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Artstein, Ron; Gordon, Carla; Sohail, Usman; Merchant, Chirag; Jones, Andrew; Campbell, Julia; Trimmer, Matthew; Bevington, Jeffrey; Engen, COL Christopher; Traum, David
Digital Survivor of Sexual Assault Proceedings Article
In: Proceedings of the 24th International Conference on Intelligent User Interfaces, pp. 417–425, ACM, Marina del Rey, California, 2019, ISBN: 978-1-4503-6272-6.
@inproceedings{artstein_digital_2019,
title = {Digital Survivor of Sexual Assault},
author = {Ron Artstein and Carla Gordon and Usman Sohail and Chirag Merchant and Andrew Jones and Julia Campbell and Matthew Trimmer and Jeffrey Bevington and COL Christopher Engen and David Traum},
url = {https://doi.org/10.1145/3301275.3302303},
doi = {10.1145/3301275.3302303},
isbn = {978-1-4503-6272-6},
year = {2019},
date = {2019-03-01},
booktitle = {Proceedings of the 24th International Conference on Intelligent User Interfaces},
pages = {417–425},
publisher = {ACM},
address = {Marina del Rey, California},
abstract = {The Digital Survivor of Sexual Assault (DS2A) is an interface that allows a user to have a conversational experience with a survivor of sexual assault, using Artificial Intelligence technology and recorded videos. The application uses a statistical classifier to retrieve contextually appropriate pre-recorded video utterances by the survivor, together with dialogue management policies which enable users to conduct simulated conversations with the survivor about the sexual assault, its aftermath, and other pertinent topics. The content in the application has been specifically elicited to support the needs for the training of U.S. Army professionals in the Sexual Harassment/Assault Response and Prevention (SHARP) Program, and the application comes with an instructional support package. The system has been tested with approximately 200 users, and is presently being used in the SHARP Academy's capstone course.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Scherer, Scherer; DeVault, David; Gratch, Jonathan; Artstein, Ronald; Hartholt, Arno; Lucas, Gale; Marsella, Stacy; Morbini, Fabrizio; Nazarian, Angela; Stratou, Giota; Traum, David; Wood, Rachel; Boberg, Jill; Morency, Louis Philippe
Detection and computational analysis of psychological signals using a virtual human interviewing agent Journal Article
In: Journal of Pain Management, pp. 311–321, 2016, ISSN: 1939-5914.
@article{rizzo_detection_2016,
title = {Detection and computational analysis of psychological signals using a virtual human interviewing agent},
author = {Albert Rizzo and Scherer Scherer and David DeVault and Jonathan Gratch and Ronald Artstein and Arno Hartholt and Gale Lucas and Stacy Marsella and Fabrizio Morbini and Angela Nazarian and Giota Stratou and David Traum and Rachel Wood and Jill Boberg and Louis Philippe Morency},
url = {http://www.icdvrat.org/2014/papers/ICDVRAT2014_S03N3_Rizzo_etal.pdf},
issn = {1939-5914},
year = {2016},
date = {2016-11-01},
journal = {Journal of Pain Management},
pages = {311–321},
abstract = {It has long been recognized that facial expressions, body posture/gestures and vocal parameters play an important role in human communication and the implicit signalling of emotion. Recent advances in low cost computer vision and behavioral sensing technologies can now be applied to the process of making meaningful inferences as to user state when a person interacts with a computational device. Effective use of this additive information could serve to promote human interaction with virtual human (VH) agents that may enhance diagnostic assessment. This paper will focus on our current research in these areas within the DARPA-funded "Detection and Computational Analysis of Psychological Signals" project, with specific attention to the SimSensei application use case. SimSensei is a virtual human interaction platform that is able to sense and interpret real-time audiovisual behavioral signals from users interacting with the system. It is specifically designed for health care support and leverages years of virtual human research and development at USC-ICT. The platform enables an engaging face-to-face interaction where the virtual human automatically reacts to the state and inferred intent of the user through analysis of behavioral signals gleaned from facial expressions, body gestures and vocal parameters. Akin to how non-verbal behavioral signals have an impact on human to human interaction and communication, SimSensei aims to capture and infer from user non-verbal communication to improve engagement between a VH and a user. The system can also quantify and interpret sensed behavioral signals longitudinally that can be used to inform diagnostic assessment within a clinical context.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Kang, Sin-Hwa; Feng, Andrew W.; Leuski, Anton; Casas, Dan; Shapiro, Ari
The Effect of An Animated Virtual Character on Mobile Chat Interactions Book Section
In: Proceedings of the 3rd International Conference on Human-Agent Interaction, pp. 105–112, ACM, Daegu, Korea, 2015, ISBN: 978-1-4503-3527-0.
@incollection{kang_effect_2015,
title = {The Effect of An Animated Virtual Character on Mobile Chat Interactions},
author = {Sin-Hwa Kang and Andrew W. Feng and Anton Leuski and Dan Casas and Ari Shapiro},
url = {http://dl.acm.org/citation.cfm?id=2814957},
isbn = {978-1-4503-3527-0},
year = {2015},
date = {2015-10-01},
booktitle = {Proceedings of the 3rd International Conference on Human-Agent Interaction},
pages = {105–112},
publisher = {ACM},
address = {Daegu, Korea},
abstract = {This study explores presentation techniques for a 3D animated chat-based virtual human that communicates engagingly with users. Interactions with the virtual human occur via a smartphone outside of the lab in natural settings. Our work compares the responses of users who interact with no image or a static image of a virtual character as opposed to the animated visage of a virtual human capable of displaying appropriate nonverbal behavior. We further investigate users’ responses to the animated character’s gaze aversion which displayed the character’s act of looking away from users and was presented as a listening behavior. The findings of our study demonstrate that people tend to engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that averts its gaze, compared to an animated virtual human that does not avert its gaze, a static image of a virtual character, or an audio-only interface.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Stratou, Giota; Morency, Louis-Philippe; DeVault, David; Hartholt, Arno; Fast, Edward; Lhommet, Margaux; Lucas, Gale; Morbini, Fabrizio; Georgila, Kallirroi; Scherer, Stefan; Gratch, Jonathan; Stacy, Marcella; Traum, David; Rizzo, Albert
A Demonstration of the Perception System in SimSensei, a Virtual Human Application for Healthcare Interviews Proceedings Article
In: Affective Computing and Intelligent Interaction (ACII), 2015 International Conference on, pp. 787–789, IEEE, Xi'an, China, 2015.
