Katja Bouman, I. Lefter, L. Rook, Catherine Oertel, C. Jonker, Frances M. T. Brazier
This study investigates whether an agent-based Negotiation Training System (NTS) can teach women Strategic Empathy - a recently introduced negotiation strategy based on perspective taking - and whether this can improve their negotiation performance. Developed and tested through an interaction-based real-time experiment was a NTS that integrated instructions on how to utilize Strategic Empathy. Women in the experimental group showed significantly higher levels of perspective-taking compared to the control group, and their understanding and use of Strategic Empathy increased over time. Also, a significant positive effect was found of Strategic Empathy on women's self-efficacy. No significant positive effect was found of Strategic Empathy on persistence. The high cognitive load of the experiment and a lack of intrinsic motivation may have caused this finding. Overall, this work demonstrates the applicability of using NTS to teach Strategic Empathy, and its effectiveness for enhancing women's self-efficacy in salary negotiations.
{"title":"The need for a female perspective in designing agent-based negotiation support","authors":"Katja Bouman, I. Lefter, L. Rook, Catherine Oertel, C. Jonker, Frances M. T. Brazier","doi":"10.1145/3514197.3549691","DOIUrl":"https://doi.org/10.1145/3514197.3549691","url":null,"abstract":"This study investigates whether an agent-based Negotiation Training System (NTS) can teach women Strategic Empathy - a recently introduced negotiation strategy based on perspective taking - and whether this can improve their negotiation performance. Developed and tested through an interaction-based real-time experiment was a NTS that integrated instructions on how to utilize Strategic Empathy. Women in the experimental group showed significantly higher levels of perspective-taking compared to the control group, and their understanding and use of Strategic Empathy increased over time. Also, a significant positive effect was found of Strategic Empathy on women's self-efficacy. No significant positive effect was found of Strategic Empathy on persistence. The high cognitive load of the experiment and a lack of intrinsic motivation may have caused this finding. Overall, this work demonstrates the applicability of using NTS to teach Strategic Empathy, and its effectiveness for enhancing women's self-efficacy in salary negotiations.","PeriodicalId":149593,"journal":{"name":"Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121818401","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Emotion detection is a rapidly advancing method of quantifying the human experience. Past literature shows emotional data is highly sensitive and private. It also shows habituation effects (previous exposure to a concept) can result in more lenient ethical evaluation of actions. To build effective virtual agents, emotional data must be used in a way that is ethical and inoffensive to humans. Agents which are designed to interact with humans in virtually any capacity should strive to better understand them to be more competitive, more understanding, and generally more effective. We must understand the impact that agents using such data will have on people. To explore these points, we have conducted a 168-participant 2x2 experimental design with an additional user-choice factor to examine effects of pre-exposure to emotion detection on the participant's evaluation of its ethicality. We hypothesize that habituation affects participants' ethical evaluation of the technology presented to them. We found these effects and behavioral impacts when participants played an economic game. We show that the agent's presence on human perception and behavior is significant; proper agent design requires attention to these factors.
{"title":"Boiling the frog: ethical and behavioral impacts of technological exposure and availability","authors":"Noah Ari, Nusrat Jahan, Johnathan Mell","doi":"10.1145/3514197.3549695","DOIUrl":"https://doi.org/10.1145/3514197.3549695","url":null,"abstract":"Emotion detection is a rapidly advancing method of quantifying the human experience. Past literature shows emotional data is highly sensitive and private. It also shows habituation effects (previous exposure to a concept) can result in more lenient ethical evaluation of actions. To build effective virtual agents, emotional data must be used in a way that is ethical and inoffensive to humans. Agents which are designed to interact with humans in virtually any capacity should strive to better understand them to be more competitive, more understanding, and generally more effective. We must understand the impact that agents using such data will have on people. To explore these points, we have conducted a 168-participant 2x2 experimental design with an additional user-choice factor to examine effects of pre-exposure to emotion detection on the participant's evaluation of its ethicality. We hypothesize that habituation affects participants' ethical evaluation of the technology presented to them. We found these effects and behavioral impacts when participants played an economic game. We show that the agent's presence on human perception and behavior is significant; proper agent design requires attention to these factors.","PeriodicalId":149593,"journal":{"name":"Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123990026","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Enrico Lauletta, Béatrice Biancardi, Antonio Norelli, M. Mancini, A. Panconesi
Olivaw is an AI Othello playing agent which autonomously learns how to improve its gameplay by playing against itself. Some top-notch players (including former World Champions) reported that they had the impression that Olivaw's gameplay was human-like. To better investigate the processes related to these impressions, we conducted a pilot study using the Othello Game Evaluation App, a computer application we developed to evaluate pre-recorded Othello games in a controlled setting while assuring an adequate user experience. An exploratory analysis of the results shows that the participants mostly evaluated Olivaw as a human. When asked for a motivation for their choice, some of them reported that they evaluate poor game moves (and, consequently, losing the game) as an indication of the human-likeness of the player.
