2014
DOI: 10.3389/fict.2014.00004
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Breaking Fresh Ground in Human–Media Interaction Research

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Cited by 10 publications
(10 citation statements)
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“…Beyond the scripted and one-way social touch cues employed in the examples above, human-computer interaction applications increasingly deploy intelligent agents to support the social aspects of the interaction (Nijholt 2014). Social agents are used to communicate, express, and perceive emotions, maintain social relationships, interpret natural cues, and develop social competencies (Fong et al 2003;Li et al 2011).…”
Section: Generating Social Touch Signalsmentioning
confidence: 99%
“…Beyond the scripted and one-way social touch cues employed in the examples above, human-computer interaction applications increasingly deploy intelligent agents to support the social aspects of the interaction (Nijholt 2014). Social agents are used to communicate, express, and perceive emotions, maintain social relationships, interpret natural cues, and develop social competencies (Fong et al 2003;Li et al 2011).…”
Section: Generating Social Touch Signalsmentioning
confidence: 99%
“…It provides a new and complex human-computer interaction paradigm (Nijholt, 2014), since users are no longer "external observers of images on a computer screen but are active participants in a computer-generated three-dimensional (3D) world" (Bowman and Hodges, 1999, p. 37). With VR applications, ecologically valid training and therapy scenarios can be presented that otherwise are hard to realize (for example, for training a presentation in front of a large audience or an audience with a different cultural background).…”
mentioning
confidence: 99%
“…From a technological point of view, the main interest of the findings above is that social and psychological phenomena that cannot be observed and accessed directly can still be inferred from physical traces -the non-verbal cues and their frequency -that can be sensed and detected automatically. In this respect, the analysis presented in this work provides a solid ground for domains like social signal processing (Vinciarelli et al, 2012), computational paralinguistics (Schuller and Batliner, 2013), or human-media interaction (Nijholt, 2014) that aim at making machines socially intelligent, i.e., capable to understand social interactions in the same terms as humans do. In particular, the observations suggest that it is possible to develop automatic approaches for the inference of the factors the cues account for (e.g., mode of interaction, topic of conversation, conflict handling style, etc.).…”
Section: Resultsmentioning
confidence: 99%
“…Before participating in the experiment, the two subjects involved in the same call are asked to look at a list of 12 items and decide, for each of them, whether it increases the chances of survival in a polar environment or not. In this way, it is possible to know whether the two subjects agree (they have made the same decision) or disagree (they have made a different decision) about an item, given that agreement can be defined as "a relation of identity, similarity or congruence between the opinions of two or more persons" (Poggi et al, 2011). During the call, the two subjects are asked to discuss the items sequentially, one at a time, and to reach a consensual decision for each of them.…”
Section: Mode Of Interaction Effects: Agreement Vs Disagreementmentioning
confidence: 99%
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