VLDB 2026 Research / reviewers in the wild / expert
Patrick Gebhard
dblp:95/5908
· DBLP profile ↗
38ranked-venue papers
7as first author
19since 2021 · last 2026
0000-0002-5566-4520ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 30 · 6 first-author · 14 since 2021Artificial intelligence and machine learning · 23 · 7 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Sentiment Analysis of German Sign Language Fairy Tales
Fabrizio Nunnari, Siddhant Jain, Patrick Gebhard |
LREC | 3 |
| 2025 | CO-PARLEY: A Co-Regulative Socially Interactive Agent for Emotion Regulation SupportabstractThis demo presents CO-PARLEY, a mobile socially interactive agent designed to support individuals experiencing difficulties with emotion regulation.The system engages users through reciprocal coregulation, a dynamic and two-way process in which the agent and user mutually influence each other's emotional and physiological states.By combining verbal and nonverbal interaction with real-time physiological synchrony, CO-PARLEY fosters therapeutic alliance, trust, and emotional awareness.Built on a modular framework that integrates multimodal sensing, dialogue management, and adaptive behavior generation, the agent supports users in emotionally challenging moments.In general, this alliance can improve the effectiveness of psychoeducational and awareness exercises. Mina Ameli, Chirag Bhuvaneshwara, Janet Wessler, Michael Dietz, Tanja Schneeberger, Elisabeth André, Patrick Gebhard |
IVA | 7 |
| 2025 | SIA-Lab: A Platform for Exploring Assistive and Supportive Socially Interactive AgentsabstractThis paper introduces SIA-Lab, a versatile and broadly applicable platform to advance socially interactive agents (SIAs).Unlike existing single-use case systems, SIA-Lab is a modular and scalable framework built on Android and mobile technologies, enabling rapid explorative and comparative studies between human-human and human-agent interactions, offering valuable insights into behavioral dynamics and user engagement.Effective in health-related applications, including screening, therapeutic assistance, and posttreatment care, it is equally adaptable to education and other settings.By integrating dialog management, affective modeling, and multimodal interaction analysis, SIA-Lab represents a comprehensive toolkit for researchers and practitioners to evaluate and design next-generation supportive technologies. Mina Ameli, Tanja Schneeberger, Janet Wessler, Michael Dietz, Elisabeth André, Patrick Gebhard |
IVA | 6 |
| 2024 | Modeling the 'Kiss my Ass' -Smile: Appearance and Functions of Smiles in Negative Social SituationsabstractComputational emotion recognition relies on observable expressions. However, negative situations can evoke regulation mechanisms that obscure and mask emotional experiences, often by smiling. As smiles are typically associated with positive emotions, this mismatch of emotional experience and expression may lead to misinterpretations by most current algorithmic affective computing approaches. To improve computational modeling of real-life experiences and expressions in negative social situations, we explore connections between smile appearance and function, incorporating participants' rich personal self-reports into ground truth labels for their expressions. We present an empirically grounded smile corpus of 199 smiles that is based on a) recordings of N = 30 participants in negative social situations that are analyzed regarding smile morphology and b) a category system of smile functions based on participants‘ self-reports. In a computational model, we used cleaned corpus data of 183 unique smile instances to classify five smile function categories based on observable nonverbal signals, with results benchmarked at above chance. Applying a theory- and data-driven approach, our analyses confirm a complex relationship between internal smile functions and observable signals. Finally, we discuss smile functions in negative social situations, including ‘despising’, ‘provoking’, and 'kiss my ass'-smiles. Mirella Hladký, Rúbia Reis Guerra, Laura Cang, Karon E. MacLean, Patrick Gebhard, Tanja Schneeberger |
ACII | 5 |
