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                                                                   5.6  Virtual characters: agents  157

                         BEGIN SESSION), the former was rated by college students as less honest and it
                         made them feel less responsible for their actions (Quintanar et al., 1982).

                         Casting your vote: On the basis of  this debate and any other articles on the topic
                         (see Section 5.6 and the recommended readings at the end of  this chapter) together
                         with  your  experiences  with  anthropomorphic  interfaces,  make  up  your  mind
                         whether you are for or against the motion.
                                                                                                          ~
          5.6  Virtual characters: agents

                         As mentioned in the debate above, a whole new genre of cartoon and life-like char-
                         acters has begun appearing on our computer screens-as agents to help us search   I
                         the web, as e-commerce assistants that give us information about products, as char-
                         acters in video games, as learning companions or instructors in educational  pro-
                         grams, and many more. The best known are videogame stars like Lara Croft and
                        Super Mario. Other kinds include virtual pop stars (See Figure 5.9 on Color Plate
                        6), virtual talk-show hosts, virtual bartenders, virtual shop assistants, and virtual
                         newscasters. Interactive  pets  (e.g., Aibo) and other  artificial anthropomorphized
                        characters (e.g., Pokemon, Creatures) that are intended to be cared for and played
                         with by their owners have also proved highly popular.


          5.6.1  Kinds of agents
                        Below we categorize the different kinds of agents in terms of  the degree to which
                         they anthropomorphize and the kind of  human or animal qualities they emulate.
                        These are (1) synthetic characters, (2) animated agents, (3) emotional agents, and
                        (4) embodied conversational interface agents.

                        1.  Synthetic characters

                        These are commonly designed as 3D characters in video games or other forms of
                        entertainment,  and  can  appear  as a  first-person avatar  or a  third-person  agent.
                        Much  effort  goes into  designing  them  to  be lifelike, exhibiting realistic human
                        movements, like walking and running, and having distinct personalities and traits.
                        The design of  the characters'  appearance, their facial expressions, and how their
                        lips move when talking are also considered important interface design concerns.
                            Bruce Blumberg and his group at MIT are developing autonomous animated
                        creatures that live in virtual 3D environments. The creatures are autonomous in
                        that they decide what to do, based on what they can sense of  the 3D world, and
                        how they feel, based on their internal states. One of the earliest creatures to be de-
                        veloped was Silas T. Dog (Blumberg, 1996). The 3D dog looks like a cartoon crea-
                        ture (colored bright yellow) but is designed to behave like a real dog (see Figure
                        5.10). For example, he can  walk, run, sit, wag  his tail, bark, cock his leg, chase
                        sticks, and rub his head  on people  when he is happy. He navigates through  his
                        world by using his "nose" and synthetic vision. He also has been programmed with
                        various internal goals and needs that he tries to satisfy, including wanting to play
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