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ViPleo and PhyPleo: artificial pet with two embodiments

Published: 08 November 2011 Publication History

Abstract

In our current work we have designed and implemented an artificial pet with two embodiments. In both embodiments behavior is driven by needs that are used to maintain coherence and motivate user interaction. These needs are transferred between embodiments, with only one embodiment being active at a time. We performed an evaluation with 10-year old children participants. The retrieved data indicated that many children understood the concept of an artificial pet with two bodies, even without being given clues. Nevertheless, children did perceive differences between the two embodiments, which contributed for many stating that they interacted with two pets. Among other aspects, the physical version was perceived as less obedient due to problems concerning action recognition. Although caused by technical issues, this result raises the question if virtual embodiments should simulate action recognition problems that their physical counterparts have.

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cover image ACM Other conferences
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
November 2011
562 pages
ISBN:9781450308274
DOI:10.1145/2071423
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 08 November 2011

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Author Tags

  1. human-robot interaction
  2. migration
  3. mobile
  4. ubiquitous entertainment

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ACE '11
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Overall Acceptance Rate 36 of 90 submissions, 40%

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  • (2022)A systematic survey on embodied cognitionInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.10047833:COnline publication date: 1-Sep-2022
  • (2019)Bringing Video Game Characters into the Real World on a Holographic Light Field DisplayProceedings of the 19th ACM International Conference on Intelligent Virtual Agents10.1145/3308532.3329423(173-175)Online publication date: 1-Jul-2019
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  • (2016)A Universal Architecture for Migrating Cognitive AgentsIntegrating Cognitive Architectures into Virtual Character Design10.4018/978-1-5225-0454-2.ch009(238-265)Online publication date: 2016
  • (2016)Prototyping realistic long-term human-robot interaction for the study of agent migration2016 25th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN)10.1109/ROMAN.2016.7745212(809-816)Online publication date: Aug-2016
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  • (2015)Interaction between Vleo and Pleo, a virtual social character and a social robot2015 24th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN)10.1109/ROMAN.2015.7333597(694-699)Online publication date: Aug-2015
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