Book contents
- Frontmatter
- Contents
- Acknowledgements
- Notes on contributors
- List of illustrations
- List of tables
- 1 Introduction
- Part I Concepts
- Part II Theoretical and software tools
- 6 Attention-aware intelligent embodied agents
- 7 Tracking of visual attention and adaptive applications
- 8 Contextualized attention metadata
- 9 Modelling attention within a complete cognitive architecture
- Part III Applications
- Index of authors cited
- Index
- Plate section
- References
6 - Attention-aware intelligent embodied agents
Published online by Cambridge University Press: 04 February 2011
- Frontmatter
- Contents
- Acknowledgements
- Notes on contributors
- List of illustrations
- List of tables
- 1 Introduction
- Part I Concepts
- Part II Theoretical and software tools
- 6 Attention-aware intelligent embodied agents
- 7 Tracking of visual attention and adaptive applications
- 8 Contextualized attention metadata
- 9 Modelling attention within a complete cognitive architecture
- Part III Applications
- Index of authors cited
- Index
- Plate section
- References
Summary
This chapter describes how intelligent embodied agents may react according to end-users' attention states and how these agents may adapt their interventions to encourage end users to participate actively in virtual environments such as collaboration platforms or e-learning modules. Attention-related data are taken into account by adapting generically defined interventions (templates) to particular contexts through the use of scripting and markup languages. This chapter introduces the Living Actor™ technology, whose main purpose is to provide end users with high-quality adaptive embodied agents, or avatars. Living Actor™ technology receives input from software components' reasoning on users' attention states and adjusts the actions of its embodied agents. The result is the creation of embodied agents, or avatars, that are capable of natural, intuitive, autonomous and adaptive behaviours that account for variations in emotion, gesture, mood, voice, culture and personality.
Introduction
According to Gartner (April 2007), by the end of 2011, 80 per cent of active Internet users (and Fortune 500 enterprises) will have a ‘second life’, not necessarily in the virtual world, called Second Life. Users' virtual lives will be represented by embodied agents in the form of avatars, or virtual representations of the self which allow users to express themselves with a personalized identity of their own creation. In the present chapter the authors define agents as ‘soft- and/or hardware that is intended to represent a complete person, animal, or personality’ (Sengers 2004: 4).
- Type
- Chapter
- Information
- Human Attention in Digital Environments , pp. 147 - 165Publisher: Cambridge University PressPrint publication year: 2011
References
- 3
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