`@WW @@@ @@@@ ^TQ) QcWW EN DB W 'PDT Cutting20036zIshiguro20066D Pelachaud2003.g Pelachaud2004 Pelachaudin press Perpia2000 Perpia2001 Persky20050; Persson2000 Persson2000 Persson2001 Persson2003 Petajan2002 Pfurtscheller2004 Pick1963~ Piechulla2001 Pinel2001 Piunte20066 Piunti2007 Pixar1988 Pixar2004 Pizzutilo2000 Pizzutilo2000 Pizzutilo2003 Poggi2001 Poggi2002 Poggi2003 Poggi2003 Poggi2004PoggiIn pressPoggiin press Pollik2004$ Ponder2002i* Ponder2003" Ponder2004b Powers20033D Prendergast1992 Prevost2000 Prilliman2005]Prothero1995Prothero1995Prothero1998f Proust1997 Psotka1995TPudovkin 1928 (1985)SPudovkin 1949 (1985)\ PUnter2002A Radford1975K Radford1977L Radford1994P Radford1995R Radford2001 Ramachandran1995~ Ramachandran1996~ Ramachandran1998~ Ramachandran1998~ Ramachandran1999~ Ramachandran1999~n Ramachandran2003~# Ramey2005 Ramey2006 Rauh20055 Ravaja20033 Ravaja200446 Ravenscroft2002 Rebeiro2003 Rebeiro2004 Redolfi1997 Reed19871 Reeves1992 Reeves1993w Reeves1996 Reeves1996 Regenbrecht1998 Regenbrecht1999 Regenbrecht1999 Regenbrecht2001 Reich1994 Reich1995^ Reichardt1978 Reilly1991 Reilly1992 Reilly1992 Reilly1992 Reilly1992 Reilly1995 Reilly1995 Reilly1996 Reisenzein1997B Reisz1968 Reno'2005Research2000 Reuters2007 Reuters2007\ Riccio1995O Richter1978 Rickel1999 Rickel2002k Riecke2005 Riedl2005 Rist2003. Riva1999 Riva2001wg Riva2003 Riva2003w Riva2004w Rizzo1997 Rizzo1999 Rizzo2000  Rizzolatti1996 Rizzolatti2001[  robotjohnny2004 Roese1996Rogers-Ramachandran1995Rogers-Ramachandran1996 Rossman2000&Rousseau1997 RTNDA2000 Rushton1997 Ruttkay2004 S. R. Musse2001 Saari2003 Saari2004 Sacau2003 Sacau2004 Sadagic19987 Sakata1980 Sasse2003 Sathian2000lSchaefer2006M Schaper1978p Scherer1980" Schertenleib20044  Schertenleib20055* Schertenlieb2003wScheuchenpflug2001' Scholl2000 Schramm2003 Schramm2004Schubert19989Schubert1999Schubert1999Schubert2001kSchulte-Pelkum2005 Schtzwohl1997+ Scott1950\Seabrook2003W Selwyn2003 Sengers1999 Sengers2002' Seo2004+ Seuss1950 Shaffer1987^ Shapiro1992B Shatkin2000p Sheng1998hSheridan1992Sheridan1992Sheridan1995Sheridan1995ZSheridan2000G Sheurer19980 Simon2003; Simsarian2000Y Singerk Singer1998 Singer1999 Slater1993 Slater1994 Slater1994 Slater19959 Slater19959 Slater1996 Slater1997 Slater1997 Slater19988 Slater1999 Slater19999 Slater2000W Slater2001 Slater2002 Slater2003 Slater2003 Slater20040 Slater20044 Slater2005r Sloan2005 Smart2003` Smets1995 Smith1989> Smith19949 Smith1995N Smith1995 Smith1995 Smith1997 Song19999  Soto-Faraco2001 Soto-Faraco2003 Spence2000 Spence20044A Spotteswood1951Square-pictures2001= Staiger1985`Stappers1995aStappers1998 Stark1996 Steed1994 Steed1996 Steed1997 Steed1998 Steed1998 Steed1999 Steed2000W Steed2001 Steed2003 Steed2003 Steed2004 Steed2004 Steed2005r Steele1999  Stein1993 Stephanou2005QSterling1959{ Stern2002c Steuer1992 Steuer19939 Steuer1995 Stevens20028 Stich2003 Stoddart2005m5 Stoffregen1997p Stoffregen1998 Stoffregen2001 Stoffregen2003 Stone1997 Stone1997 Stone1999 Stone1999 Stoner20011jStrawson1959 Stucchi1989 Swinth20050 Talbot1912, Tan1996|Tastevin1937r Taylor1991$Thalmann2002mThalmann20030*Thalmann2003m"Thalmann2004m Thalmann2005m Thalmann.2001,Thom;Thom- Thom1995~. Thom1998% Thom1999~< Thom2002~v Thomas1984=Thompson1985Thompson2004Thompson2006Thornton2000qThornton2000' Tremoulet2000 Troiani2001 Tromp1996 Tromp1998 Tromp1998oTsakiris2005 Tumblin1997 Tumblin1998 Tummolini2003 Tummolini2003O Turvey1997* Ulicny2003b Urma20040 Usher1998 Usoh19939 Usoh19949 Usoh19949 Usoh1999w van Baren 2004-2005Vanhamme2002 Veloso1997 Veloso1999 Vilhjalmsson2000w Vilhjlmsson2001 Villa2000Vinayagamoorhty2003Vinayagamoorthy2004Vinayagamoorthy2005 Visser2004 Vitrano2001  Viviani1989  Viviani1990  Viviani1997Vorderer2003Vorderer2004a Vroomen2001cVroomenin press W. Lee20010 Walker1999. Walton1973@ Walton1978T Walton1997- Walton2001 Walton2003 Wann1997a Warren1981 Waterworth2003 Waterworth2004 Waterworth2004Weghorst1993 Weis19858E Weis1985 Weis1995 Weisenberger1995w Weisenberger1995~ Welch1981 Welch1996 Welch1999] Wells1995 Wells1995 Wells1998 Weschler2002 Wetzel1989Weyrauch1992U Whitley1994 Whittlesea2001 Whittleseaunder evaluation Whitton1999 Wilbur1997Williams20010 Wilson1989 Wilson1992 Wilson 2000f Winters1998 Wirth2003 Wirth2004 Wisdom19991k Witmer1998 Witmer1999 Wittgenstein1958w Wolf2000v Wolpert1999 Wook20032 Wu1987 Yan2000[ Yewdall2003Yongwook2003 Young2005 Youngblut2003 Zahorik1998 Zanna1996X Zeltzer1992 Zeltzer1992 Zeltzer1995 Zeltzer1995 Zielke20055 Ziemke2006 Zimmer20010 Vilhjalmsson2000w Vilhjlmsson2001Vinayagamoorhty2003Vinayagamoorthy2005 Visser2004 Vitrano2001  Viviani1989  Viviani1990  Viviani1997 W. Lee20010. Walton1973@ Walton1978T Walton1997- Walton2001 Walton2003 Welch1981] Wells1995 Wells1995 Weschler2002 Wetzel1989Weyrauch1992U Whitley1994 Whittlesea2001 Whittleseaunder evaluationWilliams20010 Wilson1989 Wilson1992f Winters1998k Witmer1998 Wittgenstein1958wv Wolpert1999 Yan2000 Young2005 Zanna1996X Zeltzer1992 Zeltzer1995 Zielke20055 Ziemke2006ke2006IRm:BW%#9<a-=@$*2]&>eQ?J,!MLNIE)45"73(C+F0.Gi1O8KA\/;kV Authors X Journals S Keywords                                X  g $.., . A, Steed Alcaniz, M. Alcaiz, M.Alexandrov, G. V. Allen, R. Allen, R.T.Allen, Richard Altman, RickAltschuler, E. L.$Analysis., Institute of PsychoAndereson, ChrisAnderson, B. F.Anderson, GerryAnderson, J. D.Anderson, Joseph D.Anderson, Sylvia Andre, E. Anolli, L. AnonymousAntonio, A. deArevalo-Poizat, M. AristotleArmel Arnold, P. Aronson, E. Arthur, E. J. Arthur, K.Aschersleben, G.4.ASNE, National Press Photographers Association Atherton, M. Austen, E. L. Avons, S. E. Aylett, R Aylett, R.B., Hayes-Roth Bacchetta, M.Bach-y-Rita, Paul Bachmann, T. Badler, N.Bailenson, J. B. Balazs, BelaBalliet, J. A. Ballin, D.Ballin, Daniel Baltsavias Bandura, A. Baos, R. Baos, R. M.Barbara, Shinn-Cunningham Bardy, B. G.Bardy, Benoit G. Barfield, W.Barkun, MichaelBarrett, Justin Bastos, R. Bates, J. Bates, Joseph Baud-Bovy, G.Baumgartner, T. Buml, K.-H. BBCNewsDAbbhmm!!l!;!;::kkm!:!!!!::; n nnbcdftt--iphhhhkB: arfield, W.Bedford, F. L. Belton, John Beltrame, F. Benedetti, F. Benford, S. Benyon, D.Bergmark, Niklas Berkowitz, L.Bernds, Edward Berry, D. C. Bertelson, P.Bertelson, PaulBerthoz, Alain Bhatia, AminBickhard, M. H. Bickmore, T. Bilefsky, Dan Bilvi, M. Biocca, F.0+Biocca, F. (). Presence: Teleoperators and Biocca, F.. Black, JayBlackeslee, S.Blackmon, T.T. Blake, LarryBlascovich, J. Bledsoc, W. Boff, K. R.Bolmarcich-Ditton, T. Bond, ABoone, Andrew L.Bordwell, David Botella, C. Botvinick, M. Bouwhuis, D. Bcking, S. Brahm, JohnBratman, M. E. Bray, HiawathBrenton, HarryBresciani, J.-P. Bricken, M. Brogni, A. Brooks, F. Brooks, V. Brunelle, Ray Bruner, J.Bruner, J., Postman, L.Bruner, JeromeBryan Loyall, A. Bryant, Dave Bryant, J. Bullock, A.Bulthoff, Heinrich H.Burchia, Elmar Burgoon, J.Burgoon, J. K. Burtt, BenBuskin, Richard Butler, L. T. Butz, M.V.Blthoff, H. H. Byrne, C. Bystrom, K.E.c C, Hand  S $U($Abstracts of the Psychonomic SocietyActa Philosophica FennicaAdaptive Behavior Advances in|AI Communications AI magazineAm J PsychiatryAmerican Psychologist,&American Society of Newspapers editorsAMPS NewsletterAnimation World Magazine$Applied Artificial Intelligence]<9Applied Artificial Intelligence: an International Journal("Australasian Journal of Philosophy(#Basic and Applied Social Psychology84Behavior research methods, instruments and computers<6Behavior researches methods, instruments and computers Behavioral and Brain Sciences$Behavioural and Brain SciencesBrain British Journal of AestheticsCah Psycholo CognCerebral cortex CineasteCognitive brain research|4.Cognitive, affective & behavioral neuroscienceCommunication ResearchCommunications of the ACM Computational Intelligence(%Computer Animation and Virtual WorldsComputer graphicsComputers & Graphics$ Computing Systems in EngineeringConnection SciencecRITICAL INQUIRY Cyberpsychology & Behavior  DeditorsNet| Dialectica4/Digital content producer;Communication Research DisplaysEcological Psychology Editors Net| Encphale Energy Ergonomics |$Everyday science and Mechanics Experimental brain research$ Experimental Musical InstrumentsFilm Sound.orgFilmsFormal Ontology in Conceptual Analysis and Knowledge Representation. Special issue of the International Journal of Human and Computer StudiesHist Psychiatry0-http://news.bbc.co.uk/2/hi/europe/6178671.stm,(http://www.asne.org/ideas/codes/nppa.htm($http://www.nasw.org/about/ethics.htm(%http://www.rtnda.org/ethics/coe.shtml http://www.uta.fi/ethicnet/  Human FactorsHuman-Computer("Human-Computer Interaction Studies,'IEEE Computer Graphics and ApplicationsIEEE InstituteIEEE Intelligent Systems@:IEEE: Transactions on Visualization and Computer Graphics,Instructional Science InteractionZInteraction Studies^0,International Journal of Baudrillard Studies4/International Journal of Human Computer Studies$International Journal of Human-4/International Journal of Human-Computer StudiestnInternational Journal of Human-Computer Studies. Special Issue on "Applications of Affective Computing in HCI",'International Journal of HumanComputer83International Journal of HumanComputer InteractionLHInternational Journal of Pattern Recognition and Artificial IntelligenceIRIS Journal Journal of,)Journal of Abnormal and Social Psychology,'Journal of Aesthetics and Art Criticism$ Journal of Cognition and CultureJournal of CommunicationJournal of Computer^0*Journal of Computer Mediated Communication0*Journal of computer-mediated communication  \action fidelity agentsionAI animacyty animation appearancereeAristotle's illusionlartsiauditory illusion behaviorc behavioral research methodsB beliefabibelief revisionce believabilityBIVwlcartoon physics causality cinemaZcinema techniques co-presencesscognitive sciences coherence comicsabicommonsense knowledgecomputer sciences conflictcrossmodal interactionnY deceptiondissonance theory distality doppelgangere dramatic artsecological approachecological psychology education embodimentity emotionsi empathyZ environment. etchicsZ ethicson  expectationci expectationsmexploratory proceduresfake hand illusionusi fictionog film soundciefoleyfolk psychology hallucination hansoncsv hapticy mhaptic illusionhoaxs horrorabihuman characters human figureehuman-likenesshumor illusioneillusion of reality images ar imagination immersionimplicit knowledgeogyintentionalityintersensory bias involvementas knowledge life-likeness make believe measurer mediamisidentification$mislocation of tactile stimuli motionZ movementimultimodal perceptionmusicnaive geography naive physics narration narrative objectivity ontologynozmanparadox of fiction perception ap personality. persuasionPHHI Philosophy picturebipixar presenceipresence measuresproprioceptive illusionY psychologylleradio realism v reasoning roboticsvscience fiction Second Lifeieself-propelledness sensory modalitiessensory substitutionSFrro simulationsocial presencesound sound designsound perceptionspecial effectsstyle of presentation surpriseisuspension of disbeliefYtactile diplopiastactile illusionn telepresencetouchuncanny valley usabilityusability measureventriloquist effect visual artspsvisual capture ilvisual illusionnnvisual perceptionvisual representationsnYVRima..R%8RVRWC(AAA//M,i8K%m-/WR@N-m.W\O-===RRFRQRA!>&R1@48 %QQL/O1::::1\NR1LI)+%%5<;MM1N N( ]&<<!&,1"I..*B]292]0###GG*$<K.08885a8!a455;5a?J?J<I;VVB%<<, Tv Hansen, Ron 2007$The ethhics of fiction writing("Markkula Center for Applied Ethics MEDIAu media etchicseXsD=http://www.scu.edu/ethics/publications/submitted/fiction.html Hanson, D. 2003:4Investigating the neural basis of the uncanny valleyROBOTICSPJrobotics realism believability uncanny valley human-likeness life-likeness  Many robot designers have avoided creating realistic depictions of the human face because of regard for the .Uncanny Valley..Masahiro Mori.s theory that people will respond favorably to cartoons and to perfect realism, but will respond with fear and discomfort to depictions that lie in between. Although this theory has been accepted in robotics engineering for twenty-five years, there has been little attempt to scientifically investigate the anecdotal phenomenon described by the theory. This paper proposes that the Uncanny Valley effect arises from a distributed network of brain-systems that, in concert, function as an .emergency alarm.. This alarm system becomes acutely enabled by the detection of high-verisimilitude anthropomorphic stimuli, and rings with alarm if patterns that signal crisis are detected. But the alarm also will ring (provided it is enabled) if certain patterns that signal a healthy social presence are not detected. This revised theory is renamed the theory of Bridge of Engagement (BOE). Recent brain imaging [LaBar et al, 2003], has found that visual stimulus of moving fear expressions shown to test subjects, activates a distributed pattern involving the pSTS, right lateral fusiform gyrus (FFA), and the amygdala. [Kesler-West et al, 2001] found similar results, but found that .happy. expressions activated a very different distributedpattern in test subjects than did expressions of negative affect, and this pattern did not include elevated activity in the amygdala, but instead involved elevations in activity of the medial frontal/cingulate sulcus, an area that has been found to be critical to the initiation of language [Crosson et al, 1999]. These findings support the notion that crisis stimuli such as a fearful expression will trigger a neural alarm of fear, whereas facial stimuli that do not cause fear lead to preparations for social engagement. Additionally, [LaBar et al, 2003] also shows that sliding .identity morphs., which animate identity change from one individual to another, activate similar distributed neural patterns as do expressions of fear, notably with elevated activity in the amygdala. This also supports the VDR concept that if high-resolution identity cues fall outside expected patterns, the brain will signal alarm. This paper also proposes future experiments that can further elucidate the structure of this alarm system by supporting or controverting our hypothesis that such a social emergency alarm increases its level of discrimination when exposed to high-resolution, high verisimilitude cues.X`Zhttp://www.hansonrobotics.com/press/The%20Neural%20Basis%20of%20the%20Uncanny%20Valley.pdf'$http://www.hansonrobotics.com/ Hanson, D. 2005@9Expanding the aesthetic possibilities for humanoid robotsA:4IEEE-RAS international conference on humanoid robots Tsukuba, JapanROBOTICSPJrealism uncanny valley believability robotics human-likeness life-likeness'$http://www.hansonrobotics.com/haHanson, D. Olney, A. Prilliman, S. Mathews, E. Zielke, M. Hammons, D. Fernandez, R. Stephanou, H.t 2005"Upending the uncanny valleyeRKProceedings of the Twentieth National Conference on Artificial Intelligence Menlo Park, California  AAAI Press 1728-1729ROBOTICSPJrealism robotics believability uncanny valley human-likeness life-likenessXBNAar Qc5pj,|-%,.<;vqoO   ac@-.TE k[X7?~K?}}y ~  Loyall, A. Bryan Bates, J. 19954-Behavior-based language for believable agentsP Pittsburgh, PA XQSchool of Computer Science Computer Science Department Carnegie Mellon Universitys CMU-CS-95-139 VR2+believability agents human characters VR Oz`X definition of believability as suspension of disbelief, illusion of reality but not realism use of structure of conversation as in cinemaRLhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/bel-agents-nlg.ps Loyall, A. Bryan Bates, J. 1997:4Personality-Rich Believable Agents That Use Language:3First International Conference on Autonomous Agents Marina del Rey, CaliforniaVR.