Proceedings of the 29th ACM International Conference on Design of Communication 2011
DOI: 10.1145/2038476.2038486
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Player agents for langrid gaming

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Cited by 2 publications
(2 citation statements)
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“…He designed a supporting agent to prevent communication breakdown that may occur in CMC in a multilingual gaming simulation after he revealed their existence. Contrary to this, Yamaguchi [5] developed a solution to improve the accuracy of tagging in multilingual conversation. He also conducted an experiment that involved introducing an artificial agent by using parallel text to an interactive environment in a gaming simulation.…”
Section: Related Workmentioning
confidence: 99%
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“…He designed a supporting agent to prevent communication breakdown that may occur in CMC in a multilingual gaming simulation after he revealed their existence. Contrary to this, Yamaguchi [5] developed a solution to improve the accuracy of tagging in multilingual conversation. He also conducted an experiment that involved introducing an artificial agent by using parallel text to an interactive environment in a gaming simulation.…”
Section: Related Workmentioning
confidence: 99%
“…One is manual tagging by analyst, another is manual tagging by participants, and the other is automatic tagging. Manual tagging by analyst is very accurate but has large cost about time to assign tags [5]. Manual tagging by participants is also accurate, but it is difficult for participants to get motivated to assign tags [2], [4].…”
Section: Related Workmentioning
confidence: 99%