| 2024 | Recognizing Emotion Regulation Strategies from Human Behavior with Large Language ModelsabstractHuman emotions are often not expressed directly, but regulated according to internal processes and social display rules. For affective computing systems, an understanding of how users regulate their emotions can be highly useful, for example to provide feedback in job interview training, or in psychotherapeutic scenarios. However, at present no method to automatically classify different emotion regulation strategies in a cross-user scenario exists. At the same time, recent studies showed that instruction-tuned Large Language Models (LLMs) can reach impressive performance across a variety of affect recognition tasks such as categorical emotion recognition or sentiment analysis. While these results are promising, it remains unclear to what extent the representational power of LLMs can be utilized in the more subtle task of classifying users' internal emotion regulation strategy. To close this gap, we make use of the recently introduced Deep corpus for modeling the social display of the emotion shame, where each point in time is annotated with one of seven different emotion regulation classes. We fine-tune Llama2-7B as well as the recently introduced Gemma model using Low-rank Optimization on prompts generated from different sources of information on the Deep corpus. These include verbal and nonverbal behavior, person factors, as well as the results of an indepth interview after the interaction. Our results show, that a fine-tuned Llama2-7B LLM is able to classify the utilized emotion regulation strategy with high accuracy (0.84) without needing access to data from post-interaction interviews. This represents a significant improvement over previous approaches based on Bayesian Networks and highlights the importance of modeling verbal behavior in emotion regulation. Philipp Müller 0001, Alexander Heimerl, Sayed Muddashir Hossain, Lea Siegel, Jan Alexandersson, Patrick Gebhard, Elisabeth André, Tanja Schneeberger |
ACII | 6 |
| 2024 | DGS-Fabeln-1: A Multi-Angle Parallel Corpus of Fairy Tales between German Sign Language and German TextabstractWe present the acquisition process and the data of DGS-Fabeln-1, a parallel corpus of German text and videos containing German fairy tales interpreted into the German Sign Language (DGS) by a native DGS signer. The corpus contains 573 segments of videos with a total duration of 1 hour and 32 minutes, corresponding with 1428 written sentences. It is the first corpus of semi-naturally expressed DGS that has been filmed from 7 angles, and one of the few sign language (SL) corpora globally which have been filmed from more than 3 angles and where the listener has been simultaneously filmed. The corpus aims at aiding research at SL linguistics, SL machine translation and affective computing, and is freely available for research purposes at the following address: https://doi.org/10.5281/zenodo.10822097. Fabrizio Nunnari, Eleftherios Avramidis, Cristina España-Bonet, Marco González, Anna Hennes, Patrick Gebhard |
LREC/COLING | 6 |
| 2024 | The Deep Method: Towards Computational Modeling of the Social Emotion Shame Driven by Theory, Introspection, and Social SignalsabstractUnderstanding emotions is key to Affective Computing. Emotion recognition focuses on the communicative component of emotions encoded in social signals. This view alone is insufficient for a deeper understanding and computational representation of the internal, subjectively experienced component of emotions. This paper presents a cognition-based method calledDeepas a starting point for deeper computational modeling of the internal component of emotions.Deepincorporates an approach to query individual internal emotional experiences and to represent such information computationally. It combines social signals, verbalized introspection information, context information, and theory-driven knowledge. We apply theDeepmethod to the emotion of shame as an example and compare it to a typical emotion recognition model, highlighting the differences and advantages. Tanja Schneeberger, Mirella Hladký, Ann-Kristin Thurner, Jana Volkert, Alexander Heimerl, Tobias Baur 0001, Elisabeth André, Patrick Gebhard |
IEEE Trans. Affect. Comput. | 8 |
| 2023 | Fine-grained Affective Processing Capabilities Emerging from Large Language ModelsabstractLarge language models, in particular generative pre-trained transformers (GPTs), show impressive results on a wide variety of language-related tasks. In this paper, we explore ChatGPT’s zero-shot ability to perform affective computing tasks using prompting alone. We show that ChatGPT a) performs meaningful sentiment analysis in the Valence, Arousal and Dominance dimensions, b) has meaningful emotion representations in terms of emotion categories and these affective dimensions, and c) can perform basic appraisal-based emotion elicitation of situations based on a prompt-based computational implementation of the OCC appraisal model. These findings are highly relevant: First, they show that the ability to solve complex affect processing tasks emerges from language-based token prediction trained on extensive data sets. Second, they show the potential of large language models for simulating, processing and analyzing human emotions, which has important implications for various applications such as sentiment analysis, socially interactive agents, and social robotics. Joost Broekens, Bernhard Hilpert, Suzan Verberne, Kim Baraka, Patrick Gebhard, Aske Plaat |