{"title":"Errare humanum est?: a pilot study to evaluate the human-likeness of a AI othello playing agent","authors":"Enrico Lauletta, Béatrice Biancardi, Antonio Norelli, M. Mancini, A. Panconesi","doi":"10.1145/3514197.3549699","DOIUrl":"https://doi.org/10.1145/3514197.3549699","url":null,"abstract":"Olivaw is an AI Othello playing agent which autonomously learns how to improve its gameplay by playing against itself. Some top-notch players (including former World Champions) reported that they had the impression that Olivaw's gameplay was human-like. To better investigate the processes related to these impressions, we conducted a pilot study using the Othello Game Evaluation App, a computer application we developed to evaluate pre-recorded Othello games in a controlled setting while assuring an adequate user experience. An exploratory analysis of the results shows that the participants mostly evaluated Olivaw as a human. When asked for a motivation for their choice, some of them reported that they evaluate poor game moves (and, consequently, losing the game) as an indication of the human-likeness of the player.","PeriodicalId":149593,"journal":{"name":"Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125133451","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In the context of child development, practice is recognised as one of the essential activities to stimulate creativity. Here we aimed to explore whether repeated interactions with a virtual social robot could help build up children's creative performance over time. To this end, we developed an interactive storytelling game with the virtual robot Furhat. Twenty-five children between 9- and 12- years old played the online game two times with seven days of zero exposure in between. Our results revealed that repeated encounters have mixed effects on verbal creativity: while children were more creative in terms of flexibility, fluency, and elaboration in the second interaction, the level of originality remained stagnant. Moreover, the second encounter positively affected children's collaboration with and social behaviour toward the virtual robot. These results provide valuable evidence supporting the potential of multiple interactions with artificial agents to foster children's creativity over time. This paper, thus, provides readers with (1) a novel approach to stimulating verbal creativity through practice with artificial agents, (2) an assessment of the creative process in repeated interactions, and (3) evidence of how the behaviour of the robot influences children's creativity and their behaviour over time.
{"title":"\"I have an idea!\": enhancing children's verbal creativity through repeated interactions with a virtual robot","authors":"Natalia Calvo-Barajas, Ginevra Castellano","doi":"10.1145/3514197.3549690","DOIUrl":"https://doi.org/10.1145/3514197.3549690","url":null,"abstract":"In the context of child development, practice is recognised as one of the essential activities to stimulate creativity. Here we aimed to explore whether repeated interactions with a virtual social robot could help build up children's creative performance over time. To this end, we developed an interactive storytelling game with the virtual robot Furhat. Twenty-five children between 9- and 12- years old played the online game two times with seven days of zero exposure in between. Our results revealed that repeated encounters have mixed effects on verbal creativity: while children were more creative in terms of flexibility, fluency, and elaboration in the second interaction, the level of originality remained stagnant. Moreover, the second encounter positively affected children's collaboration with and social behaviour toward the virtual robot. These results provide valuable evidence supporting the potential of multiple interactions with artificial agents to foster children's creativity over time. This paper, thus, provides readers with (1) a novel approach to stimulating verbal creativity through practice with artificial agents, (2) an assessment of the creative process in repeated interactions, and (3) evidence of how the behaviour of the robot influences children's creativity and their behaviour over time.","PeriodicalId":149593,"journal":{"name":"Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132847124","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
When modeling life-like Embodied Conversational Agents (ECAs), conveying politeness through verbal and nonverbal behaviors with persuasive intents is a significant challenge, as it underlies the conventional set of behavioral rules that govern human communication. In the present study, we explore the adherence to such rules in the context of joining a small, freestanding conversational group of agents in VR. In particular, we focus on the behavior adopted by participants while walking towards the agents, and on whether ECAs were treated in the same way human agents normally are. 45 test subjects were invited by an ECA to walk towards the group by applying one of six possible politeness strategies; after freely joining the group, they were asked to rate the agent's politeness according to four distinct aspects (Clarity, Face loss, Positive face, and Negative face). Across all strategies, in 48% of the trials participants were successfully persuaded to join the group at an inconvenient location. Out of those trials, participants adhered to social conventions by not crossing the convex empty space between the group members (o-space) in 75% of them on average. Additionally, analysis of verbal and nonverbal behaviors in ECAs shows that direct request strategies are more effective than indirect ones, although in some cases they may be perceived as less polite.