(believability agents human characters OZDefinition o believability in terms of suspension of disbelief and illusion of reality but not realism: necesity of abstraction.(X definition of believability referencesRLhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/bel-agents-nlg.ps Loyall, A. Bryan 1997<5Believable Agents: Building Interactive Personalitiesa Pittsburgh, PA XQSchool of Computer Science Computer Science Department Carnegie Mellon University CMU-CS-97-123VR.(believability human characters oz agents V OIn the traditional character-based arts of film, books, animation, or theater, the audience is presented with vivid, powerful, personality-rich characters such as Rick from Casablanca or the Genie or Flying Carpet fromWalt Disneys Aladdin. Unless one can afford a troop of improvisational actors (and not even then for characters such as the Flying Carpet), one is only able to watch these rich characters. Believable agents allow people to not just watch, but also interact with such powerful, personality-rich characters. Believable agents are a combination of autonomous agents and believable characters from the traditional character-based arts, such as animation, film or literature. They are accurately described both as autonomous agents with the same powerful properties as characters from the arts, and as computer-based, interactive versions of personality-rich characters. Believable agents could be powerfully used for art, entertainment, as part of interactive story systems, social user interfaces, or teaching systems. This dissertation presents my progress toward the creation of believable agents. The first result of this dissertation is a study of the problem to be solved. This study has two parts: a study of believability in traditional character-based arts, and a study of believability for agents, primarily drawing on experience in multiple attempts to construct such agents. The second result of the dissertation is an architecture called Hap specifically designed to support the requirements and expression of believable agents. This support includes a formal language for the detailed expression of an artistically-chosen personality, automatic control of real-time interactive animation, and architectural support for many of the requirements of believable agents. The architecture is also a unified architecture for the agent in that all aspects of an agents mind are expressed directly in Hap. By doing this the other aspects, such as arbitrary computation, computation of emotions, and recognizing patterns of activity over time for higher-level sensing, all inherit Haps properties for believability. The third result of this thesis is an approach for natural language generation for believable agents. This result includes an analysis of the requirements for natural language in believable agents, an architecture for supporting these requirements, and an example grammar and behaviors that use this architecture as part of an agents behavior. A number of agents have been built using this framework. One is described in detail to show how the technologies described in the dissertation can be used together to build complete believable agents. A public exhibit of some of the constructed agents provides evidence that this approach can achieve a certain level of believability, and that others can learn the framework and use it to build believable agents.XRLhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/CMU-CS-97-123.pdfB60Bates, J. Loyall, A. Bryan Reilly, W. Scott Neal 1992VPProceedings of the AAAI Spring Symposium on Integrated Intelligent ArchitecturesSIGART Bulletina2v4 VR.(believability agents human characters OZNHhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/sigart_2_4.ps 60Bates, J. Loyall, A. Bryan Reilly, W. Scott Neal 1992B;Integrating Reactivity, Goals, and Emotion in a Broad Agenti  Pittsburgh, PAd <6School of Computer Science, Carnegie Mellon University CMU-CS-92-142aVR.(believability agents human characters OZ$X description of broad agentscRKhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/CMU-CS-92-142.ps60Bates, J. Loyall, A. Bryan Reilly, W. Scott Neal 1992>8An Architecture for Action, Emotion, and Social BehaviorTMFourth European Workshop on Modeling Autonomous Agents in a Multi-Agent World "S.Martino al Camino, Italy.i <6School of Computer Science, Carnegie Mellon University CMU-CS-92-144pVR.(believability agents human characters OZPIhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/maamaw-book.ps-  Bates, J.r 1994.(The Role of Emotion in Believable Agents Pittsburgh, PA <6School of Computer Science, Carnegie Mellon University CMU-CS-94-136aVR.(believability agents human characters OZX long definition and discussion of the notion of believability as suspension of disbelief and illusion of reality or of life; realism does not helpRLhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/ba-and-emotion.psF(DICutting, J. E. 19864.The shape and psychophysics of cinematic space:4Behavior research methods, instruments and computers1860551-5585 CINEMA COGNITIVE SCIENCES^Wcinema cognitive sciences ecological psychology perception illusion illusion of reality;"X Slant perception in cinema:3http://www2.psych.cornell.edu/cutting/pub/shape.pdfc'<5http://www.psych.cornell.edu/people/Faculty/jec7.htmltCutting, James E.s 1987<6Rigidity in Cinema Seen From the Front Row, Side AisleJCJournal of Eiperimental Psychology Human Perception and Performance133f323-33482CINEMA COGNITIVE SCIENCES - Ecological psychology@:ecological psychology perception cinema cognitive sciencesF?X very specific on slant perception in movies ecological theory\:4http://www2.psych.cornell.edu/cutting/pub/cinema.pdf'<5http://www.psych.cornell.edu/people/Faculty/jec7.htmlCutting, J. E. 1991PIOn the efficacy of cinema, or what the visual system did not evolve to doa  Ellis, S.>8Pictorial communication in virtual and real environments London Taylor and Francis6/CINEMA COGNITIVE SCIENCES Ecological psychologyypjcinema cognitive sciences ecological psychology perception illusion of reality illusion paradox of fictionXn'<5http://www.psych.cornell.edu/people/Faculty/jec7.htmltCutting, J. E. 199760How the eyes measure reality and virtual reality<6Behavior researches methods, instruments and computers29 27-36VR COGNITIVE SCIENCES`ZVR cognitive sciences ecological psychology perception cinema illusion illusion of realityIf virtual reality systems are to make good on their name, designers must know how people perceive space in natural environments, in photographs, and in cinema. Perceivers understand the layout of a cluttered natural environment through the use of nine or more sources of information, each based on different assumptionsocclusion, height in the visual field, relative size, relative density, aerial perspective, binocular disparities, accommodation, convergence, and motion perspective. The relative utility of these sources at different distances is compared, using their ordinal depth-threshold functions. From these, three classes of space around a moving observer are postulated: personal space, action space, and vista space. Within each, a smaller number of sources act in consort, with different relative strengths. Given the general ordinality of the sources, these spaces are likely to be affine in character, stretching and collapsing with viewing conditions. One of these conditions is controlled by lens length in photography and cinematography or by field-of-view commands in computer graphics. These have striking effects on many of these sources of information and, consequently, on how the layout of a scene is perceived.XwF@http://www2.psych.cornell.edu/cutting/pub/cutting%20brmi&c97.pdf'<5http://www.psych.cornell.edu/people/Faculty/jec7.htmlv>is, Fiorella