@inproceedings{stratou_demonstration_2015,
title = {A Demonstration of the Perception System in SimSensei, a Virtual Human Application for Healthcare Interviews},
author = {Giota Stratou and Louis-Philippe Morency and David DeVault and Arno Hartholt and Edward Fast and Margaux Lhommet and Gale Lucas and Fabrizio Morbini and Kallirroi Georgila and Stefan Scherer and Jonathan Gratch and Marcella Stacy and David Traum and Albert Rizzo},
url = {http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=7344661},
doi = {10.1109/ACII.2015.7344661},
year = {2015},
date = {2015-09-01},
booktitle = {Affective Computing and Intelligent Interaction (ACII), 2015 International Conference on},
pages = {787–789},
publisher = {IEEE},
address = {Xi'an, China},
abstract = {We present the SimSensei system, a fully automatic virtual agent that conducts interviews to assess indicators of psychological distress. With this demo, we focus our attention on the perception part of the system, a multimodal framework which captures and analyzes user state behavior for both behavioral understanding and interactional purposes. We will demonstrate real-time user state sensing as a part of the SimSensei architecture and discuss how this technology enabled automatic analysis of behaviors related to psychological distress.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Scherer, Stefan; DeVault, David; Gratch, Jonathan; Artstein, Ron; Hartholt, Arno; Lucas, Gale; Marsella, Stacy; Morbini, Fabrizio; Nazarian, Angela; Stratou, Giota; Traum, David; Wood, Rachel; Boberg, Jill; Morency, Louis-Philippe
Detection and Computational Analysis of Psychological Signals Using a Virtual Human Interviewing Agent Proceedings Article
In: Proceedings of ICDVRAT 2014, International Journal of Disability and Human Development, Gothenburg, Sweden, 2014.
@inproceedings{rizzo_detection_2014,
title = {Detection and Computational Analysis of Psychological Signals Using a Virtual Human Interviewing Agent},
author = {Albert Rizzo and Stefan Scherer and David DeVault and Jonathan Gratch and Ron Artstein and Arno Hartholt and Gale Lucas and Stacy Marsella and Fabrizio Morbini and Angela Nazarian and Giota Stratou and David Traum and Rachel Wood and Jill Boberg and Louis-Philippe Morency},
url = {http://ict.usc.edu/pubs/Detection%20and%20Computational%20Analysis%20of%20Psychological%20Signals%20Using%20a%20Virtual%20Human%20Interviewing%20Agent.pdf},
year = {2014},
date = {2014-12-01},
booktitle = {Proceedings of ICDVRAT 2014},
publisher = {International Journal of Disability and Human Development},
address = {Gothenburg, Sweden},
abstract = {It has long been recognized that facial expressions, body posture/gestures and vocal parameters play an important role in human communication and the implicit signalling of emotion. Recent advances in low cost computer vision and behavioral sensing technologies can now be applied to the process of making meaningful inferences as to user state when a person interacts with a computational device. Effective use of this additive information could serve to promote human interaction with virtual human (VH) agents that may enhance diagnostic assessment. This paper will focus on our current research in these areas within the DARPA-funded “Detection and Computational Analysis of Psychological Signals” project, with specific attention to the SimSensei application use case. SimSensei is a virtual human interaction platform that is able to sense and interpret real-time audiovisual behavioral signals from users interacting with the system. It is specifically designed for health care support and leverages years of virtual human research and development at USC-ICT. The platform enables an engaging face-to-face interaction where the virtual human automatically reacts to the state and inferred intent of the user through analysis of behavioral signals gleaned from facial expressions, body gestures and vocal parameters. Akin to how non-verbal behavioral signals have an impact on human to human interaction and communication, SimSensei aims to capture and infer from user non-verbal communication to improve engagement between a VH and a user. The system can also quantify and interpret sensed behavioral signals.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Forbell, Eric; Kalisch, Nicolai; Morbini, Fabrizio; Christofferson, Kelly; Sagae, Kenji; Traum, David; Rizzo, Albert
Roundtable: An Online Framework for Building Web-based Conversational Agents Proceedings Article
In: Annual SIGdial Meeting on Discourse and Dialogue, Metz, France, 2013.
@inproceedings{forbell_roundtable_2013,
title = {Roundtable: An Online Framework for Building Web-based Conversational Agents},
author = {Eric Forbell and Nicolai Kalisch and Fabrizio Morbini and Kelly Christofferson and Kenji Sagae and David Traum and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Roundtable-%20An%20Online%20Framework%20for%20Building%20Web-based%20Conversational%20Agents.pdf},
year = {2013},
date = {2013-08-01},
booktitle = {Annual SIGdial Meeting on Discourse and Dialogue},
address = {Metz, France},
abstract = {We present an online system that provides a complete web-based sandbox for creating, testing and publishing embodied conversational agents. The tool, called Roundtable, empowers many different types of authors and varying team sizes to create flexible interactions by automating many editing workflows while limiting complexity and hiding architectural concerns. Finished characters can be published directly to web servers, enabling highly interactive applications.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Swartout, William; Artstein, Ron; Forbell, Eric; Foutz, Susan; Lane, H. Chad; Lange, Belinda; Morie, Jacquelyn; Noren, Dan; Rizzo, Albert; Traum, David
Virtual Humans for Learning Journal Article
In: AI magazine; Special issue on Intelligent Learning Technologies, vol. 34, no. 4, pp. 13–30, 2013.
@article{swartout_virtual_2013,
title = {Virtual Humans for Learning},
author = {William Swartout and Ron Artstein and Eric Forbell and Susan Foutz and H. Chad Lane and Belinda Lange and Jacquelyn Morie and Dan Noren and Albert Rizzo and David Traum},
url = {http://www.aaai.org/ojs/index.php/aimagazine/article/view/2487},
doi = {10.1609/aimag.v34i4.2487},
year = {2013},
date = {2013-01-01},
journal = {AI magazine; Special issue on Intelligent Learning Technologies},
volume = {34},
number = {4},
pages = {13–30},
abstract = {Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the Twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Talbot, Thomas; Sagae, Kenji; John, Bruce Sheffield; Rizzo, Albert
Designing Useful Virtual Standardized Patient Encounters Proceedings Article
In: Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), Orlando, FL, 2012.
@inproceedings{talbot_designing_2012,
title = {Designing Useful Virtual Standardized Patient Encounters},
author = {Thomas Talbot and Kenji Sagae and Bruce Sheffield John and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Designing%20Useful%20Virtual%20Standardized%20Patient%20Encounters.pdf},
year = {2012},
date = {2012-12-01},
booktitle = {Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)},
address = {Orlando, FL},
abstract = {Developers and educators have explored many different ways to create “Virtual Patients” as a method to simulate a patient encounter. Some of these attempts have been educationally useful, yet no approach taken to date has satisfac- torily replicated the Patient-Doctor encounter in a way that can be generalized nor have the best developments to date been readily author-able by regular medical educators. The best simulator to date is the human standardized patient actor, which has considerable disadvantages. The manner in which a virtual standardized patient can be de- signed requires a breakdown of the clinical encounter into components and a strategic approach to simulating each phase. These components are compared to find the optimal approach for each part of the medical encounter. The paper proposes a blend of an artificially intelligent statistical matching dialogue system with multiple choice state machine-based sub-conversations as a way in which one may richly simulate the interview and counseling phases of the clinical encounter. Also elucidated are the steps necessary for educator author-ability and approaches that will extract rich, objective assessment data. If such integration proves to be successful, the result will be a rich conversa- tional clinical simulation that closely approximates Patient-Doctor encounters.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Forbell, Eric; Lange, Belinda; Buckwalter, John Galen; Williams, Josh; Sagae, Kenji; Traum, David
In: Healing War Trauma: A Handbook of Creative Approaches, pp. 238–250, Routledge, 2012.
