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Kristinn R. Thórisson

dblp:t/KRThorisson · DBLP profile ↗
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14ranked-venue papers
6as first author
1since 2021 · last 2024
0000-0003-3842-0564ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 12 · 4 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 8 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 50% Human-AI interaction · 50%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
multimodal interaction
0.011992
Multi-Modal Natural Dialogue · CHI 1992
Human-AI interaction › conversational interaction
natural language dialogue
0.011992
Multi-Modal Natural Dialogue · CHI 1992
YearPublicationVenuePosition
2024 ABA Argument Graphs with Constraints
Jeff Thompson, Kristinn R. Thórisson
COMMA2
2014 Tunable and generic problem instance generation for multi-objective reinforcement learning
abstract
A significant problem facing researchers in reinforcement learning, and particularly in multi-objective learning, is the dearth of good benchmarks. In this paper, we present a method and software tool enabling the creation of random problem instances, including multi-objective learning problems, with specific structural properties. This tool, called Merlin (for Multi-objective Environments for Reinforcement LearnINg), provides the ability to control these features in predictable ways, thus allowing researchers to begin to build a more detailed understanding about what features of a problem interact with a given learning algorithm to improve or degrade the algorithm's performance. We present this method and tool, and briefly discuss the controls provided by the generator, its supported options, and their implications on the generated benchmark instances.
Deon Garrett, Jordi Bieger, Kristinn R. Thórisson
ADPRL3
2012 Attention Capabilities for AI Systems
Helgi Páll Helgason, Kristinn R. Thórisson
ICINCO (1)2
2010 A Multiparty Multimodal Architecture for Realtime Turntaking
Kristinn R. Thórisson, Olafur Gislason, Gudny Ragna Jonsdottir, Hrafn Th. Thorisson
IVA1
2009 SemCards: A New Representation for Realizing the Semantic Web
Kristinn R. Thórisson, Nova Spivack, James M. Wissner
ICCCI1
2009 Teaching Computers to Conduct Spoken Interviews: Breaking the Realtime Barrier with Learning
Gudny Ragna Jonsdottir, Kristinn R. Thórisson
IVA2
2009 Applying Constructionist Design Methodology to Agent-Based Simulation Systems
Kristinn R. Thórisson, Rögnvaldur J. Saemundsson, Gudny Ragna Jonsdottir, Brynjar Reynisson, Claudio Pedica, Palli Runar Thrainsson, Pálmi Skowronski
KES-AMSTA1
2008 Learning Smooth, Human-Like Turntaking in Realtime Dialogue
Gudny Ragna Jonsdottir, Kristinn R. Thórisson, Eric Nivel
IVA2
2008 A Granular Architecture for Dynamic Realtime Dialogue
Kristinn R. Thórisson, Gudny Ragna Jonsdottir
IVA1
2007 Fluid Semantic Back-Channel Feedback in Dialogue: Challenges and Progress
Gudny Ragna Jonsdottir, Jonathan Gratch, Edward Fast, Kristinn R. Thórisson
IVA4
2007 The Behavior Markup Language: Recent Developments and Challenges
Hannes Högni Vilhjálmsson, Nathan Cantelmo, Justine Cassell, Nicolas Ech Chafai, Michael Kipp, Stefan Kopp, Maurizio Mancini, Stacy Marsella, Andrew N. Marshall, Catherine Pelachaud, Zsófia Ruttkay, Kristinn R. Thórisson, Herwin van Welbergen, Rick J. van der Werf
IVA12
2006 Towards a Common Framework for Multimodal Generation: The Behavior Markup Language
Stefan Kopp, Brigitte Krenn, Stacy Marsella, Andrew N. Marshall, Catherine Pelachaud, Hannes Pirker, Kristinn R. Thórisson, Hannes Högni Vilhjálmsson
IVA7
1997 Layered Modular Action Control for Communicative Humanoids
abstract
Face-to-face interaction between people is generally effortless and effective. We exchange glances, take turns speaking and make facial and manual gestures to achieve the goals of the dialogue. This paper describes an action composition and selection architecture for synthetic characters capable of full-duplex, real-time face-to-face interaction with a human. This architecture is part of a computational model of psychosocial dialogue skills, called Y_m_i_r_, that bridges between multimodal perception and multimodal action generation. To test the architecture, a prototype humanoid has been implemented, named G_a_n_d_a_ l_f_, who commands a graphical model of the solar system and can engage in task-directed dialogue with people using speech, manual and facial gesture. Gandalf has been tested in interaction with users and has been shown capable of fluid turn-taking and multimodal dialogue. The primary focus in this paper will be on the action selection mechanisms and low-level composition of motor commands. An overview is also given of the Ymir model and Gandalf's graphical representation.
Kristinn R. Thórisson
CA1
1992 Multi-Modal Natural Dialogue
abstract
No abstract available.
Kristinn R. Thórisson, David B. Koons, Richard A. Bolt
CHI1