Castelfranchi, Cristianoi 1999NHHow can personality factors contribute to make agents more 'believable'?lfProceedings of the 13 Spring Days Workshop on 'Behaviour Planning for Lifelike Characters and Avatars' Sitges0*believability agents vr cognitive sciencesIt is becoming a general opinion that personality affects Human-Computer Interaction in the two directions. On one side, computers show a personRLDe Rosis, Fiorella Castelfranchi, Cristiano Carofiglio, Valeria Grassano, R. 2003jdCan Computers Deliberately Deceive? A Simulation Tool and its Application to Turings Imitation Game Computational Intelligence193COGNITIVE SCIENCES VR:4cognitive sciences VR believability deception beliefIn this paper, we describe how agents can deceive within a probabilistic framework for representing their mental state: in doing so, we challenge the so called 'sincerity assumption' in HCI and MAS. We distinguish 'deception' from its special case of 'lie' and characterise different forms of deception, by identifying several criteria for distinguishing among them. In particular, we propose a model of information impact on the Receiver's mind. Since the message Sender must plan its strategy by considering the Receiver's criteria for believing, we also discuss some of these criteria, like content plausibility, source informativity and information safety. We apply this model to a simplified version of Turing's Imitation Game and describe how we implemented a Simulator of deceptive strategies that we called 'Mouth of Truth'. We conclude the paper by describing an evaluation study that enabled us to verify the validity of our method and to revise it in part.X@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'http://www.di.uniba.it/intint/people/fior.html http://www.istc.cnr.it/createhtml.php?nbr=62 http://www.di.uniba.it/intint/people/valeria.htmlPJDe Rosis, Fiorella De Carolis, Berardina Carofiglio, Valeria Pizzutilo, S. 2003VOShallow and inner forms of emotional intelligence in advisory dialog simulationy H Prendinger M IshizukaHALife-like Characters. Tools, Affective Functions and Applications SpringerVR COGNITIVE SCIENCESNGbelievability agents human-likeness life-likeness vr cognitive sciencesX@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'f`http://www.di.uniba.it/intint/people/fior.html http://www.di.uniba.it/intint/people/valeria.html@D=Luciani, Annie Urma, Daniela Marlire, Sylvain Chevrier, Joel 2004@:PRESENCE:the sense of believability of inaccessible worldsComputers & Graphics28509517 VR(!vr presence believability realism With the development of new instruments as telecommunication, teleoperation, computer representation tools, human beings are commonly in situation to perceive and act on spaces that are more and more distant or different from our physical world. These new tools raise nowadays the question of Presence of these distant spaces with a growing intensity. This question crosses disciplines as different as computer arts or nanosciences. Through two experimental situations in each of these fields, (1) the playing of a musical virtual instrument and (2) the manipulation of nanoobjects, the paper analyses the minimal conditions that the computer models and the humancomputer interactions have to satisfy to trigger the sense of presence of distant inaccessible objects, whatever they are. After examining the evolution of instrumental tools, machines and concepts from real means to televirtual ones via the teleoperation and telecommunication chains and via experiments for the investigated fields, the paper shows that the primary condition able to generate ab initio the sense of presence, should be the instillation of a minimal physical coherence in the representation of distant worlds, and the introduction of the evoked matter concept as a central paradigm for the Presence issue.Xm82http://www-acroe.imag.fr/nanoman/files/file308.pdfRq@v<<%.-;,|,F Talbot, Frederick A. 19124.Moving Pictures : How They Are Made and Worked London/PhiladelphiaL (!William Heinemann/J.B. Lippincotto CINEMA cinema sound6/x describes device for making sounds: alleflex0*http://www.fsfl.se/backspegel/allefex.html Tan, Ed S. 1996NGEmotion and the Structure of Narrative Film: Film as an Emotion Machine  Mahwah, N.J. "Lawrence Erlbaum Associateso CINEMA COGNITIVE SCIENCEShf_cinema cognitive sciences believability realism illusion of reality paradox of fiction illusion"summarized by Freeland 1997 Tastevin, J. 1937,%En partant de l'exprience d'Aristote\ Encphalef32 57-84 140-158t WP6s4-illusion haptic illusion Aristotle's illusion Thom, Randyn$The machiner aimed at the earg CINEMA&cinema sound fiction film soundeX60http://www.filmsound.org/randythom/machinery.htm Thom, RandyiOn Being Creativeb CINEMAcinema sound film sounddX.6/http://www.filmsound.org/randythom/creative.htms Thom, Randya 19952+Confessions Of An Occasional Sound Designero CINEMA&cinema sound film sound fictionxi6/http://www.filmsound.org/randythom/confess.htmlo Thom, Randyd 19986/New Confessions Of An Occasional Sound Designer CINEMA&cinema sound film sound fictionnxm6/http://www.filmsound.org/randythom/confess.html Thom, Randy 1999"Designing a movie for soundo CINEMA&sound cinema film sound fiction\Xe@9http://www.filmsound.org/articles/designing_for_sound.htmi Thom, Randys 2002B7http://www.di.uniba.it/intint/people/papers/aamas02.pdf'4.http://www.di.uniba.it/intint/ Caamero, L. 2006.(Did Garbo care about the uncanny valley?Interaction Studies\7}3"ROBOTICS COGNITIVE SCIENCESPJuncanny valley believability realism human-likeness life-likeness robotics2,reply to MacDorman2006 expected october 2006HAhttp://www.benjamins.com/cgi-bin/t_bookview.cgi?bookid=IS%207%3A3h<OM$`.t:jwuR2 Bhatia, Amin 1997 The Ink and Paint of MusicAnimation World Magazine 2.1f CINEMA$cinema animation sound fictionX.>7http://www.awn.com/mag/issue2.1/articles/bhatia2.1.htmlBickhard, M. H. 2005&Anticipation and Representationp C. CastelfranchinhFrom Reactive to Anticipatory Cognitive Embodied Systems. AAAI Fall Symposium, Technical Report FS-05-05 Menlo Park, CA  AAAI Press 1-7COGNITIVE SCIENCES$cognitive sciences expectationcited by Castelfranchi Bilefsky, Dan 200682Outrage in Belgium after television broadcast hoax"International Harald Tribune 2006-12-14 MEDIAmedia etchics hoaxX1 Biocca, F. 1992ZSWill simulation sickness slow down the diffusion of virtual environment technology?VPresence1t334-343 VR VR simulationacited by Stoffregen 2003'0)http://tc.msu.edu/people/dept/biocca.htmlBiocca, F. Delaney, B. 1995*$Immersive virtual reality technology F. Biocca M. Levyv2+Communication in the age of virtual reality  Hillsdale, NJ &Lawrence Erlbaum and Associates 57-124COMPUTER SCIENCES computer sciences presence"Biocca, F. Kim, G. Levy, M.t 1995$The vision of virtual realityy F. Biocca M. Levy 2+Communication in the age of virtual reality  Hillsdale, NJ "Lawrence Erlbaum Associates 3-14COMPUTER SCIENCES computer sciences presence& notion of presence for all media Biocca, F. 1997JDThe Cyborg's Dilemma: Progressive Embodiment in Virtual Environments0*Journal of Computer Mediated Communication302cVRLFhuman-likeness life-likeness realism believability presence embodimentHow does the changing representation of the body in virtual environments affect the mind? This article considers how virtual reality interfaces are evolving to embody the user progressively. The effect of embodiment on the sensation of physical presence, social presence, and self presence in virtual environments is discussed. The effect of avatar representation on body image and body schema distortion is also considered. The paper ends with the introduction of the cyborg's dilemma, a paradoxical situation in which the development of increasingly "natural" and embodied interfaces leads to "unnatural" adaptations or changes in the user. In the progressively tighter coupling of user to interface, the user evolves as a cyborg.Xa`Yhttp://jcmc.indiana.edu/vol3/issue2/biocca2.html http://207.201.161.120/jcmc/vol3/issue2/a'0)http://tc.msu.edu/people/dept/biocca.html F@Biocca, F. Burgoon, J. Harm, C. Stoner, M. Vitrano, T. Gregg, J. 2001`ZNetwork minds theory and measure of social presence: Some early explication and validation Presence 2001  PhiladelphiaVRpresence social presence'0)http://tc.msu.edu/people/dept/biocca.html*#Biocca, F. Harms, C. Burgoon, J. K. 2003b[Towards A More Robust Theory and Measure of Social Presence: Review and Suggested Criteria.u60Presence: Teleoperators and Virtual Environments125456-480-COMPUTER SCIENCESNB;computer sciences presence social presence presence measure2cited by Reno, 2005i Blake, Larry 1984Film Sound Today  Hollywooda Reveille Press CINEMA&cinema sound film sound fictione Bledsoc, W. 1986.