ACII | 5 |
| 2023 | Socially Interactive Agents as Cobot Avatars: Developing a Model to Support Flow Experiences and Weil-Being in the WorkplaceabstractThis study evaluates a socially interactive agent to create an embodied cobot. It tests a real-time continuous emotional modeling method and an aligned transparent behavioral model, BASSF (boredom, anxiety, self-efficacy, self-compassion, flow). The BASSF model anticipates and counteracts counterproductive emotional experiences of operators working under stress with cobots on tedious tasks. The flow experience is represented in the three-dimensional pleasure, arousal, and dominance (PAD) space. The embodied covatar (cobot and avatar) is introduced to support flow experiences through emotion regulation guidance. The study tests the model's main theoretical assumptions about flow, dominance, self-efficacy, and boredom. Twenty participants worked on a task for an hour, assembling pieces in collaboration with the covatar. After the task, participants completed questionnaires on flow, their affective experience, and self-efficacy, and they were interviewed to understand their emotions and regulation during the task. The results suggest that the dominance dimension plays a vital role in task-related settings as it predicts the participants' self-efficacy and flow. However, the relationship between flow, pleasure, and arousal requires further investigation. Qualitative interview analysis revealed that participants regulated negative emotions, like boredom, also without support, but some strategies could negatively impact well-being and productivity, which aligns with theory. Sebastian Beyrodt, Matteo Lavit Nicora, Fabrizio Nunnari, Lara Chehayeb, Pooja Prajod, Tanja Schneeberger, Elisabeth André, Matteo Malosio, Patrick Gebhard, Dimitra Tsovaltzi |
IVA | 9 |
| 2023 | Fast Friends: Generating Interpersonal Closeness between Humans and Socially Interactive AgentsabstractHumans can develop closeness through the exchange of personal information. A structured method of self-disclosure has been developed in the Fast Friends paradigm, in which two people alternately ask 36 questions with increasing levels of interpersonal intimacy. We transferred this paradigm to interactions with Socially Interactive Agents (SIA). In our study, 72 participants alternately asked and answered 36 questions with a SIA -- indicating their level of interpersonal closeness with the SIA at three points. Participants rated specific trust in the SIA after the interaction, and their general trust and attachment styles were measured. Over time, participants' levels of closeness increased, which was moderated by specific trust but not by general trust and attachment style. Participants with high specific trust developed higher levels of closeness to the SIA than participants with low specific trust. These findings indicate that people can develop a close relationship with SIAs and that trust in the SIA is a prerequisite for developing closeness. Furthermore, this paper introduced the Inclusion of Other in the Self Scale for assessing the relationship between two interaction partners during an ongoing interaction. Tanja Schneeberger, Anna Lea Reinwarth, Robin Wensky, Manuel S. Anglet, Patrick Gebhard, Janet Wessler |
IVA | 5 |
| 2023 | Visual Similarity for Socially Interactive Agents that Support Self-AwarenessabstractSelf-awareness is a critical factor in social interaction. Teachers being aware of their own emotions and thoughts during class may enable reflection and behavioral change. While inducing self-awareness through mirrors or video is common in face-to-face training, it has been scarcely examined in digital training with virtual avatars. This paper examines the relationship between avatar visual similarity and inducing self-awareness in digital training environments. We developed a theory-based methodology to reliably manipulate perceptually relevant facial features of digital avatars based on human-human identification and emotional predisposition. Manipulating these features allows to create personalized versions of digital avatars with varying degrees of visual similarity. Claudio Alves da Silva, Bernhard Hilpert, Chirag Bhuvaneshwara, Patrick Gebhard, Fabrizio Nunnari, Dimitra Tsovaltzi |
IVA | 4 |
| 2022 | Generating Personalized Behavioral Feedback for a Virtual Job Interview Training System Through Adversarial Learning
Alexander Heimerl, Silvan Mertes, Tanja Schneeberger, Tobias Baur 0001, Ailin Liu, Linda Becker, Nicolas Rohleder, Patrick Gebhard, Elisabeth André |
AIED (1) | 8 |
| 2022 | Virtual backlash: nonverbal expression of dominance leads to less liking of dominant female versus male agents