@incollection{rizzo_simcoach_2012,
title = {SimCoach: An Online Intelligent Virtual Agent System for Breaking Down Barriers to Care for Service Members and Veterans},
author = {Albert Rizzo and Eric Forbell and Belinda Lange and John Galen Buckwalter and Josh Williams and Kenji Sagae and David Traum},
url = {http://ict.usc.edu/pubs/SimCoach-%20An%20Online%20Intelligent%20Virtual%20Agent%20System%20for%20Breaking%20Down%20Barriers%20to%20Care%20for%20Service%20Members%20and%20Veterans.pdf},
year = {2012},
date = {2012-11-01},
booktitle = {Healing War Trauma: A Handbook of Creative Approaches},
pages = {238–250},
publisher = {Routledge},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Talbot, Thomas; Sagae, Kenji; John, Bruce Sheffield; Rizzo, Albert
In: International Journal of Gaming and Computer-Mediated Simulations, vol. 4, no. 3, pp. 1–19, 2012.
@article{talbot_sorting_2012,
title = {Sorting Out the Virtual Patient: How to Exploit Artificial Intelligence, Game Technology and Sound Educational Practices to Create Engaging Role-Playing Simulations},
author = {Thomas Talbot and Kenji Sagae and Bruce Sheffield John and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Sorting%20Out%20the%20Virtual%20Patient-%20How%20to%20Exploit%20Artificial%20Intelligence,%20Game%20Technology%20and%20Sound%20Educational%20Practices%20to%20Create%20Engaging%20Role-Playing%20Simulations.pdf},
year = {2012},
date = {2012-07-01},
journal = {International Journal of Gaming and Computer-Mediated Simulations},
volume = {4},
number = {3},
pages = {1–19},
abstract = {Since Dr. Howard Browns (1964) introduced the human standardized patient in 1963, there have been attempts to game a computer-based simulacrum of a patient encounter; the first being a heart attack simulation using the online PLATO system (Bitzer, 1966). With the now ubiquitous use of computers in medicine, interest and effor have expanded in the area of Virtual Patients (VPs). One problem in trying to understand VPs is that there are several quite distinct educational approaches that are all called a 'virtual patient.' This article is not a general review of virtual patients as current reviews of excellent quality exist (Poulton & Balasubramanian, 2011; Cook & Triola, 2009). Also, research that demonstrates the efficacy of virtual patients is ample (Triola, et al., 2006). This article assesses the different kinds of things the authors call "virtual patients", which are often mutually exclusive approaches, then analyzes their interaction structure or 'game-play', and considers the best use scenarios for that design strategy. This article also explores dialogue-based conversational agents as virtual patients and the technology approaches over the course of a medical encounter and recommend th eoptimal technology for the type of encounter desired.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Morbini, Fabrizio; Forbell, Eric; DeVault, David; Sagae, Kenji; Traum, David; Rizzo, Albert
A Mixed-Initiative Conversational Dialogue System for Healthcare Proceedings Article
In: SIGdial, Seoul, South Korea, 2012.
@inproceedings{morbini_mixed-initiative_2012,
title = {A Mixed-Initiative Conversational Dialogue System for Healthcare},
author = {Fabrizio Morbini and Eric Forbell and David DeVault and Kenji Sagae and David Traum and Albert Rizzo},
url = {http://ict.usc.edu/pubs/A%20Mixed-Initiative%20Conversational%20Dialogue%20System%20for%20Healthcare.pdf},
year = {2012},
date = {2012-07-01},
booktitle = {SIGdial},
address = {Seoul, South Korea},
abstract = {We present a mixed initiative conversational dialogue system designed to address primarily mental health care concerns related to military deployment. It is supported by a new information-state based dialogue manager, FLoReS (Forward-Looking, Reward Seeking dialogue manager), that allows both advanced, flexible, mixed initiative interaction, and efficient policy creation by domain experts. To easily reach its target population this dialogue system is accessible as a web application.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Lange, Belinda; Buckwalter, John Galen; Forbell, Eric; Kim, Julia; Sagae, Kenji; Williams, Josh; Rothbaum, Barbara O.; Difede, JoAnn; Reger, Greg; Parsons, Thomas D.; Kenny, Patrick G.
An Intelligent Virtual Human System for Providing Healthcare Information and Support Journal Article
In: Medicine Meets Virtual Reality, vol. 18, pp. 503–509, 2011.
@article{rizzo_intelligent_2011,
title = {An Intelligent Virtual Human System for Providing Healthcare Information and Support},
author = {Albert Rizzo and Belinda Lange and John Galen Buckwalter and Eric Forbell and Julia Kim and Kenji Sagae and Josh Williams and Barbara O. Rothbaum and JoAnn Difede and Greg Reger and Thomas D. Parsons and Patrick G. Kenny},
url = {http://ict.usc.edu/pubs/An%20Intelligent%20Virtual%20Human%20System%20for%20Providing%20Healthcare%20Information%20and%20Support.pdf},
doi = {10.3233/978-1-60750-706-2-503},
year = {2011},
date = {2011-01-01},
journal = {Medicine Meets Virtual Reality},
volume = {18},
pages = {503–509},
abstract = {Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the "birth" of intelligent virtual humans. Seminal research and development has appeared in the creation of highly interactive, artificially intelligent and natural language capable virtual human agents that can engage real human users in a credible fashion. No longer at the level of a prop to add context or minimal faux interaction in a virtual world, virtual humans can be designed to perceive and act in a 3D virtual world, engage in spoken dialogues with real users and can be capable of exhibiting human-like emotional reactions. This paper will present an overview of the SimCoach project that aims to develop virtual human support agents to serve as online guides for promoting access to psychological healthcare information and for assisting military personnel and family members in breaking down barriers to initiating care. The SimCoach experience is being designed to attract and engage military Service Members, Veterans and their significant others who might not otherwise seek help with a live healthcare provider. It is expected that this experience will motivate users to take the first step – to empower themselves to seek advice and information regarding their healthcare and general personal welfare and encourage them to take the next step towards seeking more formal resources if needed.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Lange, Belinda; Buckwalter, John Galen; Forbell, Eric; Kim, Julia; Sagae, Kenji; Williams, Josh; Difede, JoAnn; Rothbaum, Barbara O.; Reger, Greg; Parsons, Thomas D.; Kenny, Patrick G.
SimCoach: An Intelligent Virtual Human System for Providing Healthcare Information and Support Proceedings Article
In: Proceedings of the 8th International Conference on Disability, Virtual Reality and Associated Technology (ICDVRAT), Valparaiso, Chile, 2010.
