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Embodied conversational agents (ECAs) are autonomous software entities with human-like appearance and communication skills. These agents can take on a number of different roles, for example, as an assistant, tutor, information provider, or customer service agent. They may also simply represent or entertain a user. The precise nature and benefits of different characteristics of ECAs requires careful investigation. Questions range from the function of an eyebrow raise to mechanisms for assessing and improving ECA trustworthiness. This book will help experts and designers in the specification and development of applications incorporating ECAs. Part 1 provides guidelines for evaluation methodologies and the identification of design and evaluation parameters. Part 2 demonstrates the importance of considering the user's perspective and interaction experience. Part 3 addresses issues in fine-tuning design parameters of ECAs and verifying the perceived effect. Finally, in Part 4 lessons learned from a number of application case studies are presented. The book is intended for both ECA researchers in academia and industry, and developers and designers interested in applying the technology.
Communication is the core activity for an educator, conveying and sharing information from one person to another, from one organization to another. This work includes contributions which encompass a series of topics in communication psychology.
Welcome to the proceedings of the 9th International Conference on Intelligent Virtual Agents, held September 14–16, 2009 in Amsterdam, The Netherlands. Intelligent virtual agents (IVAs) are interactive characters that exhibit hum- like qualities and communicate with humans or with each other using natural human modalities such as speech and gesture. They are capable of real-time perception, cognition and action, allowing them to participate in a dynamic physical and social environment. IVA is an interdisciplinary annual conference and the main forum for p- senting research on modeling, developing and evaluating IVAs with a focus on communicative abilities and social behavior. The development of IVAs requires expertise in multimodal interaction and several AI ?elds such as cognitive m- eling, planning, vision and natural language processing. Computational models are typically based on experimental studies and theories of human–human and human–robot interaction; conversely, IVA technology may provide interesting lessons for these ?elds. The realization of engaging IVAs is a challenging task, so reusable modules and tools are of great value. The ?elds of application range from robot assistants, social simulation and tutoring to games and artistic - ploration.
This book gives an overview of the research and application of speech technologies in different areas. One of the special characteristics of the book is that the authors take a broad view of the multiple research areas and take the multidisciplinary approach to the topics. One of the goals in this book is to emphasize the application. User experience, human factors and usability issues are the focus in this book.
The #1 New York Times bestselling author of Final Target, Iris Johansen raises the stakes and the heart rate with this relentless thriller that follows the harrowing trail of a ruthless killer on the hunt—and the woman who is determined to hunt him down. He is the most terrifying of killers: ruthless, cunning, charismatic. And he has the means to get whatever he wants. And what Rico Chavez wants most is Elena Kyler—and he wants her dead. Trained as an assassin, Elena didn’t need anyone to survive. But now she finds herself on the run from one dangerous man and turning for help to another. Sean Galen was a man without illusions. He knew it was only desperation that caused Elena to accept his help—a mother’s desperation to save her young son from a psychopath father who would raise their son in his own chilling image. And yet he was determined to get this woman who had never been able to trust anyone or anything in her whole life to accept him as her ally. But both Galen and Elena know that Chavez’s power and wealth mean there is no place they can be safe and no one they can trust—not even each other. Already Chavez’s assassins and connections to those in the highest positions of power have turned this into a war with no rules. With two shocking acts of brutal violence, Chavez shows he will stop at nothing and that nothing will stop him. Soon a trail of horrifying murders will follow Galen and Elena across country to a last stand and a shattering showdown. For Chavez is a master of control and he wants more than just to take Elena’s life. He wants her alive long enough to see him destroy every reason she has for living. He wants her to turn against everything and everyone she ever believed in. He wants her to commit the ultimate act of betrayal. And by the time he is through, he wants her to beg him to take the only thing she’ll have left to give: her life.
On a visit to London in 1802 Princess Tanaquill meets a stranger who brings her a glimpse of the love she'll never have in her arranged marriage. EPIC eBook awards finalist.
"This book presents a modern view of intelligent tutoring, focusing mainly on the conception of these systems according to a multi-agent approach and on the affective and cognitive modeling of the student in this kind of educational environment"--Provided by publisher.
This book constitutes the refereed proceedings of the 8th International Workshop on Intelligent Virtual Agents, IVA 2008, held in Tokyo, Japan, in September 2008. The 18 revised full papers and 28 revised short papers presented together 42 poster papers were carefully reviewed and selected from 99 submissions. The papers are organized in topical sections on motion and empathy; narrative and augmented reality; conversation and negotiation; nonverbal behavior; models of culture and personality; markup and representation languages; architectures for robotic agents; cognitive architectures; agents for healthcare and training; and agents in games, museums and virtual worlds.
Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human