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Keywords = emotional conversational avatars

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18 pages, 2982 KiB  
Article
The Development of an Emotional Embodied Conversational Agent and the Evaluation of the Effect of Response Delay on User Impression
by Simon Christophe Jolibois, Akinori Ito and Takashi Nose
Appl. Sci. 2025, 15(8), 4256; https://doi.org/10.3390/app15084256 - 11 Apr 2025
Viewed by 1700
Abstract
Embodied conversational agents (ECAs) are autonomous interaction interfaces designed to communicate with humans. This study investigates the impact of response delays and emotional facial expressions of ECAs on user perception and engagement. The motivation for this study stems from the growing integration of [...] Read more.
Embodied conversational agents (ECAs) are autonomous interaction interfaces designed to communicate with humans. This study investigates the impact of response delays and emotional facial expressions of ECAs on user perception and engagement. The motivation for this study stems from the growing integration of ECAs in various sectors, where their ability to mimic human-like interactions significantly enhances user experience. To this end, we developed an ECA with multimodal emotion recognition, both with voice and facial feature recognition and emotional facial expressions of the agent avatar. The system generates answers in real time based on media content. The development was supported by a case study of artwork images with the agent playing the role of a museum curator, where the user asks the agent for information on the artwork. We evaluated the developed system in two aspects. First, we investigated how the delay in an agent’s responses influences user satisfaction and perception. Secondly, we explored the role of emotion in an ECA’s face in shaping the user’s perception of responsiveness. The results showed that the longer response delay negatively impacted the user’s perception of responsiveness when the ECA did not express emotion, while the emotional expression improved the responsiveness perception. Full article
(This article belongs to the Special Issue Human–Computer Interaction and Virtual Environments)
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18 pages, 558 KiB  
Article
The Impact of Virtual Streamer Anthropomorphism on Consumer Purchase Intention: Cognitive Trust as a Mediator
by Chunyu Li and Fei Huang
Behav. Sci. 2024, 14(12), 1228; https://doi.org/10.3390/bs14121228 - 20 Dec 2024
Cited by 6 | Viewed by 4286
Abstract
As an important tool for brand promotion and marketing, the status of virtual streamers is gradually improving, especially in the Chinese market with a huge Internet user base. Virtual streamer anthropomorphism has gradually become an important research content in the field of consumer [...] Read more.
As an important tool for brand promotion and marketing, the status of virtual streamers is gradually improving, especially in the Chinese market with a huge Internet user base. Virtual streamer anthropomorphism has gradually become an important research content in the field of consumer behavior. However, the specific mechanism by which the multidimensional anthropomorphic characteristics of virtual streamers affect consumer trust and purchase intention requires further investigation. Therefore, based on the avatar theory, this research explores how the anthropomorphic characteristics of virtual streamers affect consumer purchase intention through cognitive trust. The analysis was performed using SPSS 27.0 and AMOS 24.0, establishing a structural equation model. Through the analysis of questionnaire data from 503 Chinese consumers, it was found that behavioral anthropomorphism, cognitive anthropomorphism, and emotional anthropomorphism all exert a notable influence on cognitive trust. Appearance anthropomorphism and emotional anthropomorphism directly affect purchase intention, and cognitive trust has a significant impact on purchase intention. Moreover, cognitive trust fully mediates the effects of behavioral anthropomorphism and cognitive anthropomorphism on purchase intention and partially mediates the effects of emotional anthropomorphism on purchase intention. This study enriches the application of avatar theory in virtual streamers in live e-commerce and provides theoretical backing for virtual streamer development and enterprise marketing strategies. It also offers practical insights to help brands optimize virtual streamers and improve consumer participation and purchase conversion rates. Full article
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16 pages, 12323 KiB  
Article
An Interdisciplinary Design of an Interactive Cultural Heritage Visit for In-Situ, Mixed Reality and Affective Experiences
by Xabier Olaz, Ricardo Garcia, Amalia Ortiz, Sebastián Marichal, Jesús Villadangos, Oscar Ardaiz and Asier Marzo
Multimodal Technol. Interact. 2022, 6(7), 59; https://doi.org/10.3390/mti6070059 - 18 Jul 2022
Cited by 9 | Viewed by 4701
Abstract
Interactive technologies, such as mixed-reality and natural interactions with avatars, can enhance cultural heritage and the experience of visiting a museum. In this paper, we present the design rationale of an interactive experience for a cultural heritage place in the church of Roncesvalles [...] Read more.
Interactive technologies, such as mixed-reality and natural interactions with avatars, can enhance cultural heritage and the experience of visiting a museum. In this paper, we present the design rationale of an interactive experience for a cultural heritage place in the church of Roncesvalles at the beginning of Camino de Santiago. We followed a participatory design with a multidisciplinary team which resulted in the design of a spatial augmented reality system that employs 3D projection mapping and a conversational agent acting as the storyteller. Multiple features were identified as desirable for an interactive experience: interdisciplinary design team; in-situ; mixed reality; interactive digital storytelling; avatar; tangible objects; gestures; emotions and groups. The findings from a workshop are presented for guiding other interactive cultural heritage experiences. Full article
(This article belongs to the Special Issue Digital Cultural Heritage (Volume II))
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19 pages, 2152 KiB  
Article
EdgeAvatar: An Edge Computing System for Building Virtual Beings
by Neftali Watkinson, Fedor Zaitsev, Aniket Shivam, Michael Demirev, Mike Heddes, Tony Givargis, Alexandru Nicolau and Alexander Veidenbaum
Electronics 2021, 10(3), 229; https://doi.org/10.3390/electronics10030229 - 20 Jan 2021
Cited by 6 | Viewed by 3852
Abstract
Dialogue systems, also known as conversational agents, are computing systems that use algorithms for speech and language processing to engage in conversation with humans or other conversation-capable systems. A chatbot is a conversational agent that has, as its primary goal, to maximize the [...] Read more.
Dialogue systems, also known as conversational agents, are computing systems that use algorithms for speech and language processing to engage in conversation with humans or other conversation-capable systems. A chatbot is a conversational agent that has, as its primary goal, to maximize the length of the conversation without any specific targeted task. When a chatbot is embellished with an artistic approach that is meant to evoke an emotional response, then it is called a virtual being. On the other hand, conversational agents that interact with the physical world require the use of specialized hardware to sense and process captured information. In this article we describe EdgeAvatar, a system based on Edge Computing principles for the creation of virtual beings. The objective of the EdgeAvatar system is to provide a streamlined and modular framework for virtual being applications that are to be deployed in public settings. We also present two implementations that use EdgeAvatar and are inspired by historical figures to interact with visitors of the Venice Biennale 2019. EdgeAvatar can adapt to fit different approaches for AI powered conversations. Full article
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