@inproceedings{lange_simcoach_2010,
title = {SimCoach: An Intelligent Virtual Human System for Providing Healthcare Information and Support},
author = {Belinda Lange and John Galen Buckwalter and Eric Forbell and Julia Kim and Kenji Sagae and Josh Williams and JoAnn Difede and Barbara O. Rothbaum and Greg Reger and Thomas D. Parsons and Patrick G. Kenny},
url = {http://ict.usc.edu/pubs/SimCoach-%20an%20intelligent%20virtual%20human%20system%20for%20providing%20healthcare%20information%20and%20support.pdf},
year = {2010},
date = {2010-09-01},
booktitle = {Proceedings of the 8th International Conference on Disability, Virtual Reality and Associated Technology (ICDVRAT)},
address = {Valparaiso, Chile},
abstract = {Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Recent shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the "birth" of intelligent virtual humans. This paper will present an overview of the SimCoach project that aims to develop virtual human support agents to serve as online guides for promoting access to psychological healthcare information and for assisting military personnel and family members in breaking down barriers to initiating care. While we believe that the use of virtual humans to serve the role of virtual therapists is still fraught with both technical and ethical concerns, the SimCoach project does not aim to become a "doc in box". Rather, the SimCoach experience is being designed to attract and engage military Service Members, Veterans and their significant others who might not otherwise seek help with a live healthcare provider. It is expected that this experience will motivate users to take the first step – to empower themselves to seek advice and information regarding their healthcare (e.g., psychological health, traumatic brain injury, addiction, etc.) and general personal welfare (i.e., other non-medical stressors such as economic or relationship issues) – and encourage them to take the next step towards seeking other, more formal resources if needed.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Hartholt, Arno; Gratch, Jonathan; Swartout, William; Traum, David; Marsella, Stacy C.; Piepol, Diane
Building Interactive Virtual Humans for Training Environments Proceedings Article
In: Interservice/Industry Training, Simulation and Education Conference (I/ITSEC), Orlando, FL, 2007.
@inproceedings{kenny_building_2007,
title = {Building Interactive Virtual Humans for Training Environments},
author = {Patrick G. Kenny and Arno Hartholt and Jonathan Gratch and William Swartout and David Traum and Stacy C. Marsella and Diane Piepol},
url = {http://ict.usc.edu/pubs/Building%20Interactive%20Virtual%20Humans%20for%20Training%20Environments.pdf},
year = {2007},
date = {2007-11-01},
booktitle = {Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)},
address = {Orlando, FL},
abstract = {There is a great need in the Joint Forces to have human to human interpersonal training for skills such as negotiation, leadership, interviewing and cultural training. Virtual environments can be incredible training tools if used properly and used for the correct training application. Virtual environments have already been very successful in training Warfighters how to operate vehicles and weapons systems. At the Institute for Creative Technologies (ICT) we have been exploring a new question: can virtual environments be used to train Warfighters in interpersonal skills such as negotiation, tactical questioning and leadership that are so critical for success in the contemporary operating environment? Using embodied conversational agents to create this type of training system has been one of the goals of the Virtual Humans project at the institute. ICT has a great deal of experience building complex, integrated and immersive training systems that address the human factor needs for training experiences. This paper will address the research, technology and value of developing virtual humans for training environments. This research includes speech recognition, natural language understanding & generation, dialogue management, cognitive agents, emotion modeling, question response managers, speech generation and non-verbal behavior. Also addressed will be the diverse set of training environments we have developed for the system, from single computer laptops to multi-computer immersive displays to real and virtual integrated environments. This paper will also discuss the problems, issues and solutions we encountered while building these systems. The paper will recount subject testing we have performed in these environments and results we have obtained from users. Finally the future of this type of Virtual Humans technology and training applications will be discussed.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Hartholt, Arno; Gratch, Jonathan; Traum, David; Marsella, Stacy C.; Swartout, William
The More the Merrier: Multi-Party Negotiation with Virtual Humans Proceedings Article
In: AAAI Conference On Artificial Intelligence; Proceedings of the 22nd National Conference on Artificial Intelligence, pp. 1970–1971, 2007.
@inproceedings{kenny_more_2007,
title = {The More the Merrier: Multi-Party Negotiation with Virtual Humans},
author = {Patrick G. Kenny and Arno Hartholt and Jonathan Gratch and David Traum and Stacy C. Marsella and William Swartout},
url = {http://ict.usc.edu/pubs/The%20More%20the%20Merrier-%20Multi-Party%20Negotiation%20with%20Virtual%20Humans.pdf},
year = {2007},
date = {2007-07-01},
booktitle = {AAAI Conference On Artificial Intelligence; Proceedings of the 22nd National Conference on Artificial Intelligence},
volume = {2},
pages = {1970–1971},
abstract = {The goal of the Virtual Humans Project at the University of Southern California�s Institute for Creative Technologies is to enrich virtual training environments with virtual humans � autonomous agents that support face-to-face interaction with trainees in a variety of roles � through bringing together many different areas of research including speech recognition, natural language understanding, dialogue management, cognitive modeling, emotion modeling, non-verbal behavior and speech and knowledge management. The demo at AAAI will focus on our work using virtual humans to train negotiation skills. Conference attendees will negotiate with a virtual human doctor and elder to try to move a clinic out of harm�s way in single and multi-party negotiation scenarios using the latest iteration of our Virtual Humans framework. The user will use natural speech to talk to the embodied agents, who will respond in accordance with their internal task model and state. The characters will carry out a multi-party dialogue with verbal and non-verbal behavior. A video of a single-party version of the scenario was shown at AAAI-06. This new interactive demo introduces several new features, including multi-party negotiation, dynamically generated non-verbal behavior and a central ontology.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Parsons, Thomas D.; Gratch, Jonathan; Leuski, Anton; Rizzo, Albert
Virtual Patients for Clinical Therapist Skills Training Proceedings Article
In: Lecture Notes in Artificial Intelligence; Proceedings of the 7th International Conference on Intelligent Virtual Agents (IVA), pp. 197–210, Paris, France, 2007.
@inproceedings{kenny_virtual_2007,
title = {Virtual Patients for Clinical Therapist Skills Training},
author = {Patrick G. Kenny and Thomas D. Parsons and Jonathan Gratch and Anton Leuski and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Patients%20for%20Clinical%20Therapist%20Skills%20Training.pdf},
year = {2007},
date = {2007-01-01},
booktitle = {Lecture Notes in Artificial Intelligence; Proceedings of the 7th International Conference on Intelligent Virtual Agents (IVA)},
volume = {4722},
pages = {197–210},
address = {Paris, France},
abstract = {Virtual humans offer an exciting and powerful potential for rich interactive experiences. Fully embodied virtual humans are growing in capability, ease, and utility. As a result, they present an opportunity for expanding research into burgeoning virtual patient medical applications. In this paper we consider the ways in which one may go about building and applying virtual human technology to the virtual patient domain. Specifically we aim to show that virtual human technology may be used to help develop the interviewing and diagnostics skills of developing clinicians. Herein we proffer a description of our iterative design process and preliminary results to show that virtual patients may be a useful adjunct to psychotherapy education.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Filter
2019
Artstein, Ron; Gordon, Carla; Sohail, Usman; Merchant, Chirag; Jones, Andrew; Campbell, Julia; Trimmer, Matthew; Bevington, Jeffrey; Engen, COL Christopher; Traum, David
Digital Survivor of Sexual Assault Proceedings Article
In: Proceedings of the 24th International Conference on Intelligent User Interfaces, pp. 417–425, ACM, Marina del Rey, California, 2019, ISBN: 978-1-4503-6272-6.