{"title":"Don't walk between us: adherence to social conventions when joining a small conversational group of agents","authors":"Alessandro Iop, S. Zojaji, Christopher E. Peters","doi":"10.1145/3514197.3549676","DOIUrl":"https://doi.org/10.1145/3514197.3549676","url":null,"abstract":"When modeling life-like Embodied Conversational Agents (ECAs), conveying politeness through verbal and nonverbal behaviors with persuasive intents is a significant challenge, as it underlies the conventional set of behavioral rules that govern human communication. In the present study, we explore the adherence to such rules in the context of joining a small, freestanding conversational group of agents in VR. In particular, we focus on the behavior adopted by participants while walking towards the agents, and on whether ECAs were treated in the same way human agents normally are. 45 test subjects were invited by an ECA to walk towards the group by applying one of six possible politeness strategies; after freely joining the group, they were asked to rate the agent's politeness according to four distinct aspects (Clarity, Face loss, Positive face, and Negative face). Across all strategies, in 48% of the trials participants were successfully persuaded to join the group at an inconvenient location. Out of those trials, participants adhered to social conventions by not crossing the convex empty space between the group members (o-space) in 75% of them on average. Additionally, analysis of verbal and nonverbal behaviors in ECAs shows that direct request strategies are more effective than indirect ones, although in some cases they may be perceived as less polite.","PeriodicalId":149593,"journal":{"name":"Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128801133","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Embodied Conversational Agents (ECAs) that make use of co-speech gestures can enhance human-machine interactions in many ways. In recent years, data-driven gesture generation approaches for ECAs have attracted considerable research attention, and related methods have continuously improved. Real-time interaction is typically used when researchers evaluate ECA systems that generate rule-based gestures. However, when evaluating the performance of ECAs based on data-driven methods, participants are often required only to watch pre-recorded videos, which cannot provide adequate information about what a person perceives during the interaction. To address this limitation, we explored use of real-time interaction to assess data-driven gesturing ECAs. We provided a testbed framework, and investigated whether gestures could affect human perception of ECAs in the dimensions of human-likeness, animacy, perceived intelligence, and focused attention. Our user study required participants to interact with two ECAs - one with and one without hand gestures. We collected subjective data from the participants' self-report questionnaires and objective data from a gaze tracker. To our knowledge, the current study represents the first attempt to evaluate data-driven gesturing ECAs through real-time interaction and the first experiment using gaze-tracking to examine the effect of ECAs' gestures.
{"title":"Evaluating data-driven co-speech gestures of embodied conversational agents through real-time interaction","authors":"Yuan he, André Pereira, Taras Kucherenko","doi":"10.1145/3514197.3549697","DOIUrl":"https://doi.org/10.1145/3514197.3549697","url":null,"abstract":"Embodied Conversational Agents (ECAs) that make use of co-speech gestures can enhance human-machine interactions in many ways. In recent years, data-driven gesture generation approaches for ECAs have attracted considerable research attention, and related methods have continuously improved. Real-time interaction is typically used when researchers evaluate ECA systems that generate rule-based gestures. However, when evaluating the performance of ECAs based on data-driven methods, participants are often required only to watch pre-recorded videos, which cannot provide adequate information about what a person perceives during the interaction. To address this limitation, we explored use of real-time interaction to assess data-driven gesturing ECAs. We provided a testbed framework, and investigated whether gestures could affect human perception of ECAs in the dimensions of human-likeness, animacy, perceived intelligence, and focused attention. Our user study required participants to interact with two ECAs - one with and one without hand gestures. We collected subjective data from the participants' self-report questionnaires and objective data from a gaze tracker. To our knowledge, the current study represents the first attempt to evaluate data-driven gesturing ECAs through real-time interaction and the first experiment using gaze-tracking to examine the effect of ECAs' gestures.","PeriodicalId":149593,"journal":{"name":"Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115433460","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper we explore gender, perceived humanlikeness, animacy, intelligence and likeability of a female and male Furhat robot, and test for uncanny valley effects. We found no gender differences for neither user nor Furhats in perceived humanlikness or likeability, but female users rated the Furhats higher on animacy and intelligence. The study showed a tendency to an uncanny valley effect, but somewhat surprisingly the Furhat robots were overall not perceived as humanlike.
{"title":"Exploring humanlikeness and the uncanny valley with furhat","authors":"Isabella Ågren, Annika Silvervarg","doi":"10.1145/3514197.3549685","DOIUrl":"https://doi.org/10.1145/3514197.3549685","url":null,"abstract":"In this paper we explore gender, perceived humanlikeness, animacy, intelligence and likeability of a female and male Furhat robot, and test for uncanny valley effects. We found no gender differences for neither user nor Furhats in perceived humanlikness or likeability, but female users rated the Furhats higher on animacy and intelligence. The study showed a tendency to an uncanny valley effect, but somewhat surprisingly the Furhat robots were overall not perceived as humanlike.","PeriodicalId":149593,"journal":{"name":"Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124367988","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Negotiation is an important potential application domain for intelligent virtual agents but, unlike research on agent-agent negotiations, agents that negotiate with people often adopt unrealistic simplifying assumptions. These assumptions not only limit the generality of these agents, but call into question scientific findings about how people negotiate with agents. Here we relax two common assumptions: the use of assigned rather than elicited user preferences, and the use of linear utility functions. Using a simulated salary negotiation, we find that relaxing these assumptions helps reveal interesting individual differences in how people negotiate their salary and allows algorithms to find better win-win solutions.
