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Documents authored by Paiva, Ana


Document
Social Agents for Teamwork and Group Interactions (Dagstuhl Seminar 19411)

Authors: Elisabeth André, Ana Paiva, Julie Shah, and Selma Šabanovic

Published in: Dagstuhl Reports, Volume 9, Issue 10 (2020)


Abstract
This report documents the program and the outcomes of Dagstuhl Seminar 19411 "Social Agents for Teamwork and Group Interactions". It summarises the three talks that were held during the seminar on three different perspectives: the impact of robots in human teamwork, mechanisms to support group interactions in virtual settings, and affect analysis in human-robot group settings. It also details the considerations of six working groups covering the following topics: datasets, design, team dynamics, social cognition, scenarios, and social behaviours.

Cite as

Elisabeth André, Ana Paiva, Julie Shah, and Selma Šabanovic. Social Agents for Teamwork and Group Interactions (Dagstuhl Seminar 19411). In Dagstuhl Reports, Volume 9, Issue 10, pp. 1-46, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2020)


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@Article{andre_et_al:DagRep.9.10.1,
  author =	{Andr\'{e}, Elisabeth and Paiva, Ana and Shah, Julie and \v{S}abanovic, Selma},
  title =	{{Social Agents for Teamwork and Group Interactions (Dagstuhl Seminar 19411)}},
  pages =	{1--46},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2020},
  volume =	{9},
  number =	{10},
  editor =	{Andr\'{e}, Elisabeth and Paiva, Ana and Shah, Julie and \v{S}abanovic, Selma},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagRep.9.10.1},
  URN =		{urn:nbn:de:0030-drops-118533},
  doi =		{10.4230/DagRep.9.10.1},
  annote =	{Keywords: Social Agents, Social Robotics, Multi-Agent Systems, Human-Agent Interaction, Groups and Teams}
}
Document
Computational Models of Cultural Behavior for Human-Agent Interaction (Dagstuhl Seminar 14131)

Authors: Elisabeth André, Ruth Aylett, Gert Jan Hofstede, and Ana Paiva

Published in: Dagstuhl Reports, Volume 4, Issue 3 (2014)


Abstract
From March 23 2014 to March 28, the seminar "Computational Models of Cultural Behavior for Human-Agent Interaction" held in Schloss Dagstuhl -- Leibniz Center for Informatics. During the seminar, an interdisciplinary group of researchers explored and discussed theories and techniques for computational models of culture as part of virtual human simulations. Culturally-sensitive agents do not only improve the acceptance of man-machine interfaces by adapting their verbal and non-verbal behavior to the user's assumed cultural background. They also bear enormous potential for a rapidly growing number of ICT-based language and cultural training scenarios that make use of role-play with virtual characters. The seminar brought together researchers with an interdisciplinary background that profited from each other's perspective and explored challenges for the future.

Cite as

Elisabeth André, Ruth Aylett, Gert Jan Hofstede, and Ana Paiva. Computational Models of Cultural Behavior for Human-Agent Interaction (Dagstuhl Seminar 14131). In Dagstuhl Reports, Volume 4, Issue 3, pp. 103-137, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2014)


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@Article{andre_et_al:DagRep.4.3.103,
  author =	{Andr\'{e}, Elisabeth and Aylett, Ruth and Hofstede, Gert Jan and Paiva, Ana},
  title =	{{Computational Models of Cultural Behavior for Human-Agent Interaction (Dagstuhl Seminar 14131)}},
  pages =	{103--137},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2014},
  volume =	{4},
  number =	{3},
  editor =	{Andr\'{e}, Elisabeth and Aylett, Ruth and Hofstede, Gert Jan and Paiva, Ana},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagRep.4.3.103},
  URN =		{urn:nbn:de:0030-drops-45945},
  doi =		{10.4230/DagRep.4.3.103},
  annote =	{Keywords: Cultural models, Cultural grounding, Social simulation, Affective computing, (Multi-)Agent architectures, Virtual agents, Social robots}
}
Document
Procedural Content Generation: Goals, Challenges and Actionable Steps

Authors: Julian Togelius, Alex J. Champandard, Pier Luca Lanzi, Michael Mateas, Ana Paiva, Mike Preuss, and Kenneth O. Stanley

Published in: Dagstuhl Follow-Ups, Volume 6, Artificial and Computational Intelligence in Games (2013)


Abstract
This chapter discusses the challenges and opportunities of procedural content generation (PCG) in games. It starts with defining three grand goals of PCG, namely multi-level multicontent PCG, PCG-based game design and generating complete games. The way these goals are defined, they are not feasible with current technology. Therefore we identify nine challenges for PCG research. Work towards meeting these challenges is likely to take us closer to realising the three grand goals. In order to help researchers get started, we also identify five actionable steps, which PCG researchers could get started working on immediately.