Abstract | Links | BibTeX | Tags: DoD, Graphics, MedVR, UARC, Virtual Humans
@inproceedings{artstein_digital_2019,
title = {Digital Survivor of Sexual Assault},
author = {Ron Artstein and Carla Gordon and Usman Sohail and Chirag Merchant and Andrew Jones and Julia Campbell and Matthew Trimmer and Jeffrey Bevington and COL Christopher Engen and David Traum},
url = {https://doi.org/10.1145/3301275.3302303},
doi = {10.1145/3301275.3302303},
isbn = {978-1-4503-6272-6},
year = {2019},
date = {2019-03-01},
booktitle = {Proceedings of the 24th International Conference on Intelligent User Interfaces},
pages = {417–425},
publisher = {ACM},
address = {Marina del Rey, California},
abstract = {The Digital Survivor of Sexual Assault (DS2A) is an interface that allows a user to have a conversational experience with a survivor of sexual assault, using Artificial Intelligence technology and recorded videos. The application uses a statistical classifier to retrieve contextually appropriate pre-recorded video utterances by the survivor, together with dialogue management policies which enable users to conduct simulated conversations with the survivor about the sexual assault, its aftermath, and other pertinent topics. The content in the application has been specifically elicited to support the needs for the training of U.S. Army professionals in the Sexual Harassment/Assault Response and Prevention (SHARP) Program, and the application comes with an instructional support package. The system has been tested with approximately 200 users, and is presently being used in the SHARP Academy's capstone course.},
keywords = {DoD, Graphics, MedVR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
2016
Rizzo, Albert; Scherer, Scherer; DeVault, David; Gratch, Jonathan; Artstein, Ronald; Hartholt, Arno; Lucas, Gale; Marsella, Stacy; Morbini, Fabrizio; Nazarian, Angela; Stratou, Giota; Traum, David; Wood, Rachel; Boberg, Jill; Morency, Louis Philippe
Detection and computational analysis of psychological signals using a virtual human interviewing agent Journal Article
In: Journal of Pain Management, pp. 311–321, 2016, ISSN: 1939-5914.
Abstract | Links | BibTeX | Tags: MedVR, UARC, Virtual Humans
@article{rizzo_detection_2016,
title = {Detection and computational analysis of psychological signals using a virtual human interviewing agent},
author = {Albert Rizzo and Scherer Scherer and David DeVault and Jonathan Gratch and Ronald Artstein and Arno Hartholt and Gale Lucas and Stacy Marsella and Fabrizio Morbini and Angela Nazarian and Giota Stratou and David Traum and Rachel Wood and Jill Boberg and Louis Philippe Morency},
url = {http://www.icdvrat.org/2014/papers/ICDVRAT2014_S03N3_Rizzo_etal.pdf},
issn = {1939-5914},
year = {2016},
date = {2016-11-01},
journal = {Journal of Pain Management},
pages = {311–321},
abstract = {It has long been recognized that facial expressions, body posture/gestures and vocal parameters play an important role in human communication and the implicit signalling of emotion. Recent advances in low cost computer vision and behavioral sensing technologies can now be applied to the process of making meaningful inferences as to user state when a person interacts with a computational device. Effective use of this additive information could serve to promote human interaction with virtual human (VH) agents that may enhance diagnostic assessment. This paper will focus on our current research in these areas within the DARPA-funded "Detection and Computational Analysis of Psychological Signals" project, with specific attention to the SimSensei application use case. SimSensei is a virtual human interaction platform that is able to sense and interpret real-time audiovisual behavioral signals from users interacting with the system. It is specifically designed for health care support and leverages years of virtual human research and development at USC-ICT. The platform enables an engaging face-to-face interaction where the virtual human automatically reacts to the state and inferred intent of the user through analysis of behavioral signals gleaned from facial expressions, body gestures and vocal parameters. Akin to how non-verbal behavioral signals have an impact on human to human interaction and communication, SimSensei aims to capture and infer from user non-verbal communication to improve engagement between a VH and a user. The system can also quantify and interpret sensed behavioral signals longitudinally that can be used to inform diagnostic assessment within a clinical context.},
keywords = {MedVR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
2015
Kang, Sin-Hwa; Feng, Andrew W.; Leuski, Anton; Casas, Dan; Shapiro, Ari
The Effect of An Animated Virtual Character on Mobile Chat Interactions Book Section
In: Proceedings of the 3rd International Conference on Human-Agent Interaction, pp. 105–112, ACM, Daegu, Korea, 2015, ISBN: 978-1-4503-3527-0.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@incollection{kang_effect_2015,
title = {The Effect of An Animated Virtual Character on Mobile Chat Interactions},
author = {Sin-Hwa Kang and Andrew W. Feng and Anton Leuski and Dan Casas and Ari Shapiro},
url = {http://dl.acm.org/citation.cfm?id=2814957},
isbn = {978-1-4503-3527-0},
year = {2015},
date = {2015-10-01},
booktitle = {Proceedings of the 3rd International Conference on Human-Agent Interaction},
pages = {105–112},
publisher = {ACM},
address = {Daegu, Korea},
abstract = {This study explores presentation techniques for a 3D animated chat-based virtual human that communicates engagingly with users. Interactions with the virtual human occur via a smartphone outside of the lab in natural settings. Our work compares the responses of users who interact with no image or a static image of a virtual character as opposed to the animated visage of a virtual human capable of displaying appropriate nonverbal behavior. We further investigate users’ responses to the animated character’s gaze aversion which displayed the character’s act of looking away from users and was presented as a listening behavior. The findings of our study demonstrate that people tend to engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that averts its gaze, compared to an animated virtual human that does not avert its gaze, a static image of a virtual character, or an audio-only interface.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Stratou, Giota; Morency, Louis-Philippe; DeVault, David; Hartholt, Arno; Fast, Edward; Lhommet, Margaux; Lucas, Gale; Morbini, Fabrizio; Georgila, Kallirroi; Scherer, Stefan; Gratch, Jonathan; Stacy, Marcella; Traum, David; Rizzo, Albert
A Demonstration of the Perception System in SimSensei, a Virtual Human Application for Healthcare Interviews Proceedings Article
In: Affective Computing and Intelligent Interaction (ACII), 2015 International Conference on, pp. 787–789, IEEE, Xi'an, China, 2015.
Abstract | Links | BibTeX | Tags: MedVR, Social Simulation, Virtual Humans
@inproceedings{stratou_demonstration_2015,
title = {A Demonstration of the Perception System in SimSensei, a Virtual Human Application for Healthcare Interviews},
author = {Giota Stratou and Louis-Philippe Morency and David DeVault and Arno Hartholt and Edward Fast and Margaux Lhommet and Gale Lucas and Fabrizio Morbini and Kallirroi Georgila and Stefan Scherer and Jonathan Gratch and Marcella Stacy and David Traum and Albert Rizzo},
url = {http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=7344661},
doi = {10.1109/ACII.2015.7344661},
year = {2015},
date = {2015-09-01},
booktitle = {Affective Computing and Intelligent Interaction (ACII), 2015 International Conference on},
pages = {787–789},
publisher = {IEEE},
address = {Xi'an, China},
abstract = {We present the SimSensei system, a fully automatic virtual agent that conducts interviews to assess indicators of psychological distress. With this demo, we focus our attention on the perception part of the system, a multimodal framework which captures and analyzes user state behavior for both behavioral understanding and interactional purposes. We will demonstrate real-time user state sensing as a part of the SimSensei architecture and discuss how this technology enabled automatic analysis of behaviors related to psychological distress.},
keywords = {MedVR, Social Simulation, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
2014
Rizzo, Albert; Scherer, Stefan; DeVault, David; Gratch, Jonathan; Artstein, Ron; Hartholt, Arno; Lucas, Gale; Marsella, Stacy; Morbini, Fabrizio; Nazarian, Angela; Stratou, Giota; Traum, David; Wood, Rachel; Boberg, Jill; Morency, Louis-Philippe
Detection and Computational Analysis of Psychological Signals Using a Virtual Human Interviewing Agent Proceedings Article
In: Proceedings of ICDVRAT 2014, International Journal of Disability and Human Development, Gothenburg, Sweden, 2014.
