventions formally in terms related to speech act theory and to a theory of action.The major formal unit, the dialogue game, specifies aspects of the communication of both participants in a dialogue. We define the formal notion of dialogue games, and describe some of the important games of English. (...)
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  34.  9
    Progressive Training for Motor Imagery Brain-Computer Interfaces Using Gamification and Virtual Reality Embodiment.Filip Škola, Simona Tinková & Fotis Liarokapis - 2019 - Frontiers in Human Neuroscience 13:460265.
    This paper presents a gamified motor imagery brain-computer interface (MI-BCI) training in immersive virtual reality. Aim of the proposed training method is to increase engagement, attention, and motivation in co-adaptive event-driven MI-BCI training. This was achieved using gamification, progressive increase of the training pace, and virtual reality design reinforcing the body ownership transfer (embodiment) into the avatar. From the 20 healthy participants performing 6 runs of 2-class MI-BCI training (left/right hand), 19 were trained for a basic level of (...)
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  35.  84
    Understanding Sophia? On human interaction with artificial agents.Thomas Fuchs - 2024 - Phenomenology and the Cognitive Sciences 23 (1):21-42.
    Advances in artificial intelligence (AI) create an increasing similarity between the performance of AI systems or AI-based robots and human communication. They raise the questions: whether it is possible to communicate with, understand, and even empathically perceive artificial agents; whether we should ascribe actual subjectivity and thus quasi-personal status to them beyond a certain level of simulation; what will be the impact of an increasing dissolution of the distinction between simulated and real encounters. (1) To answer these questions, the paper (...)
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  36.  19
    Editorial: Cognitive Aspects of Interactive Technology Use: From Computers to Smart Objects and Autonomous Agents.Amon Rapp, Maurizio Tirassa & Tom Ziemke - 2019 - Frontiers in Psychology 10.
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  37.  19
    Swamplab.Marleen Wynants - forthcoming - AI and Society:1-4.
    ‘SWAMPLAB’ is a strong case for intuitive insights through arts, sciences, and technologies to engage the self and establish meaningful social interactions including humans and non-humans. While zigzagging through processes of privatization, globalization, ecological, economic, social and political challenges, the power of such residencies or labs stems from the interplay with the local context and its habitants, in this case, nature reserve De Zegge, a 111 hectares swamp in the Northern part of Belgium. Mediation and participation are a core condition (...)
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  38.  68
    Toward incorporating emotions with rationality into a communicative virtual agent.Andrey Kiselev, Benjamin Alexander Hacker, Thomas Wankerl, Niyaz Abdikeev & Toyoaki Nishida - 2011 - AI and Society 26 (3):275-289.
    This paper addresses the problem of human–computer interactions when the computer can interpret and express a kind of human-like behavior, offering natural communication. A conceptual framework for incorporating emotions with rationality is proposed. A model of affective social interactions is described. The model utilizes the SAIBA framework, which distinguishes among several stages of processing of information. The SAIBA framework is extended, and a model is realized in human behavior detection, human behavior interpretation, intention planning, attention tracking behavior planning, and behavior (...)
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  39.  34
    “The Nature of Avatars: A Response to Roxanne Kurtz’s ‘My Avatar, My Choice’.”.Scott Forschler - 2016 - APA Newsletter on Philosophy and Computers 16 (1):48-51.
    Roxanne Kurtz has argued that the "virtual rape" of a character in a computer-generated world (an avatar) shares many (though obviously not all) of the wrong-making features of physical rape in the real world. I agree in part, but argue that, due to the typical features of virtual worlds, its wrongfulness is dominated by the harm it does to the avatar user's capacity for social interaction and self-representation. In the course of the argument I hope to shed (...)
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  40.  12
    Impact of emotional intelligence and personality traits on managing team performance in virtual interface.Susan Murmu & Netra Neelam - 2022 - Asian Journal of Business Ethics 11 (1):33-53.
    This research paper explores the implications of emotional intelligence and the Big Five personality model on virtual team effectiveness. It illustrates how emotional intelligence and Big Five personality traits help team members better understand interpersonal relationships and develop constructive virtual teams. The widespread use of virtual team meetings for collaborative work over in-person interaction with diverse personalities creates discord and trust among team members, limiting overall productivity. A quantitative analysis approach is used, with hypotheses tested and (...)
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  41.  16
    Soft Subversions: Texts and Interviews 1977--1985.Félix Guattari & Charles J. Stivale - 2009 - Semiotext(E).
    A new, expanded, and reorganized edition of a collection of texts that present a fuller scope to Guattari's thinking from 1977 to 1985. This new edition of Soft Subversions expands, reorganizes, and develops the original 1996 publication, offering a carefully organized arrangement of essays, interviews, and short texts that present a fuller scope to Guattari's thinking from 1977 to 1985. This period encompasses what Guattari himself called the “Winter Years” of the early 1980s—the ascent of the Right, the spread (...)
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  42. Perspective Taking and Avatar-Self Merging.Jochen Müsseler, Sophia von Salm-Hoogstraeten & Christian Böffel - 2022 - Frontiers in Psychology 13.