Janet Wessler, Tanja Schneeberger, Leon Christidis, Patrick Gebhard |
IVA | 4 |
| 2022 | MultiMediate'22: Backchannel Detection and Agreement Estimation in Group InteractionsabstractBackchannels, i.e. short interjections of the listener, serve important meta-conversational purposes like signifying attention or indicating agreement. Despite their key role, automatic analysis of backchannels in group interactions has been largely neglected so far. The MultiMediate challenge addresses, for the first time, the tasks of backchannel detection and agreement estimation from backchannels in group conversations. This paper describes the MultiMediate challenge and presents a novel set of annotations consisting of 7234 backchannel instances for the MPIIGroup Interaction dataset. Each backchannel was additionally annotated with the extent by which it expresses agreement towards the current speaker. In addition to a an analysis of the collected annotations, we present baseline results for both challenge tasks. Philipp Müller 0001, Michael Dietz, Dominik Schiller, Dominike Thomas, Hali Lindsay, Patrick Gebhard, Elisabeth André, Andreas Bulling |
ACM Multimedia | 6 |
| 2021 | Towards a Deeper Modeling of Emotions: The Deep Method and its Application on ShameabstractUnderstanding emotions is key to Affective Computing. Emotion recognition focuses on the communicative component of emotions encoded in social signals. This view alone is insufficient for deeper understanding and computational representation of the internal, subjectively experienced component of emotions. This paper presents the Deep method as a starting point for a deeper computational modeling of internal emotions. The method includes how to query individual internal emotional experiences, and it shows an approach to represent such information computationally. It combines social signals, verbalized introspection information, context information, and theory-driven knowledge. We apply the Deep method exemplary on the emotion shame and present a schematic dynamic Bayesian network for modeling it. Tanja Schneeberger, Mirella Hladký, Ann-Kristin Thurner, Jana Volkert, Alexander Heimerl, Tobias Baur 0001, Elisabeth André, Patrick Gebhard |
ACII | 8 |
| 2021 | Empirical Research in Affective Computing: An Analysis of Research Practices and RecommendationsabstractIn the last decade, empirical sciences have faced a tremendous change in the way of conducting research. As a broad interdisciplinary field, research in Affective Computing often employs empirical user studies. The current paper analyzes research practices in Affective Computing and deduces recommendations for improving the quality of methods and reporting. We extracted a total of k = 65 empirical studies from the two most recent International Conferences on Affective Computing & Intelligent Interaction (ACII) ’17 and ’19. Three raters summarized characteristics of studies (e.g., number of experimental studies) and how much methodological (e.g., participant characteristics) and statistical information (e.g., degrees of freedom) were missing. Also, we conducted a p-curve analysis to test the overall evidential value of findings. Results showed that 1. in at least half of the studies, one important information about statistical results was missing, and 2. those k = 31 studies that had reported all necessary information to be included into the p-curve showed evidential value. In general, all criteria were never met in one single study. We provide concrete recommendations on how to implement open research practices for empirical studies in Affective Computing. Janet Wessler, Tanja Schneeberger, Bernhard Hilpert, Alexandra Alles, Patrick Gebhard |
ACII | 5 |
| 2021 | Stress Management Training using Biofeedback guided by Social AgentsabstractCoping with stress is critical to mental health. Prolonged mental stress is the psychological and physiological response to a high frequency of or continuous stressors, which has a negative impact on health. This paper presents a virtual stress management training using biofeedback derived from the cardiovascular response of the heart rate variability (HRV) with an interactive social agent as biofeedback trainer. The evaluation includes both, a subject-matter expert interview and an experiment with 71 participants. In the experiment, we compared our novel stress management training to a stress management training using stress diaries. The results indicate that our social agent-based stress management training using biofeedback significantly decreased the self-assessed stress levels immediately after the training, as well as in a socially stressful task. Moreover, we found a significant correlation between stress level and the assessment of one’s performance in a socially stressful task. Participants that received our training assessed their performance higher than participants getting stress diaries. Taken this together, our novel virtual stress management training with an interactive social agent as a trainer can be evaluated as a valid method for learning techniques on how to cope with stressful situations. Tanja Schneeberger, Naomi Sauerwein, Manuel S. Anglet, Patrick Gebhard |