Abstract | Links | BibTeX | Tags: MedVR, Social Simulation, UARC, Virtual Humans
@inproceedings{rizzo_detection_2014,
title = {Detection and Computational Analysis of Psychological Signals Using a Virtual Human Interviewing Agent},
author = {Albert Rizzo and Stefan Scherer and David DeVault and Jonathan Gratch and Ron Artstein and Arno Hartholt and Gale Lucas and Stacy Marsella and Fabrizio Morbini and Angela Nazarian and Giota Stratou and David Traum and Rachel Wood and Jill Boberg and Louis-Philippe Morency},
url = {http://ict.usc.edu/pubs/Detection%20and%20Computational%20Analysis%20of%20Psychological%20Signals%20Using%20a%20Virtual%20Human%20Interviewing%20Agent.pdf},
year = {2014},
date = {2014-12-01},
booktitle = {Proceedings of ICDVRAT 2014},
publisher = {International Journal of Disability and Human Development},
address = {Gothenburg, Sweden},
abstract = {It has long been recognized that facial expressions, body posture/gestures and vocal parameters play an important role in human communication and the implicit signalling of emotion. Recent advances in low cost computer vision and behavioral sensing technologies can now be applied to the process of making meaningful inferences as to user state when a person interacts with a computational device. Effective use of this additive information could serve to promote human interaction with virtual human (VH) agents that may enhance diagnostic assessment. This paper will focus on our current research in these areas within the DARPA-funded “Detection and Computational Analysis of Psychological Signals” project, with specific attention to the SimSensei application use case. SimSensei is a virtual human interaction platform that is able to sense and interpret real-time audiovisual behavioral signals from users interacting with the system. It is specifically designed for health care support and leverages years of virtual human research and development at USC-ICT. The platform enables an engaging face-to-face interaction where the virtual human automatically reacts to the state and inferred intent of the user through analysis of behavioral signals gleaned from facial expressions, body gestures and vocal parameters. Akin to how non-verbal behavioral signals have an impact on human to human interaction and communication, SimSensei aims to capture and infer from user non-verbal communication to improve engagement between a VH and a user. The system can also quantify and interpret sensed behavioral signals.},
keywords = {MedVR, Social Simulation, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
2013
Forbell, Eric; Kalisch, Nicolai; Morbini, Fabrizio; Christofferson, Kelly; Sagae, Kenji; Traum, David; Rizzo, Albert
Roundtable: An Online Framework for Building Web-based Conversational Agents Proceedings Article
In: Annual SIGdial Meeting on Discourse and Dialogue, Metz, France, 2013.
Abstract | Links | BibTeX | Tags: MedVR, UARC, Virtual Humans
@inproceedings{forbell_roundtable_2013,
title = {Roundtable: An Online Framework for Building Web-based Conversational Agents},
author = {Eric Forbell and Nicolai Kalisch and Fabrizio Morbini and Kelly Christofferson and Kenji Sagae and David Traum and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Roundtable-%20An%20Online%20Framework%20for%20Building%20Web-based%20Conversational%20Agents.pdf},
year = {2013},
date = {2013-08-01},
booktitle = {Annual SIGdial Meeting on Discourse and Dialogue},
address = {Metz, France},
abstract = {We present an online system that provides a complete web-based sandbox for creating, testing and publishing embodied conversational agents. The tool, called Roundtable, empowers many different types of authors and varying team sizes to create flexible interactions by automating many editing workflows while limiting complexity and hiding architectural concerns. Finished characters can be published directly to web servers, enabling highly interactive applications.},
keywords = {MedVR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Swartout, William; Artstein, Ron; Forbell, Eric; Foutz, Susan; Lane, H. Chad; Lange, Belinda; Morie, Jacquelyn; Noren, Dan; Rizzo, Albert; Traum, David
Virtual Humans for Learning Journal Article
In: AI magazine; Special issue on Intelligent Learning Technologies, vol. 34, no. 4, pp. 13–30, 2013.
Abstract | Links | BibTeX | Tags: Learning Sciences, MedVR, UARC, Virtual Humans
@article{swartout_virtual_2013,
title = {Virtual Humans for Learning},
author = {William Swartout and Ron Artstein and Eric Forbell and Susan Foutz and H. Chad Lane and Belinda Lange and Jacquelyn Morie and Dan Noren and Albert Rizzo and David Traum},
url = {http://www.aaai.org/ojs/index.php/aimagazine/article/view/2487},
doi = {10.1609/aimag.v34i4.2487},
year = {2013},
date = {2013-01-01},
journal = {AI magazine; Special issue on Intelligent Learning Technologies},
volume = {34},
number = {4},
pages = {13–30},
abstract = {Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the Twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.},
keywords = {Learning Sciences, MedVR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
2012
Talbot, Thomas; Sagae, Kenji; John, Bruce Sheffield; Rizzo, Albert
Designing Useful Virtual Standardized Patient Encounters Proceedings Article
In: Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), Orlando, FL, 2012.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@inproceedings{talbot_designing_2012,
title = {Designing Useful Virtual Standardized Patient Encounters},
author = {Thomas Talbot and Kenji Sagae and Bruce Sheffield John and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Designing%20Useful%20Virtual%20Standardized%20Patient%20Encounters.pdf},
year = {2012},
date = {2012-12-01},
booktitle = {Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)},
address = {Orlando, FL},
abstract = {Developers and educators have explored many different ways to create “Virtual Patients” as a method to simulate a patient encounter. Some of these attempts have been educationally useful, yet no approach taken to date has satisfac- torily replicated the Patient-Doctor encounter in a way that can be generalized nor have the best developments to date been readily author-able by regular medical educators. The best simulator to date is the human standardized patient actor, which has considerable disadvantages. The manner in which a virtual standardized patient can be de- signed requires a breakdown of the clinical encounter into components and a strategic approach to simulating each phase. These components are compared to find the optimal approach for each part of the medical encounter. The paper proposes a blend of an artificially intelligent statistical matching dialogue system with multiple choice state machine-based sub-conversations as a way in which one may richly simulate the interview and counseling phases of the clinical encounter. Also elucidated are the steps necessary for educator author-ability and approaches that will extract rich, objective assessment data. If such integration proves to be successful, the result will be a rich conversa- tional clinical simulation that closely approximates Patient-Doctor encounters.},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Forbell, Eric; Lange, Belinda; Buckwalter, John Galen; Williams, Josh; Sagae, Kenji; Traum, David
In: Healing War Trauma: A Handbook of Creative Approaches, pp. 238–250, Routledge, 2012.