(I had a dream: AAAI presidential address AI magazine:7r1i 57-61$believability human charactersB;Dream of making mahines that in some way act like humans docited by Bates, 1994Boone, Andrew L. 193381Prehistoric monsters roar and hiss for sound filmoPopular ScienceA4  20-22 CINEMA*$cinema science fiction sound realismXb\http://blog.modernmechanix.com/2007/01/19/prehistoric-monsters-roar-and-hiss-for-sound-film/Boone, Andrew L. 19384-The making of Snow white and the seven dwarfsnPopular science 1  50-54a CINEMAcinema sound animationxf^Xhttp://blog.modernmechanix.com/2007/03/30/the-making-of-snow-white-and-the-seven-dwarfs/Bordwell, Davidn 1985$Narration in the Fiction Film6 Madisonm $University of Wisconsin Pressu CINEMA COGNITIVE SCIENCESVOcinema cognitive sciences narration expectations psychology illusion of realityvphe first part of the book criticizes "mimetic" theories (which liken film to plays or paintings) and "diegetic" theories (which treat cinema as a language or a literary medium). The second part of the book lays out key concepts for analyzing narration in any medium (fabula, syuzhet, style). This part also argues that a cognitive approach to narrative best captures the main features of filmic narration. The third part of the book argues that across the history of cinema several traditions ("norms") of storytelling have emerged, and viewers who have mastered those norms are able to understand and enjoy films in those modes. The norms discussed are "classical" narration, "art-cinema" narration, and "historical-materialist" narration. The book concludes by examining the ways in which Jean-Luc Godard challenges these norms, and indeed many of the concepts in the book as a whole. Narration in the Fiction Film has been translated into Spanish (Barcelona: Ediciones Paids Ibrica, 1996); Hungarian (Budapest: Hungarian Film Institute, 1996); Persian (Tehran: Farabi Cinema Institute, 1998); and Chinese (Taipei: Yuan Liou, 1999).X'ZShttp://www.davidbordwell.net/ http://www.geocities.com/david_bordwell/cognitive.htm9 nfh.", MacDorman, K.i 199982Grounding symbols through sensorimotor integration.(JourNal of the Robotics Society of Japan17 20-24ROBOTICSD>believability uncanny valley human characters robotics realismxt'82http://www.macdorman.com/kfm/writings/writings.phpMacDorman, Karl F. 2005b\Androids as an experimental apparatus: Why is there an uncanny valley and can we exploit it? HACogSci-2005 Workshop: Toward Social Mechanisms of Android Science 106-118ROBOTICSD>uncanny valley believability human characters realism roboticsAbstractAbstract. It seems natural to assume that the more closely robots come to resemble people, the more likely they are to elicit the kinds of responses people direct toward each other. However, subtle ......s in appearance and movement only seem eerie in very humanlike robots. This uncanny phenomenon may be symptomatic of entities that elicit a model of a human other but do not measure up to it. If so, a very humanlike robot may provide the best means of ..........g out what kinds of behavior are perceived as human, since deviations from a human other are more obvious. In pursuing this line of inquiry, it is essential to identify the mechanisms involved in evaluations of human likeness. One hypothesis is that an uncanny robot elicits an innate fear of death and culturally-supported defenses for coping with deaths inevitability. An experiment, which borrows from the methods of terror management research, was performed to test this hypothesis. Across all questions subjects who were exposed to a still image of an uncanny humanlike robot had on average a heightened preference for worldview supporters and a diminished preference for worldview threats relative to the control group."X Classic on Uncanny ValleyoNGhttp://www.androidscience.com/proceedings2005/MacDormanCogSci2005AS.pdfr'82http://www.macdorman.com/kfm/writings/writings.phpMacDorman, K. F. 20050)Mortality salience and the uncanny valleye:4IEEE-RAS International Conference on Humanoid Robots Tsukuba, JapanROBOTICSPJbelievability uncanny valley robotics realism human-likeness life-likenessAbstractAbstract. It seems natural to assume that the more closely robots come to resemble people, the more likely they are to elicit the kinds of responses people direct toward each other. However, subtle ......s in appearance and movement only seem eerie in very humanlike robots. This uncanny phenomenon may be symptomatic of entities that elicit a model of a human other but do not measure up to it. If so, a very humanlike robot may provide the best means of ..........g out what kinds of behavior are perceived as human, since deviations from a human other are more obvious. In pursuing this line of inquiry, it is essential to identify the mechanisms involved in evaluations of human likeness. One hypothesis is that an uncanny robot elicits an innate fear of death and culturally-supported defenses for coping with deaths inevitability. An experiment, which borrows from the methods of terror management research, was performed to test this hypothesis. Across all questions subjects who were exposed to a still image of an uncanny humanlike robot had on average a heightened preference for worldview supporters and a diminished preference for worldview threats relative to the control group.X82http://www.macdorman.com/kfm/writings/writings.php'82http://www.macdorman.com/kfm/writings/writings.php MacDorman, K. 20052+Toward social mechanisms of android scienceeA CogSci 2005 Workshop  Stresa, Italy\ROBOTICS82realism human-likeness life-likeness believabilityToward Social Mechanisms of Android Science was the first workshop at which researchers from various disciplines joined to discuss the application of very humanlike robots to the study of interaction and cognition and the social impact of this technology. It was the only workshop of the 27th Annual Conference of the Cognitive Science Society. The main conference was held at the Convention Centre, in Stresa, Italy on the 21st through to the 23rd of July. On the 25th and 26th, the Android Science workshop took place next door, at the Regina Palace Hotel on picturesque Lake Maggiore. For the purposes of android science, an android is an artificial system designed with the ultimate goal of being indistinguishable from humans in its external appearance and behavior. The original premise of the workshop is that androids that look and act like people can elicit from human subjects a range of social responses that only other people had been previously able to elicit (Ishiguro, 2005; MacDorman et al., 2005). This ability to elicit social responses enables androids to provide not just a well-controlled experimental apparatus for studying human interaction but a testbed for developing theories about how neural or cognitive processes influence interaction. Android development extends beyond the scope of engineering