The paper investigates human agent interactions in virtual environments like Second Life. As interactions in such environments are inherently social, the agent should be able to p...
Christian Pallay, Matthias Rehm, Ekaterina Kurdyuk...
Online virtual worlds such as Second Life provide a rich medium for unstructured human interaction in a shared simulated 3D environment. However, many human interactions take place...
The current surge of interest in virtual worlds suggests they are poised to make an evolutionary leap to the workplace, as instant messaging did a decade ago. In recent work we ha...
Second Life, a participant-created multi-user virtual environment (MUVE), gained sudden media acclaim in 2006. Prior to that, the world was developing many of the characteristics ...
In this paper, we describe lexical rule-based approach to affect sensing from text, and application of the developed Affect Analysis Model in 3D virtual world Second Life. To enric...
Alena Neviarouskaya, Helmut Prendinger, Mitsuru Is...