Links | BibTeX | Tags: MedVR, UARC, Virtual Humans
@incollection{rizzo_simcoach_2012,
title = {SimCoach: An Online Intelligent Virtual Agent System for Breaking Down Barriers to Care for Service Members and Veterans},
author = {Albert Rizzo and Eric Forbell and Belinda Lange and John Galen Buckwalter and Josh Williams and Kenji Sagae and David Traum},
url = {http://ict.usc.edu/pubs/SimCoach-%20An%20Online%20Intelligent%20Virtual%20Agent%20System%20for%20Breaking%20Down%20Barriers%20to%20Care%20for%20Service%20Members%20and%20Veterans.pdf},
year = {2012},
date = {2012-11-01},
booktitle = {Healing War Trauma: A Handbook of Creative Approaches},
pages = {238–250},
publisher = {Routledge},
keywords = {MedVR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Talbot, Thomas; Sagae, Kenji; John, Bruce Sheffield; Rizzo, Albert
In: International Journal of Gaming and Computer-Mediated Simulations, vol. 4, no. 3, pp. 1–19, 2012.
Abstract | Links | BibTeX | Tags: MedVR
@article{talbot_sorting_2012,
title = {Sorting Out the Virtual Patient: How to Exploit Artificial Intelligence, Game Technology and Sound Educational Practices to Create Engaging Role-Playing Simulations},
author = {Thomas Talbot and Kenji Sagae and Bruce Sheffield John and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Sorting%20Out%20the%20Virtual%20Patient-%20How%20to%20Exploit%20Artificial%20Intelligence,%20Game%20Technology%20and%20Sound%20Educational%20Practices%20to%20Create%20Engaging%20Role-Playing%20Simulations.pdf},
year = {2012},
date = {2012-07-01},
journal = {International Journal of Gaming and Computer-Mediated Simulations},
volume = {4},
number = {3},
pages = {1–19},
abstract = {Since Dr. Howard Browns (1964) introduced the human standardized patient in 1963, there have been attempts to game a computer-based simulacrum of a patient encounter; the first being a heart attack simulation using the online PLATO system (Bitzer, 1966). With the now ubiquitous use of computers in medicine, interest and effor have expanded in the area of Virtual Patients (VPs). One problem in trying to understand VPs is that there are several quite distinct educational approaches that are all called a 'virtual patient.' This article is not a general review of virtual patients as current reviews of excellent quality exist (Poulton & Balasubramanian, 2011; Cook & Triola, 2009). Also, research that demonstrates the efficacy of virtual patients is ample (Triola, et al., 2006). This article assesses the different kinds of things the authors call "virtual patients", which are often mutually exclusive approaches, then analyzes their interaction structure or 'game-play', and considers the best use scenarios for that design strategy. This article also explores dialogue-based conversational agents as virtual patients and the technology approaches over the course of a medical encounter and recommend th eoptimal technology for the type of encounter desired.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Morbini, Fabrizio; Forbell, Eric; DeVault, David; Sagae, Kenji; Traum, David; Rizzo, Albert
A Mixed-Initiative Conversational Dialogue System for Healthcare Proceedings Article
In: SIGdial, Seoul, South Korea, 2012.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{morbini_mixed-initiative_2012,
title = {A Mixed-Initiative Conversational Dialogue System for Healthcare},
author = {Fabrizio Morbini and Eric Forbell and David DeVault and Kenji Sagae and David Traum and Albert Rizzo},
url = {http://ict.usc.edu/pubs/A%20Mixed-Initiative%20Conversational%20Dialogue%20System%20for%20Healthcare.pdf},
year = {2012},
date = {2012-07-01},
booktitle = {SIGdial},
address = {Seoul, South Korea},
abstract = {We present a mixed initiative conversational dialogue system designed to address primarily mental health care concerns related to military deployment. It is supported by a new information-state based dialogue manager, FLoReS (Forward-Looking, Reward Seeking dialogue manager), that allows both advanced, flexible, mixed initiative interaction, and efficient policy creation by domain experts. To easily reach its target population this dialogue system is accessible as a web application.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
2011
Rizzo, Albert; Lange, Belinda; Buckwalter, John Galen; Forbell, Eric; Kim, Julia; Sagae, Kenji; Williams, Josh; Rothbaum, Barbara O.; Difede, JoAnn; Reger, Greg; Parsons, Thomas D.; Kenny, Patrick G.
An Intelligent Virtual Human System for Providing Healthcare Information and Support Journal Article
In: Medicine Meets Virtual Reality, vol. 18, pp. 503–509, 2011.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{rizzo_intelligent_2011,
title = {An Intelligent Virtual Human System for Providing Healthcare Information and Support},
author = {Albert Rizzo and Belinda Lange and John Galen Buckwalter and Eric Forbell and Julia Kim and Kenji Sagae and Josh Williams and Barbara O. Rothbaum and JoAnn Difede and Greg Reger and Thomas D. Parsons and Patrick G. Kenny},
url = {http://ict.usc.edu/pubs/An%20Intelligent%20Virtual%20Human%20System%20for%20Providing%20Healthcare%20Information%20and%20Support.pdf},
doi = {10.3233/978-1-60750-706-2-503},
year = {2011},
date = {2011-01-01},
journal = {Medicine Meets Virtual Reality},
volume = {18},
pages = {503–509},
abstract = {Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the "birth" of intelligent virtual humans. Seminal research and development has appeared in the creation of highly interactive, artificially intelligent and natural language capable virtual human agents that can engage real human users in a credible fashion. No longer at the level of a prop to add context or minimal faux interaction in a virtual world, virtual humans can be designed to perceive and act in a 3D virtual world, engage in spoken dialogues with real users and can be capable of exhibiting human-like emotional reactions. This paper will present an overview of the SimCoach project that aims to develop virtual human support agents to serve as online guides for promoting access to psychological healthcare information and for assisting military personnel and family members in breaking down barriers to initiating care. The SimCoach experience is being designed to attract and engage military Service Members, Veterans and their significant others who might not otherwise seek help with a live healthcare provider. It is expected that this experience will motivate users to take the first step – to empower themselves to seek advice and information regarding their healthcare and general personal welfare and encourage them to take the next step towards seeking more formal resources if needed.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
2010
Lange, Belinda; Buckwalter, John Galen; Forbell, Eric; Kim, Julia; Sagae, Kenji; Williams, Josh; Difede, JoAnn; Rothbaum, Barbara O.; Reger, Greg; Parsons, Thomas D.; Kenny, Patrick G.
