Complex and dynamic interaction behaviors in applications such as Virtual Reality (VR) systems are difficult to design and develop. Reasons for this include the complexity and lim...
Synchronous groupware depends on the assumption that people are fully connected to the others in the group, but there are many situations (network delay, network outage, or explic...
Carl Gutwin, T. C. Nicholas Graham, Christopher Wo...
We describe an agent-based commentary system for computer games which produces real-time and post-game commentary for spectators. Our system adopts an embodied approach in which r...
We have built a system that allows users to naturally manipulate virtual 3D models with both hands on the Responsive Workbench, a tabletop VR device. Our design is largely based u...
We sought to create a social embodied conversational agent to support group interactions, using ‘balance theory’ from social science research on human-human relations. We cond...