because, to make androids humanlike, it is necessary to investigate human interaction, and to evaluate theories of human interaction accurately, the theories need to be implemented in androids (Minato et al., 2004). Since mechanisms supporting human interaction come into play when people relate to machines, it is essential to examine their human likeness.X *$MacDorman, Karl F. Ishiguro, Hiroshi 2006VPThe uncanny advantage of using androids in cognitive and social science researchInteraction Studiese7e3/ROBOTICS<5believability uncanny valley realism human characters/2+x experimental confirmation of Mori's curvenPJhttp://www.macdorman.com/kfm/writings/pubs/MacDorman2006AndroidScience.pdf'82http://www.macdorman.com/kfm/writings/writings.phpMacDorman, K. F. 2006{Subjective ratings of robot video clips for human likeness, familiarity, and eeriness: An exploration of the uncanny valleyeRKCCS/CogSci-2006 Long Symposium: Toward Social Mechanisms of Android Science Vancouver, CanadaROBOTICSD>believability realism uncanny valley robotics human charactersztx experiments analogous to MacDorman2006 but with added behavior and settings do not show a unique valley of uncannyTMhttp://www.macdorman.com/kfm/writings/pubs/MacDorman2006SubjectiveRatings.pdfg'82http://www.macdorman.com/kfm/writings/writings.php$MacDorman, K. F. Ishiguro, H. 20062+Toward social mechanisms of android sciencei2+A CogSci 2005 workshop. Interaction Studiesi7t289296lROBOTICSPJbelievability uncanny valley human-likeness life-likeness realism roboticsXZShttp://www.macdorman.com/kfm/writings/pubs/MacDorman2005TowardSocMechIntStudies.pdfe'82http://www.macdorman.com/kfm/writings/writings.phpMacDorman, K. F. 2006:4Introduction to the special issue on android scienceConnection Science184s313-318\ROBOTICSPJrobotics believability uncanny valley realism human-likeness life-likenessXZShttp://www.macdorman.com/kfm/writings/pubs/MacDorman2006AndroidScienceEditorial.pdfo'82http://www.macdorman.com/kfm/writings/writings.php$MacDorman, K. F. Ishiguro, H.e 2006Opening Pandora's uncanny box: Reply to commentaries on "The uncanny advantage of using androids in social and cognitive science research."Interaction Studies73361-368ROBOTICSD>believability realism human characters robotics uncanny valleyxaMacDorman, K. F. & Ishiguro, H. (2006). Opening Pandora's uncanny box: Reply to commentaries on "The uncanny advantage of using androids in social and cognitive science research." Interaction Studies, 7(3), pp. 361-368.g'82http://www.macdorman.com/kfm/writings/writings.phpkn"Carlsmith, J. M. Aronson, E. 1963XQSome hedonic consequences of the confirmation and disconfirmation of expectanciess0)Journal of Abnormal and Social Psychology66151-156COGNITIVE SCIENCES81cognitive sciences expectation coherence conflictRLCited by Miceli, 2002 about engative consequences of violations of coherenceCarlsson, Sven Sound design of Star WarsdFilm Sound.org CINEMA sound cinemaXf("http://www.filmsound.org/starwars/ Caro, P.W. 1979LFRelationship between flight simulator motion and training requirements Human Factors21 493-501VR vr simulation cited by Stoffregen 2003NHCarofiglio, V. De Rosis, Fiorella Grassano, R. Castelfranchi, Cristiano 2001PIAn Interactive System for Generating Arguments in Deceptive CommunicationiSpringer LNAI 2175COGNITIVE SCIENCES$belief deception believabilityWe describe an interactive system that enables constructing and evaluating arguments when communication is not necessarily sincere. The system considers the possible differences between its own beliefs and the beliefs it ascribes to the interlocutor, to exploit them at its advantage; this can be done by representing uncertainty in the mental state of the interlocutor and in the reasoning process. In order to select the argument(s) that best achieve the deception goal, a list of 'candidates to deception' is selected according to a few defined strategies and various 'weights' are attached to each of them. We describe how the prototype enables verifying the appropriateness of the methods employed in simulating various forms of deceptive argumentation,Xl@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'http://www.di.uniba.it/intint/people/fior.html http://www.di.uniba.it/intint/people/valeria.html http://www.istc.cnr.it/createhtml.php?nbr=62d,&Carofiglio, Valeria De Rosis, Fiorella 2001HBAscribing and Weighting Beliefs in Deceptive Information Exchanges4-8th International Conference on User Modelingt Sonthofen, GermanyCOGNITIVE SCIENCES81belief believability deception cognitive sciencesX\@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'f`http://www.di.uniba.it/intint/people/valeria.html http://www.di.uniba.it/intint/people/fior.html,&Carofiglio, Valeria De Rosis, Fiorella 2001RKExploiting Uncertainty and Incomplete Knowledge in Deceptive Argumentation.|uInternational Workshop on Computational Models of Natural Language Argument, to be held in conjunction with ICCS'2001  San FranciscoCOGNITIVE SCIENCES81deception belief believability cognitive sciencesX@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'f`http://www.di.uniba.it/intint/people/fior.html http://www.di.uniba.it/intint/people/valeria.htmlbNass, C. Isbister, K. Lee, E. J. 2000:3Truth is beauty: Researching conversational agents.e$Embodied conversational agents Cambridge, Mass.  MIT Pressn374-402VR<5believability realism uncanny valley human characters4.Because people judge a persons personality from a host of different cues, the possibility of conflicting cues arises: What happens if a person & Nass, C. Isbister, K. Lee, E. J. 2000:3Truth is beauty: Researching conversational agents.e$Embodied conversational agents Cambridge, Mass.  MIT Pressn374-402VR<5believability realism uncanny valley human characters4.Because people judge a persons personality from a host of different cues, the possibility of conflicting cues arises: What happens if a person is suggesting one personality with the way that he or she speaks, and an entirely different personality with the way that he or she moves? It is clear that people prefer to engage with others whom they can label consistently. Consistency in others allows people to predict what will happen when they engage with them (Fiske and Taylor 1991), makes it easier to remember a person accurately (Cantor and Mischel 1979), and generally lightens cognitive load (Fiske and Taylor 1991). In addition, studies that looked at how people detect deception have found that people turn to nonverbal cues to see if they are inconsistent with the verbal ones. This suggests that discrepancies among cues is a big problem in others (Ekman and Friesen 1974). Cassell, McNeill, and McCullough (1998) note that even though people may not be aware of mismatches between verbal and gestural cues, they will still make combined use of these cues to form an integrated understanding of what was said. Literature also suggests that adults use mismatched verbal and gestural cues in children to help determine the childs knowledge state (Goldin-Meadow, Alibali, and Church 1993). Character consistency is of great concern to traditional character crafters. Guidelines for creating characters often include a caveat that everything a character does should convey the same general impression about the character to the viewer (Field 1994; Thomas and Johnston 1981).rkX Asserts importance of coherence between cues indicating personality of human beings and artificial agentsPJhttp://www.soc.northwestern.edu/justine/discourse/pdfs/nass.et.al.2000.pdf'd^http://www.digitalcity.gr.jp/openlab/virtualcommunity/kath.html http://www.stanford.edu/~nass/ANB9X>z`d Sloan, Paul 2005The virtual Rockefellera CNNMoney.com MEDIAiSecond Life media vrXb^Whttp://money.cnn.com/magazines/business2/business2_archive/2005/12/01/8364581/index.htme@9Smets, G. J. F. Stappers, P. J. Overbeeke, K. J. Mast, C.  