SimCoach: An Intelligent Virtual Human System for Providing Healthcare Information and Support Proceedings Article
In: Proceedings of the 8th International Conference on Disability, Virtual Reality and Associated Technology (ICDVRAT), Valparaiso, Chile, 2010.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{lange_simcoach_2010,
title = {SimCoach: An Intelligent Virtual Human System for Providing Healthcare Information and Support},
author = {Belinda Lange and John Galen Buckwalter and Eric Forbell and Julia Kim and Kenji Sagae and Josh Williams and JoAnn Difede and Barbara O. Rothbaum and Greg Reger and Thomas D. Parsons and Patrick G. Kenny},
url = {http://ict.usc.edu/pubs/SimCoach-%20an%20intelligent%20virtual%20human%20system%20for%20providing%20healthcare%20information%20and%20support.pdf},
year = {2010},
date = {2010-09-01},
booktitle = {Proceedings of the 8th International Conference on Disability, Virtual Reality and Associated Technology (ICDVRAT)},
address = {Valparaiso, Chile},
abstract = {Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Recent shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the "birth" of intelligent virtual humans. This paper will present an overview of the SimCoach project that aims to develop virtual human support agents to serve as online guides for promoting access to psychological healthcare information and for assisting military personnel and family members in breaking down barriers to initiating care. While we believe that the use of virtual humans to serve the role of virtual therapists is still fraught with both technical and ethical concerns, the SimCoach project does not aim to become a "doc in box". Rather, the SimCoach experience is being designed to attract and engage military Service Members, Veterans and their significant others who might not otherwise seek help with a live healthcare provider. It is expected that this experience will motivate users to take the first step – to empower themselves to seek advice and information regarding their healthcare (e.g., psychological health, traumatic brain injury, addiction, etc.) and general personal welfare (i.e., other non-medical stressors such as economic or relationship issues) – and encourage them to take the next step towards seeking other, more formal resources if needed.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
2007
Kenny, Patrick G.; Hartholt, Arno; Gratch, Jonathan; Swartout, William; Traum, David; Marsella, Stacy C.; Piepol, Diane
Building Interactive Virtual Humans for Training Environments Proceedings Article
In: Interservice/Industry Training, Simulation and Education Conference (I/ITSEC), Orlando, FL, 2007.
Abstract | Links | BibTeX | Tags: MedVR, Social Simulation, Virtual Humans
@inproceedings{kenny_building_2007,
title = {Building Interactive Virtual Humans for Training Environments},
author = {Patrick G. Kenny and Arno Hartholt and Jonathan Gratch and William Swartout and David Traum and Stacy C. Marsella and Diane Piepol},
url = {http://ict.usc.edu/pubs/Building%20Interactive%20Virtual%20Humans%20for%20Training%20Environments.pdf},
year = {2007},
date = {2007-11-01},
booktitle = {Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)},
address = {Orlando, FL},
abstract = {There is a great need in the Joint Forces to have human to human interpersonal training for skills such as negotiation, leadership, interviewing and cultural training. Virtual environments can be incredible training tools if used properly and used for the correct training application. Virtual environments have already been very successful in training Warfighters how to operate vehicles and weapons systems. At the Institute for Creative Technologies (ICT) we have been exploring a new question: can virtual environments be used to train Warfighters in interpersonal skills such as negotiation, tactical questioning and leadership that are so critical for success in the contemporary operating environment? Using embodied conversational agents to create this type of training system has been one of the goals of the Virtual Humans project at the institute. ICT has a great deal of experience building complex, integrated and immersive training systems that address the human factor needs for training experiences. This paper will address the research, technology and value of developing virtual humans for training environments. This research includes speech recognition, natural language understanding & generation, dialogue management, cognitive agents, emotion modeling, question response managers, speech generation and non-verbal behavior. Also addressed will be the diverse set of training environments we have developed for the system, from single computer laptops to multi-computer immersive displays to real and virtual integrated environments. This paper will also discuss the problems, issues and solutions we encountered while building these systems. The paper will recount subject testing we have performed in these environments and results we have obtained from users. Finally the future of this type of Virtual Humans technology and training applications will be discussed.},
keywords = {MedVR, Social Simulation, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Hartholt, Arno; Gratch, Jonathan; Traum, David; Marsella, Stacy C.; Swartout, William
The More the Merrier: Multi-Party Negotiation with Virtual Humans Proceedings Article
In: AAAI Conference On Artificial Intelligence; Proceedings of the 22nd National Conference on Artificial Intelligence, pp. 1970–1971, 2007.
Abstract | Links | BibTeX | Tags: MedVR, Social Simulation, Virtual Humans
@inproceedings{kenny_more_2007,
title = {The More the Merrier: Multi-Party Negotiation with Virtual Humans},
author = {Patrick G. Kenny and Arno Hartholt and Jonathan Gratch and David Traum and Stacy C. Marsella and William Swartout},
url = {http://ict.usc.edu/pubs/The%20More%20the%20Merrier-%20Multi-Party%20Negotiation%20with%20Virtual%20Humans.pdf},
year = {2007},
date = {2007-07-01},
booktitle = {AAAI Conference On Artificial Intelligence; Proceedings of the 22nd National Conference on Artificial Intelligence},
volume = {2},
pages = {1970–1971},
abstract = {The goal of the Virtual Humans Project at the University of Southern California�s Institute for Creative Technologies is to enrich virtual training environments with virtual humans � autonomous agents that support face-to-face interaction with trainees in a variety of roles � through bringing together many different areas of research including speech recognition, natural language understanding, dialogue management, cognitive modeling, emotion modeling, non-verbal behavior and speech and knowledge management. The demo at AAAI will focus on our work using virtual humans to train negotiation skills. Conference attendees will negotiate with a virtual human doctor and elder to try to move a clinic out of harm�s way in single and multi-party negotiation scenarios using the latest iteration of our Virtual Humans framework. The user will use natural speech to talk to the embodied agents, who will respond in accordance with their internal task model and state. The characters will carry out a multi-party dialogue with verbal and non-verbal behavior. A video of a single-party version of the scenario was shown at AAAI-06. This new interactive demo introduces several new features, including multi-party negotiation, dynamically generated non-verbal behavior and a central ontology.},
keywords = {MedVR, Social Simulation, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Parsons, Thomas D.; Gratch, Jonathan; Leuski, Anton; Rizzo, Albert
Virtual Patients for Clinical Therapist Skills Training Proceedings Article
In: Lecture Notes in Artificial Intelligence; Proceedings of the 7th International Conference on Intelligent Virtual Agents (IVA), pp. 197–210, Paris, France, 2007.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{kenny_virtual_2007,
title = {Virtual Patients for Clinical Therapist Skills Training},
author = {Patrick G. Kenny and Thomas D. Parsons and Jonathan Gratch and Anton Leuski and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Patients%20for%20Clinical%20Therapist%20Skills%20Training.pdf},
year = {2007},
date = {2007-01-01},
booktitle = {Lecture Notes in Artificial Intelligence; Proceedings of the 7th International Conference on Intelligent Virtual Agents (IVA)},
volume = {4722},
pages = {197–210},
address = {Paris, France},
abstract = {Virtual humans offer an exciting and powerful potential for rich interactive experiences. Fully embodied virtual humans are growing in capability, ease, and utility. As a result, they present an opportunity for expanding research into burgeoning virtual patient medical applications. In this paper we consider the ways in which one may go about building and applying virtual human technology to the virtual patient domain. Specifically we aim to show that virtual human technology may be used to help develop the interviewing and diagnostics skills of developing clinicians. Herein we proffer a description of our iterative design process and preliminary results to show that virtual patients may be a useful adjunct to psychotherapy education.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}