IUI | 4 |
| 2021 | MultiMediate: Multi-modal Group Behaviour Analysis for Artificial MediationabstractArtificial mediators are promising to support human group conversations but at present their abilities are limited by insufficient progress in group behaviour analysis. The MultiMediate challenge addresses, for the first time, two fundamental group behaviour analysis tasks in well-defined conditions: eye contact detection and next speaker prediction. For training and evaluation, MultiMediate makes use of the MPIIGroup Interaction dataset consisting of 22 three- to four-person discussions as well as of an unpublished test set of six additional discussions. This paper describes the MultiMediate challenge and presents the challenge dataset including novel fine-grained speaking annotations that were collected for the purpose of MultiMediate. Furthermore, we present baseline approaches and ablation studies for both challenge tasks Philipp Müller 0001, Michael Dietz, Dominik Schiller, Dominike Thomas, Patrick Gebhard, Elisabeth André, Andreas Bulling |
ACM Multimedia | 6 |
| 2021 | A human-driven control architecture for promoting good mental health in collaborative robot scenariosabstractThis paper introduces the control architecture of a platform aimed at promoting good mental health for workers interacting with collaborative robots (cobots). The platform aim is to render industrial production cells capable of automatically adapting their behavior in order to improve the operator’s quality of experience and level of engagement and to minimize his/her psychological strain. In order to achieve such a goal, an extremely rich and complex framework is required. Starting from the identification of the parameters that could influence the collaboration experience, the envisioned human- driven control structure is presented together with a detailed description of the components required to implement such an automated system. Future works will include proper tuning of control parameters with dedicated experimental sessions, together with the definition of organizational and technical guidelines for the design of a mental-health-friendly cobot-based manufacturing workplace. Matteo Lavit Nicora, Elisabeth André, Daniel Berkmans, Claudia Carissoli, Tiziana D'Orazio, Antonella Delle Fave, Patrick Gebhard, Roberto Marani, Robert Mihai Mira, Luca Negri, Fabrizio Nunnari, Alberto Peña Fernández, Alessandro Scano, Gianluigi Reni, Matteo Malosio |
RO-MAN | 7 |
| 2019 | Would you Follow my Instructions if I was not Human? Examining Obedience towards Virtual AgentsabstractVirtual agents play an important role when we interact with machines. They are in the role of assistants or companions with less or more human-like appearance. Such agents influence our behavior. With an increasing and broader distribution, their influence might become stronger, and at some point, they might even adopt roles with a degree of authority. This paper presents the results of a study that examines the obedience of human users towards a) an embodied virtual agent in the role of an instructor and b) a human in the role of an instructor. Under a cover-story of a creativity test, participants should fulfill stressful and shameful tasks. Our results indicate that the embodied virtual agent has the same authority as the human instructor. The agent is also able to elicit the same level of the negative feelings stress and shame. Tanja Schneeberger, Sofie Ehrhardt, Manuel S. Anglet, Patrick Gebhard |
ACII | 4 |
| 2019 | Can Social Agents elicit Shame as Humans do?abstractThis paper presents a study that examines whether social agents can elicit the social emotion shame as humans do. For that, we use job interviews, which are highly evaluative situations per se. We vary the interview style (shame-eliciting vs. neutral) and the job interviewer (human vs. social agent). Our dependent variables include observational data regarding the social signals of shame and shame regulation as well as self-assessment questionnaires regarding the felt uneasiness and discomfort in the situation. Our results indicate that social agents can elicit shame to the same amount as humans. This gives insights about the impact of social agents on users and the emotional connection between them. Tanja Schneeberger, Mirella Scholtes, Bernhard Hilpert, Markus Langer, Patrick Gebhard |
ACII | 5 |