1995NHDesigning in virtual reality: Perception-action coupling and affordances K. Carr R. England&Simulated and virtual realities  Bristol, PA  Bristol, PA189-208VR2,VR presence telepresence ecological approach cited by Stoffregen, 2003 Smith, Sean Bates, J.c 1989<5Towards a Theory of Narrative for Interactive Fictiono Pittsburgh, PA <6School of Computer Science, Carnegie Mellon University CMU-CS-89-1214VR("fiction narrative believability OZRLX classes of worlds different from the real one analogy with film techniquesRKhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/CMU-CS-89-121.psi"Smith, Barry Casati, Roberto 1994*#Nave Physics: an essay in ontologyPhylosophical Psychology7l2i225-244 PHILOSOPHY:3Philosophy commonsense knowledge ontology knowledgexB8cinema Philosophy illusion of reality paradox of fiction'<5http://www.kent.ac.uk/sdfva/film/filmstaff/msmith.htmSpotteswood, R 1951Film and its techniquesp  Berkeley, Ca $University of California pressCINEMA TECHNIQUES*#cinema perception cinema techniquescit by Cutting, 2005f8SG2hael 2005hbAn Objective Character Believability Evaluation Procedure for Multi-Agent Story Generation Systems(!Lecture Notes in Computer ScienceVR(!vr agents narrative believabilityThe ability to generate narrative is of importance to computer systems that wish to use story effectively for entertainment, training, or education. One of the focuses 81Laaksolahti, Jarmo Bergmark, Niklas Hedlund, Erik  2003<6Enhancing Believability Using Affective CinematographyZTProceedings of Intelligent Virtual Agents , Lecture Notes in Artificial Intelligence VR CINEMAbelievability cinema VR'*#http://www.sics.se/~jarmo/index.php Lamarque, P. 1981("How Can We Fear and Pity Fictions?$British Journal of AestheticsT214291-304 PHILOSOPHY4.Philosophy paradox of fiction fiction emotions*$Lamarque, Peter Haugom Olsen, Stein 1994$Truth, Fiction, and Literature  Oxford UPL PHILOSOPHY4.Philosophy fiction paradox of fiction emotions Lasseter, J. 1987JDPrinciples of traditional animation applied to 3D computer animation SIGGRAPH 87iVR CINEMA ANIMATION(!VR cinema animation believability cited by Bates, 1994*$Lassiter, G. Daniel Geers, Andrew L. 20050)Are ambiguous figures actually ambivalente Psychology reseach Journal11 35-43 COGNITIVE SCIENCES$cognitive sciences expectationxvHBhttp://psychology.utoledo.edu/images/users/10/Rat-Man-11_19-04.pdf'vphttp://psychology.utoledo.edu/default.asp?id=96 http://www.psych.ohiou.edu/people/faculty/lassiter/lassiter.htmlLathan, C. Winters, J. 1998>7Quantifying human performance in simulated environmentst "Haas, M. W. L. J. HettingeryPJPsychological issues in the design and use of adaptive, virtual interfaces  Mahwah, NJ "Lawrence Erlbaums AssociatesVRVRcited by Stoffregen 2003 S7|BX1"Chaminade, T. Hodgins, J.K. 200682Artificial agents in the social cognitive sciencesInteraction Studies73$ROBOTICS VR COGNITIVE SCIENCESf`robotics VR cognitive sciences believability uncanny valley realism human-likeness life-likeness2,reply to MacDorman2006 expected october 2006HAhttp://www.benjamins.com/cgi-bin/t_bookview.cgi?bookid=IS%207%3A3 Chan, Darlene 2002.'Creating Successful Music For Animation.Animation World MagazineNovember CINEMA$cinema animation fiction soundX\F@http://mag.awn.com/index.php?ltype=all&sort=date&article_no=1567Chen, Jennifer6/Shake, Rattle and Roll: The Reel Sound of FoleyT CINEMA$sound film sound cinema foleyXp4-http://www.filmsound.org/foley/reel-sound.htm\ Chion, Michel  2003Un art sonore, le cinma Cinma Essais Parisl Cahiers du Cinma CINEMA&cinema sound film sound fictiontxf'www.michelchion.com/ Chion, Michele 2005.'Laudio-vision - Son et image au cinma Pariso  Armand Colin,/ CINEMA&cinema sound film sound fictionaX81Cho, D. Park, J. Kim, G. Hong, S. Han, S. Lee, S. 200382Dichotomy of presence elements: The where and whatIEEE Virtual Reality273-274oCOMPUTER SCIENCESp:3computer sciences presence presence measure realismOne of the goals and defining characteristics of virtual reality systems is to create presence and fool the user into believing that one is, or is doing something in the synthetic environment. Most researches and papers on presence to date have been directed toward coming up with the definitions of presence, and based on them, identifying key elements that affect presence [1][2][3][6][8]. While prior research has identified many of these presence elements, it is not clear how to effectively combine them to create a VR content with the maximum presence with respect to a given hardware setup, limited computing resources, and content dynamics [5]. Along this line of thinking, this paper investigates into the relative benefits of the visual presence elements, such as stereoscopy, texture, geometry (shape), shading, shadow, and motion, toward the overall presence. Hinted from the fact that our brain has two major paths for processing visual information, the where path for determining object locations, and what path for identifying objects, and judging from the location-based definition of presence (e.g. sense of being there), we started out with a hypothesis that the where cues (e.g. stereoscopy and motion) would contribute more to presence than the what cues. This would also explain the high level of presence obtained from seemingly low presence (i.e. with relatively low photo-realism) virtual environments.VPX cited by van Baren 2004, http://www.presence-research.org/Questionnaires.htmlcNGhttp://csdl2.computer.org/comp/proceedings/vr/2003/1882/00/18820273.pdfv(!Choi, Incheol Nisbett, Richard E.t 2000ZSCultural Psychology of Surprise: Holistic Theories and Recognition of Contradictionf2,Journal of Personality and Social Psychology795890-905COGNITIVE SCIENCESsurpriseThe authors tested the hypothesis that East Asians, because of their holistic reasoning, take contradiction and inconsistency for granted and consequently are less likely than Americans to experience surprise. Studies 1 and 2 showed that Korean participants displayed less surprise and greater hindsight bias than American participants did when a target's behavior contradicted their expectations. Studies 3 and 4 rurther demonstrated that even when contradiction was created in highly explicit ways, Korean participants experienced little surprise, whereas American participants reported substantial surprise. We discuss the implications of these findings for various issues, including the psychology of conviction, cognitive dissonance, and the development of science.XtCholodenko, Alan 2006hbThe Nutty Universe of Animation, The Discipline of All Disciplines And Thats Not All, Folks!"2,International Journal of Baudrillard Studies31CINEMA ANIMATION& cinema animation cartoon physics,&X horrible: baudrillardderridakristevaHAhttp://www.ubishops.ca/baudrillardstudies/vol3_1/cholodenkopf.htmChristodouloun, G. N. 1978&Syndrome of subjective doubles.OAm J Psychiatryt 1352w249-251ouncanny valley>8uncanny valley doppelganger psychology misidentificationQBRjl$0)Castelfranchi, Cristiano Lorini, Emilianoe 20036/Cognitive Anatomy and Functions of Expectationsmd]Proceedings of IJCAI03 Workshop on Cognitive Modeling of Agents and Multi-Agent Interactions Acapulco, MexicoCOGNITIVE SCIENCES$expectation cognitive sciences^WWe will work in this paper on the central role of expectations in mental life and in purposive action. We will present a Cognitive Anatomy of expectations, their reduction in terms of more elementary ingredients: beliefs and goals. We will base several predictions on this analytical decomposition and we will present a theory of hope, worry, frustration, disappointment, relief, strictly derived from the previous decomposition. Eventually we will discuss how we can capture the global subjective character of such mental states that we have decomposed; how