    Today, avatars often represent users in digital worlds such as in video games or workplace applications. Avatars embody the user and perform their actions in these artificial environments. As a result, users sometimes develop the feeling that their self merges with their avatar. The user realizes that they are the avatar, but the avatar is also the user—meaning that avatar’s appearance, character, and actions also affect their self. In the present paper, we first introduce the event-coding approach of the self (...)
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  43. Virtual Machine Functionalism: The only form of functionalism worth taking seriously in Philosophy of Mind.Aaron Sloman -
    Most philosophers appear to have ignored the distinction between the broad concept of Virtual Machine Functionalism (VMF) described in Sloman&Chrisley (2003) and the better known version of functionalism referred to there as Atomic State Functionalism (ASF), which is often given as an explanation of what Functionalism is, e.g. in Block (1995). -/- One of the main differences is that ASF encourages talk of supervenience of states and properties, whereas VMF requires supervenience of machines that are arbitrarily complex networks of (...)
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  44.  41
    Soft Subversions: Texts and Interviews 1977--1985.Sylvère Lotringer, Chet Wiener & Emily Wittman (eds.) - 2009 - Semiotext(E).
    This new edition of Soft Subversions expands, reorganizes, and develops the original 1996 publication, offering a carefully organized arrangement of essays, interviews, and short texts that present a fuller scope to Guattari's thinking from 1977 to 1985. This period encompasses what Guattari himself called the "Winter Years" of the early 1980s--the ascent of the Right, the spread of environmental catastrophe, the rise of a disillusioned youth with diminished prospects for career and future, and the establishment of a postmodernist ideology (...)
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  45.  17
    Attitudes Toward Signing Avatars Vary Depending on Hearing Status, Age of Signed Language Acquisition, and Avatar Type.Lorna C. Quandt, Athena Willis, Melody Schwenk, Kaitlyn Weeks & Ruthie Ferster - 2022 - Frontiers in Psychology 13.
    The use of virtual humans holds the potential for interactive, automated interaction in domains such as remote communication, customer service, or public announcements. For signed language users, signing avatars could potentially provide accessible content by sharing information in the signer's preferred or native language. As the development of signing avatars has gained traction in recent years, researchers have come up with many different methods of creating signing avatars. The resulting avatars vary widely in their appearance, the naturalness of (...)
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  46. Interactive art as reflective experience: Imagineers and ultra-technologists as interaction designers.Marianna Charitonidou - 2020 - Visual Resources 36 (4):382-396.
    The article investigates how the use of extended reality technologies and interactive digital interfaces have affected the design of exhibition spaces. Its main objective is to shed light on how these technologies have influenced the ways in which immersive art installations are conceived and experienced. Particular emphasis is placed on the impact of interactive technologies on how visitors experience exhibition spaces. The article examines an ensemble of immersive art cases, paying special attention to the distinction between immersion and interactivity. Two (...)
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  47.  15
    Soft buildings.Mike Phillips - 2004 - Technoetic Arts 2 (2):99-108.
    Buildings are solid, monolithic, static structures of steel, stone and glass. Buildings are at their most dynamic during the phases of construction and ossify from the point of completion. They occupy a different timescale to the rest of us, unlike the mayfly that enacts its lifespan in the space of a day, or our three score and ten, buildings emerge from a long gestation to face the elements for periods that can span a thousand years. Or they used to - (...)
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  48.  14
    Trusting Virtual Trust.Paul Laat - 2005 - Ethics and Information Technology 7 (3):167-180.
    Can trust evolve on the Internet between virtual strangers? Recently, Pettit answered this question in the negative. Focusing on trust in the sense of ‘dynamic, interactive, and trusting’ reliance on other people, he distinguishes between two forms of trust: primary trust rests on the belief that the other is trustworthy, while the more subtle secondary kind of trust is premised on the belief that the other cherishes one’s esteem, and will, therefore, reply to an act of trust in kind (...)
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  49.  9
    Using Virtual Reality as a Tool in the Rehabilitation of Movement Abnormalities in Schizophrenia.Anastasia Pavlidou & Sebastian Walther - 2021 - Frontiers in Psychology 11:607312.
    Movement abnormalities are prevalent across all stages of schizophrenia contributing to poor social functioning and reduced quality of life. To date, treatments are scarce, often involving pharmacological agents, but none have been shown to improve movement abnormalities effectively. Virtual reality (VR) is a tool used to simulate virtual environments where behavioral performance can be quantified safely across different tasks while exerting control over stimulus delivery, feedback and measurement in real time. Sensory information is transmittedviaa head mounted display allowing (...)
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  50.  33
    Programming interfaces and basic topology.Peter Hancock & Pierre Hyvernat - 2006 - Annals of Pure and Applied Logic 137 (1-3):189-239.
    A pattern of interaction that arises again and again in programming is a 'handshake', in which two agents exchange data. The exchange is thought of as provision of a service. Each interaction is initiated by a specific agent--the client or Angel--and concluded by the other--the server or Demon. We present a category in which the objects--called interaction structures in the paper--serve as descriptions of services provided across such handshaken interfaces. The morphisms--called (general) simulations--model components that provide one (...)
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