| 2019 | Designing a Mobile Social and Vocational Reintegration Assistant for Burn-out Outpatient TreatmentabstractUsing Social Agents as health-care assistants or trainers is one focus area of IVA research. This paper presents a concept of our mobile Social Agent EmmA in the role of a vocational reintegration assistant for burn-out outpatient treatment. We follow a typical par- ticipatory design approach including experts and patients in order to address requirements from both sides. Since the success of such treatments is related to a patients emotion regulation capabilities, we employ a real-time social signal interpretation together with a computational simulation of emotion regulation that influences the agent's social behavior as well as the situational selection of verbal treatment strategies. Overall, our interdisciplinary approach sketches a novel integrative concept for Social Agents as assistants for burn-out patients. Patrick Gebhard, Tanja Schneeberger, Michael Dietz, Elisabeth André, Nida ul Habib Bajwa |
IVA | 1 |
| 2019 | Designing the Impression of Social Agents' Real-time Interruption HandlingabstractHuman interaction partners can deal with interruptions and then resume the interaction. This ability should be emulated by social agents. How fast interruptions are handled might influence the overall impression of an agent. In this paper, we present the results of a user study on how a human dialog partner perceives the be- havior of a virtual agent handling verbal user interruptions with different reaction times. The study goes beyond typical perception experiments by preserving the real-time interaction experience. For the evaluation, we rely on a parametrizable parallelized computa- tional model that represents dialog flow, overlap detection, conflict recognition, and conflict handling in real-time. The evaluation re- sults show that the timing of the agent's interruption handling in interactive human-agent dialogues is related to different interper- sonal attitudes. Patrick Gebhard, Tanja Schneeberger, Gregor Mehlmann, Tobias Baur 0001, Elisabeth André |
IVA | 1 |
| 2019 | Impact of Virtual Environment Design on the Assessment of Virtual AgentsabstractVirtual agents usually come in a virtual environment that can be designed in various ways which might affect users. This paper presents a study that examines whether the design of the virtual environment has an impact on the assessment of the virtual agent and the interaction. In a virtual job interview training, participants interacted with a virtual interviewer that behaved exactly the same, but the background and lighting conditions were manipulated. Our results indicate that the environmental design affects the assessment of the interviewer as well as the interview process. Tanja Schneeberger, Anke Hirsch, Cornelius J. König, Patrick Gebhard |
IVA | 4 |
| 2019 | Serious Games for Training Social Skills in Job InterviewsabstractIn this paper, we focus on experience-based role play with virtual agents to provide young adults at the risk of exclusion with social skill training. We present a scenario-based serious game simulation platform. It comes with a social signal interpretation component, a scripted and autonomous agent dialog and social interaction behavior model, and an engine for 3-D rendering of lifelike virtual social agents in a virtual environment. We show how two training systems developed on the basis of this simulation platform can be used to educate people in showing appropriate socioemotive reactions in job interviews. Furthermore, we give an overview of four conducted studies investigating the effect of the agents' portrayed personality and the appearance of the environment on the players' perception of the characters and the learning experience. Patrick Gebhard, Tanja Schneeberger, Elisabeth André, Tobias Baur 0001, Ionut Damian, Gregor Mehlmann, Cornelius J. König, Markus Langer |
IEEE Trans. Games | 1 |
| 2015 | Games are Better than Books: In-Situ Comparison of an Interactive Job Interview Game with Conventional Training
Ionut Damian, Tobias Baur 0001, Birgit Lugrin, Patrick Gebhard, Gregor Mehlmann, Elisabeth André |
AIED | 4 |
| 2015 | Context-Aware Automated Analysis and Annotation of Social Human-Agent InteractionsabstractThe outcome of interpersonal interactions depends not only on the contents that we communicate verbally, but also on nonverbal social signals. Because a lack of social skills is a common problem for a significant number of people, serious games and other training environments have recently become the focus of research. In this work, we present NovA ( No n v erbal behavior A nalyzer), a system that analyzes and facilitates the interpretation of social signals automatically in a bidirectional interaction with a conversational agent. It records data of interactions, detects relevant social cues, and creates descriptive statistics for the recorded data with respect to the agent's behavior and the context of the situation. This enhances the possibilities for researchers to automatically label corpora of human--agent interactions and to give users feedback on strengths and weaknesses of their social behavior. Tobias Baur 0001, Gregor Mehlmann, Ionut Damian, Florian Lingenfelser, Johannes Wagner 0001, Birgit Lugrin, Elisabeth André, Patrick Gebhard |