Cite as

Julian Togelius, Alex J. Champandard, Pier Luca Lanzi, Michael Mateas, Ana Paiva, Mike Preuss, and Kenneth O. Stanley. Procedural Content Generation: Goals, Challenges and Actionable Steps. In Artificial and Computational Intelligence in Games. Dagstuhl Follow-Ups, Volume 6, pp. 61-75, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2013)


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@InCollection{togelius_et_al:DFU.Vol6.12191.61,
  author =	{Togelius, Julian and Champandard, Alex J. and Lanzi, Pier Luca and Mateas, Michael and Paiva, Ana and Preuss, Mike and Stanley, Kenneth O.},
  title =	{{Procedural Content Generation: Goals, Challenges and Actionable Steps}},
  booktitle =	{Artificial and Computational Intelligence in Games},
  pages =	{61--75},
  series =	{Dagstuhl Follow-Ups},
  ISBN =	{978-3-939897-62-0},
  ISSN =	{1868-8977},
  year =	{2013},
  volume =	{6},
  editor =	{Lucas, Simon M. and Mateas, Michael and Preuss, Mike and Spronck, Pieter and Togelius, Julian},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DFU.Vol6.12191.61},
  URN =		{urn:nbn:de:0030-drops-43367},
  doi =		{10.4230/DFU.Vol6.12191.61},
  annote =	{Keywords: procedural content generation, video games}
}
Document
04121 Working Group 2 – Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans

Authors: Jonathan Gratch, Arjan Egges, Anton Eliens, Katherine Isbister, Stacy Marsella, Ana Paiva, Thomas Rist, and Paul ten Hagen

Published in: Dagstuhl Seminar Proceedings, Volume 4121, Evaluating Embodied Conversational Agents (2006)


Abstract
How does one go about designing a human? With the rise in recent years of virtual humans this is no longer purely a philosophical question. Virtual humans are intelligent agents with a body, often a human-like graphical body, that interact verbally and non-verbally with human users on a variety of tasks and applications. Our working group approached this question from the perspective of interactivity. Specifically, how can one design effective interactive experiences involving a virtual human, and what constraints does this goal place on the form and function of an embodied conversational agent. Our group grappled with several related questions: What ideals should designers aspire to, what sources of theory and data will best lead to this goal and what methodologies can inform and validate the design process? A longer article (.pdf) summarizes the output of this WG and suggests a specific framework, borrowed from interactive media design, as a vehicle for advancing the state of interactive experiences with virtual humans.

Cite as

Jonathan Gratch, Arjan Egges, Anton Eliens, Katherine Isbister, Stacy Marsella, Ana Paiva, Thomas Rist, and Paul ten Hagen. 04121 Working Group 2 – Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans. In Evaluating Embodied Conversational Agents. Dagstuhl Seminar Proceedings, Volume 4121, pp. 1-6, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2006)


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@InProceedings{gratch_et_al:DagSemProc.04121.2,
  author =	{Gratch, Jonathan and Egges, Arjan and Eliens, Anton and Isbister, Katherine and Marsella, Stacy and Paiva, Ana and Rist, Thomas and ten Hagen, Paul},
  title =	{{04121 Working Group 2 – Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans}},
  booktitle =	{Evaluating Embodied Conversational Agents},
  pages =	{1--6},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2006},
  volume =	{4121},
  editor =	{Zsofia Ruttkay and Elisabeth Andr\'{e} and W. Lewis Johnson and Catherine Pelachaud},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.04121.2},
  URN =		{urn:nbn:de:0030-drops-4621},
  doi =		{10.4230/DagSemProc.04121.2},
  annote =	{Keywords: }
}
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