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Virtual Humans for Learning
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Virtual Humans for Learning (2013)Virtual Humans for LearningAda and Grace: Direct Interaction with Museum Visitors (2012)Ada and Grace: Direct Interac…Virtual Reality Goes to War: A Brief Review of the Future of Military Behavioral Healthcare (2011)Virtual Reality Goes to War: …Virtual Rapport 2.0 (2011)Virtual Rapport 2.0Relational Agents Improve Engagement and Learning in Science Museum Visitors (2011)Relational Agents Improve Eng…mHealth for mental health: Integrating smartphone technology in behavioral healthcare. (2011)mHealth for mental health: In…Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides (2010)Ada and Grace: Toward Realist…Creating Rapport with Virtual Agents (2007)Creating Rapport with Virtual…Can Virtual Humans Be More Engaging Than Real Ones? (2007)Can Virtual Humans Be More En…Towards a Common Framework for Multimodal Generation: The Behavior Markup Language (2006)Towards a Common Framework fo…PEDAGOGICALLY STRUCTURED GAME-BASED TRAINING: DEVELOPMENT OF THE ELECT BILAT SIMULATION (2006)PEDAGOGICALLY STRUCTURED GAME…A Conversational Agent as Museum Guide – Design and Evaluation of a Real-World Application (2005)A Conversational Agent as Mus…Proceedings. 11th IEEE International Workshop on Robot and Human Interactive Communication (2002)Proceedings. 11th IEEE Intern…Embodied Conversational Agents (2000)Cross-cultural differences in recognizing affect from body posture (2006)“It doesn’t matter what you are!” Explaining social effects of agents and avatars (2010)Empathy in Virtual Agents and Robots (2017)Revision of the Self-Monitoring Scale. (1984)The Nature of Rapport and Its Nonverbal Correlates (1990)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)Promoting motivation with virtual agents and avatars: role of visual presence and appearance (2009)Reporting Mental Health Symptoms: Breaking Down Barriers to Care with Virtual Human Interviewers (2017)Fundamentals of nonverbal behavior (1991)Intimate Exchanges: Using Computers to Elicit Self‐Disclosure From Consumers (2000)Towards a Dyadic Computational Model of Rapport Management for Human-Virtual Agent Interaction (2014)Turn-taking, feedback and joint attention in situated human–robot interaction (2014)Rapport with Virtual Agents: What Do Human Social Cues and Personality Explain? (2016)An inventory for measuring clinical anxiety: Psychometric properties. (1988)The Cognitive Structure of Emotions (1988)The Construct of Resilience: A Critical Evaluation and Guidelines for Future Work (2000)Virtual Reality as a Tool for Delivering PTSD Exposure Therapy and Stress Resilience Training (2012)Mental Health Stigma in the Military (2014)Using Virtual Interactive Training Agents (ViTA) with Adults with Autism and Other Developmental Disabilities (2017)Content Analysis: An Introduction to its Methodology. (1984)Planning Early for Careers in Science (2006)All together now: Introducing the virtual human toolkit (2013)THE FURHAT BACK-PROJECTED HUMANOID HEAD–LIP READING, GAZE AND MULTI-PARTY INTERACTION (2013)A dictionary of American sign language on linguistic principles (1965)Speech Acts (1969)Speech Acts: An Essay in the Philosophy of Language (1969)Virtual Rapport (2006)All Together Now (2013)A Review of Eye Gaze in Virtual Agents, Social Robotics and HCI: Behaviour Generation, User Interaction and Perception (2015)An argument for basic emotions (1992)Hand and mind: what gestures reveal about thought (1993)Machines and Mindlessness: Social Responses to Computers (2000)Social snacking with a virtual agent – On the interrelation of need to belong and effects of social responsiveness when interacting with artificial entities (2017)Examining the Use of Nonverbal Communication in Virtual Agents (2021)Dilemmas in a general theory of planning (1973)Getting to Yes: Negotiating Agreement Without Giving in (1987)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)A Language for Modeling Cultural Norms, Biases and Stereotypes for Human Behavior Models (2008)Are Soldiers Gamers? Videogame Usage among Soldiers and Implications for the Effective Use of Serious Videogames for Military Training (2010)Artificial Intelligence and Personalization Opportunities for Serious Games (2012)Ambulatory Assessment (2012)mHealth: A Mechanism to Deliver More Accessible, More Effective Mental Health Care (2013)Feasibility, Acceptability, and Preliminary Efficacy of a Smartphone Intervention for Schizophrenia (2014)THEORY OF COMPANIONS: WHAT CAN THEORETICAL MODELS CONTRIBUTE TO APPLICATIONS AND UNDERSTANDING OF HUMAN-ROBOT INTERACTION? (2011)Matter over mind? How the acceptance of digital entities depends on their appearance, mental prowess, and the interaction between both (2020)Humans perceive warmth and competence in artificial intelligence (2023)
this work references cited by second hop

References

  • 2011mHealth for mental health: Integrating smartphone technology in behavioral healthcare.809 cited
  • 2007Creating Rapport with Virtual Agents419 cited
  • 2006Towards a Common Framework for Multimodal Generation: The Behavior Markup Language417 cited
  • 2005A Conversational Agent as Museum Guide – Design and Evaluation of a Real-World Application396 cited
  • 2011Virtual Reality Goes to War: A Brief Review of the Future of Military Behavioral Healthcare174 cited
  • 2010Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides167 cited
  • 2011Virtual Rapport 2.0153 cited
  • 2006PEDAGOGICALLY STRUCTURED GAME-BASED TRAINING: DEVELOPMENT OF THE ELECT BILAT SIMULATION110 cited
  • 2007Can Virtual Humans Be More Engaging Than Real Ones?110 cited
  • 2002Proceedings. 11th IEEE International Workshop on Robot and Human Interactive Communication101 cited
  • 2011Relational Agents Improve Engagement and Learning in Science Museum Visitors78 cited
  • 2012Ada and Grace: Direct Interaction with Museum Visitors69 cited

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