ACM Trans. Interact. Intell. Syst. | 8 |
| 2014 | Modeling Gaze Mechanisms for Grounding in HRIabstractGrounding is essential in human interaction and crucial for social robots collaborating with humans. Gaze plays versatile roles for establishing, maintaining and repairing the common ground. It is combined with parallel modalities and involved in several processes for behavior generation and recognition. We present a uniform modeling approach focusing on the multi-modal, parallel and bidirectional aspects of gaze and their interleaving with the dialog logic. Gregor Mehlmann, Kathrin Janowski, Tobias Baur 0001, Markus Häring, Elisabeth André, Patrick Gebhard |
ECAI | 6 |
| 2014 | Exploring a Model of Gaze for Grounding in Multimodal HRIabstractGrounding is an important process that underlies all human interaction. Hence, it is crucial for building social robots that are expected to collaborate effectively with humans. Gaze behavior plays versatile roles in establishing, maintaining and repairing the common ground. Integrating all these roles in a computational dialog model is a complex task since gaze is generally combined with multiple parallel information modalities and involved in multiple processes for the generation and recognition of behavior. Going beyond related work, we present a modeling approach focusing on these multi-modal, parallel and bi-directional aspects of gaze that need to be considered for grounding and their interleaving with the dialog and task management. We illustrate and discuss the different roles of gaze as well as advantages and drawbacks of our modeling approach based on a first user study with a technically sophisticated shared workspace application with a social humanoid robot. Gregor Mehlmann, Markus Häring, Kathrin Janowski, Tobias Baur 0001, Patrick Gebhard, Elisabeth André |
ICMI | 5 |
| 2013 | The TARDIS Framework: Intelligent Virtual Agents for Social Coaching in Job Interviews
Keith Anderson, Elisabeth André, Tobias Baur 0001, Sara Bernardini, Mathieu Chollet, Evi Chryssafidou, Ionut Damian, Cathy Ennis, Arjan Egges, Patrick Gebhard, Hazaël Jones, Magalie Ochs, Catherine Pelachaud, Kaska Porayska-Pomsta, Paola Rizzo, Nicolas Sabouret |
Advances in Computer Entertainment | 10 |
| 2010 | Realizing Multimodal Behavior - Closing the Gap between Behavior Planning and Embodied Agent Presentation
Michael Kipp, Alexis Héloir, Marc Schröder 0001, Patrick Gebhard |
IVA | 4 |
| 2009 | On-Site Evaluation of the Interactive COHIBIT Museum Exhibit
Patrick Gebhard, Susanne Karsten |
IVA | 1 |
| 2008 | IDEAS4Games: Building Expressive Virtual Characters for Computer Games
Patrick Gebhard, Marc Schröder 0001, Marcela Charfuelan, Christoph Endres, Michael Kipp, Sathish Pammi, Martin Rumpler, Oytun Türk |
IVA | 1 |
| 2008 | IGaze: Studying Reactive Gaze Behavior in Semi-immersive Human-Avatar Interactions
Michael Kipp, Patrick Gebhard |
IVA | 2 |
| 2006 | VirtualHuman: dialogic and affective interaction with virtual charactersabstractNatural multimodal interaction with realistic virtual characters provides rich opportunities for entertainment and education. In this paper we present the current VIRTUALHUMAN demonstrator system. It provides a knowledge-based framework to create interactive applications in a multi-user, multi-agent setting. The behavior of the virtual humans and objects in the 3D environment is controlled by interacting affective conversational dialogue engines. An elaborate model of affective behavior adds natural emotional reactions and presence of the virtual humans. Actions are defined in a XML-based markup language that supports the incremental specification of synchronized multimodal output. The system was successfully demonstrated during CeBIT 2006. Norbert Reithinger, Patrick Gebhard, Markus Löckelt, Alassane Ndiaye, Norbert Pfleger, Martin Klesen |
ICMI | 2 |
| 2006 | Are Computer-Generated Emotions and Moods Plausible to Humans?
Patrick Gebhard, Kerstin H. Kipp |
IVA | 1 |
| 2006 | Evaluating the Tangible Interface and Virtual Characters in the Interactive COHIBIT Exhibit
Michael Kipp, Kerstin H. Kipp, Alassane Ndiaye, Patrick Gebhard |
IVA | 4 |
| 2005 | Using Real Objects to Communicate with Virtual Characters
Patrick Gebhard, Martin Klesen |
IVA | 1 |