{"title":"Preference interdependencies in a multi-issue salary negotiation","authors":"James Hale, Peter Kim, J. Gratch","doi":"10.1145/3514197.3549681","DOIUrl":"https://doi.org/10.1145/3514197.3549681","url":null,"abstract":"Negotiation is an important potential application domain for intelligent virtual agents but, unlike research on agent-agent negotiations, agents that negotiate with people often adopt unrealistic simplifying assumptions. These assumptions not only limit the generality of these agents, but call into question scientific findings about how people negotiate with agents. Here we relax two common assumptions: the use of assigned rather than elicited user preferences, and the use of linear utility functions. Using a simulated salary negotiation, we find that relaxing these assumptions helps reveal interesting individual differences in how people negotiate their salary and allows algorithms to find better win-win solutions.","PeriodicalId":149593,"journal":{"name":"Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130421942","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper, we investigate the perceived personalities of face swaps and how they relate to the personalities of the real people used to create the synthetic individuals' appearance and movements. Given that face swaps have become nearly indistinguishable from real humans, they offer a promising direction for the fast creation of realistic avatars. To investigate the usability of face swaps as avatars, we perform an experiment assessing their personality on the Five-Factor Model, their eeriness and appeal, as well as effects due to familiarity with the original individuals. Our results indicate that face swaps are perceived similarly to real humans and are affected by familiarity. Furthermore, we find a stronger influence of the body and movements on the perceived synthetic personality, especially for their extroversion and conscientiousness.
{"title":"Personality analysis of face swaps: can they be used as avatars?","authors":"L. Wöhler, Susana Castillo, M. Magnor","doi":"10.1145/3514197.3549687","DOIUrl":"https://doi.org/10.1145/3514197.3549687","url":null,"abstract":"In this paper, we investigate the perceived personalities of face swaps and how they relate to the personalities of the real people used to create the synthetic individuals' appearance and movements. Given that face swaps have become nearly indistinguishable from real humans, they offer a promising direction for the fast creation of realistic avatars. To investigate the usability of face swaps as avatars, we perform an experiment assessing their personality on the Five-Factor Model, their eeriness and appeal, as well as effects due to familiarity with the original individuals. Our results indicate that face swaps are perceived similarly to real humans and are affected by familiarity. Furthermore, we find a stronger influence of the body and movements on the perceived synthetic personality, especially for their extroversion and conscientiousness.","PeriodicalId":149593,"journal":{"name":"Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114967798","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mukesh Barange, Sandratra Rasendrasoa, Maël Bouabdelli, Julien Saunier, A. Pauchet
Empathic behavior between humans often has a positive effect, particularly in healthcare, since it facilitates relationship, improves engagement, and reduces stress and anxiety. Despite this importance of empathic communication and social relationship in healthcare, the effects of empathic behavior of embodied virtual agents that interact with patients in a multimodal and adaptive way have not been widely explored. The proposed multimodal adaptive empathic agent architecture (MAEAA) endows a therapeutic embodied virtual agent (EVA) with adaptive empathic behavior during interaction with a user. This architecture relies on user-agent interaction relationship and focuses on (1) the interpretation of user's behavior using multimodal input, and (2) the generation of multimodal empathic behavior during interaction. The solution have been used to develop a user study for the empathic interaction with students in the healthcare context [3].
{"title":"Multimodal adaptive empathic agent architecture","authors":"Mukesh Barange, Sandratra Rasendrasoa, Maël Bouabdelli, Julien Saunier, A. Pauchet","doi":"10.1145/3514197.3551251","DOIUrl":"https://doi.org/10.1145/3514197.3551251","url":null,"abstract":"Empathic behavior between humans often has a positive effect, particularly in healthcare, since it facilitates relationship, improves engagement, and reduces stress and anxiety. Despite this importance of empathic communication and social relationship in healthcare, the effects of empathic behavior of embodied virtual agents that interact with patients in a multimodal and adaptive way have not been widely explored. The proposed multimodal adaptive empathic agent architecture (MAEAA) endows a therapeutic embodied virtual agent (EVA) with adaptive empathic behavior during interaction with a user. This architecture relies on user-agent interaction relationship and focuses on (1) the interpretation of user's behavior using multimodal input, and (2) the generation of multimodal empathic behavior during interaction. The solution have been used to develop a user study for the empathic interaction with students in the healthcare context [3].","PeriodicalId":149593,"journal":{"name":"Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents","volume":"515 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123079966","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}