Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the Twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.
Abstract. We report on our efforts to prepare Ada and Grace, virtual guides in the Museum of Science, Boston, to interact directly with museum visitors, including children. We outline the challenges in extending the exhibit to support this usage, mostly relating to the processing of speech from a broad population, especially child speech. We also present the summative evaluation, showing success in all the intended impacts of the exhibit: that children ages 7-14 will increase their awareness of, engagement in, interest in, positive attitude about, and knowledge of computer science and technology.
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