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ABSTRACT
In this paper, we look at the results of using spoken language interactive virtual characters in information kiosks. Users interact with synthetic spokespeople using spoken natural language dialogue. The virtual characters respond with spoken language, body and facial gesture, and graphical images on the screen. We present findings from studies of three different information kiosk applications. As we developed successive kiosks, we applied lessons learned from previous kiosks to improve system performance. For each setting, we briefly describe the application, the participants, and the results, with specific focus on how we increased user participation and improved informational throughput. We tie the results together in a lessons learned section.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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[doi> 10.1145/258549.258797]
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CITED BY
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Robert C. Hubal , Diana H. Fishbein , Monica S. Sheppard , Mallie J. Paschall , Diana L. Eldreth , Christopher T. Hyde, How do varied populations interact with embodied conversational agents? Findings from inner-city adolescents and prisoners, Computers in Human Behavior, v.24 n.3, p.1104-1138, May, 2008
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INDEX TERMS
Primary Classification:
H.
Information Systems
H.1
MODELS AND PRINCIPLES
H.1.2
User/Machine Systems
Subjects:
Human factors
Additional Classification:
H.
Information Systems
H.1
MODELS AND PRINCIPLES
H.1.2
User/Machine Systems
Subjects:
Software psychology
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.1
Multimedia Information Systems
Subjects:
Artificial, augmented, and virtual realities;
Evaluation/methodology
H.5.2
User Interfaces (D.2.2, H.1.2, I.3.6)
Subjects:
Graphical user interfaces (GUI);
Evaluation/methodology;
Natural language;
Voice I/O
General Terms:
Experimentation,
Human Factors
Keywords:
evaluation,
gesture,
natural language,
spoken dialogue system,
virtual humans,
virtual reality
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