to account for their gestaltic nature.X6/http://www.istc.cnr.it/doc/62a_842p_IJCAI03.pdf'`Yhttp://www.istc.cnr.it/createhtml.php?nbr=62 http://www.istc.cnr.it/createhtml.php?nbr=83 >7Castelfranchi, C. Giardini, F. Lorini, E. Tummolini, L. 2003b\The prescriptive destiny of predictive attitudes: From Expectations to Norms via ConventionsTNProceedings 25th Annual Meeting of the Cognitive Science Society (CogSci 2003)  Boston, USAThe goal of this paper is to show the normative component of a convention adopted by a population of cognitive agents. To address this aim we will defend two distinct thesis. The former is that even simple predictions developed to anticipate future state of affairs have an intrinsic tendency to evolve in full expectations and then in prescriptions. We consider this as a multilevel phenomenon occurring either at the individual psychological level or at the interpersonal one or, finally, at the collective macro social level. The latter thesis is that we consider this tendency as one of the possible paths of the spontaneous emergence of agents. commitments, of conventions and likely of real social norms: the tacit emergence of a prescriptive character and, then, of obligations and duties. We will examine the constitutive elements .both cognitive and relational . of this process of spontaneous transition from the predictive attitudes to the prescriptive ones and, on this basis, to real normative attitudes. Finally, we will discuss the inevitably normative component of conventions as traditionally described (Lewis 1969). We will argue that this fundamental process is notably left implicit or insufficiently explained.X60http://www.istc.cnr.it/doc/62a_843p_Cogsci03.pdf'`Yhttp://www.istc.cnr.it/createhtml.php?nbr=83 http://www.istc.cnr.it/createhtml.php?nbr=62t<6Castelfranchi, Cristiano Falcone, Rino Piunte, Michele 2006RLSurprise as shortcut for Anticipation: clustering Mental States in ReasoningIJCAI07.COGNITIVE SCIENCES.'surprise cognitive sciences expectationXD>http://www.istc.cnr.it/doc/62a_2006070716156t_ijcai07prova.pdf'2,http://www.istc.cnr.it/createhtml.php?nbr=62 Cater, J.P.  1992The nose have it!60Presence: Teleoperators and Virtual Environments1e4a493-494sCOMPUTER SCIENCES4 computer sciences presencecited by Dihn, 1999Cavalcanti, Alberto. 1939 (1985)/Sound in films "Weis, Elizabeth Belton, John&Film sound. Theory and practiceu "University of Columbia Press1.1\ CINEMA cinema soundXhttp://lavender.fortunecity.com/hawkslane/575/sound-in-films.htm http://www.columbia.edu/cu/cup/catalog/data/023105/0231056370.HTMCavell, Stanleys 1986&The uncanniness of the ordinaryl*#THE TANNER LECTURES ON HUMAN VALUES Stanford UniversityCINEMA PHILOSOPHYe& cinema Philosophy uncanny valleyXpjhttp://www.tannerlectures.utah.edu/lectures/cavell88.pdf#search=%22cavell%20uncanny%20tanner%20lectures%22@@@@&LL V;;;88BBBBBB@>>eeeN3+FFF+33=]&Vk-((CCC!>\\ki-R<LI((iiK\;iaiIk) &O\0IN,,#<-Q,RR%RL5+BW,N/W+.77733%%+?#-< V)%OEL4K,L ;%A &a,N/< WiO)A,,LK1);VVN,444114 OkkLLC888; WNN,(V Z4vYHhj ,Dennett, D. C. 1996@9Kinds of minds : toward an understanding of consciousnessb New York, N.Y.  Basic Bookss PHILOSOPHYVObelievability human-likeness life-likeness folk psychology knowledge Philosophy3Dennett, Daniel C. 200182Surprise, surprise," commentary on O'Regan and Noe$Behavioural and Brain Sciences245e 982e PHILOSOPHY60Philosophy surprise expectation belief knowledgeDennett, D. C. 20022+How could I be wrong? How wrong could I be?l(!Journal of Consciousness Studies9 5-6 13-16 PHILOSOPHYPhilosophy knowledge@9Dinh, H. Q. Walker, N. Song, C. Kobayashi, A. Hodges L.F.s 1999rlEvaluating the importance of multi-sensory input on memory and the sense of presence in virtual environmentsIEEE Virtual Reality222-228oCOMPUTER SCIENCES}:3computer sciences presence presence measure realism322 subjects participated in an experimental study to investigate the effects of tactile, olfactory, audio and visual sensory cues on a participant's sense of presence in a virtual environment and on their memory for the environment and the objects in that environment. Results strongly indicate that increasing the modalities of sensory input in a virtual environment can increase both the sense of presence and memory for objects in the environment. In particular, the addition of tactile, olfactory and auditory cues to a virtual environment increased the user's sense of presence and memory of the environment. Surprisingly, increasing the level of visual detail did not result in an increase in the user's sense of presence or memory of the environment. cited by http://www.presence-research.org/Questionnaires.htmlc, http://www.presence-research.org/AppendixA.html#Dinh cited by van Baren 2004@:http://www.cs.stevens-tech.edu/~quynh/papers/SmellVR99.doc^WDiZio, Paul Held, Richard Lackner, James R. Shinn-Cunningham Barbara Durlach, Nathaniel 2001`ZGravitoinertial force magnitude and direction influence head-centric auditory localization Journal of Neurophysiology85 2455-2460COGNITIVE SCIENCES^Wcognitive sciences illusion proprioceptive illusion auditory illusion intersensory biasXhttp://www.google.fr/url?sa=t&ct=res&cd=1&url=http%3A%2F%2Fwww.graybiel.brandeis.edu%2Fpublications%2FPDF%2F178_grav_force_mag_dir.pdf&ei=yMCtRpKEBImymwP14PnCAg&usg=AFQjCNEmPpQly46rU6Ba47t5WIaFUjU5oQ&sig2=9O3BGq46DU62K-2Twu7Bvgp Doyle, P.. 2002d]Believability through context using knowledge in the world to create intelligent characterscVPFirst international joint conference on Autonomous agents and multiagent systems  ACM Press342349VR4.believability vr human-likeness realism agentscited by Kim, 2004.'Draper, J. V. Kaber, D. B. Usher, J. M. 1998 Telepresence Human Factorsm403e354-375eCOMPUTER SCIENCES.'telepresence presence computer sciences"cited by Krauss et al. 2001B7presence believability realism perception vr philosophyX'0)roberto.casati.free.fr/casati/roberto.htm\Casati, Robertoe 2006La valle del perturbante Sole 24 Oree MilanoROBOTICSuncanny valley roboticsx'60http://roberto.casati.free.fr/casati/roberto.htm("Casati, Roberto Pasquinelli, ElenaTo appear 2007B7More Than Just a Pretty Face: Affordances of EmbodimentlLEProc. of 2000 International Conference on Intelligent user Interfaces New Orleans, LousianaVRF@VR believability realism human-likeness life-likeness embodiment,%Prior research into embodied interface agents has found that users like them and find them engaging. In this paper, we argue that embodiment can serve an even stronger function if system designers use actual human conversational protocols in the design of the interface. Communicative behaviors such as salutations and farewells, conversational turn-taking with interruptions, and referring to objects using pointing gestures are examples of protocols that all native speakers of a language already know how to perform and that can thus be leveraged in an intelligent interface. We discuss how these protocols are integrated into Rea, an embodied, multi-modal conversational interface agent who acts as a real-estate salesperson, and we show why embodiment is required for their successful implementation.Xhttp://citeseer.ist.psu.edu/cache/papers/cs/11200/http:zSzzSzgn.www.media.mit.eduzSzgroupszSzgnzSzpublicationszSzIUI.cassell.final.pdf/cassell00more.pdf'("http://web.media.mit.edu/~justine/<5Cassell, J. Bickmore, T. Prevost, S. Churchill, E.y 2000$Embodied Conversational Agents Cambridge, Mass.  MIT PressCOMPUTER SCIENCES(!computer sciences agents presence{&cited by Gerhard, et al., 20001F?Cassell, J. Bickmore, T. Campbell, L. Vilhjlmsson, H. Yan. H.M.c 2001^XMore Than Just a Pretty Face: Conversational Protocols and the Affordances of EmbodimentKnowledge Based Systems14 55-64VRF@VR believability realism life-likeness human-likeness embodimentPrior research into embodied interface agents has found that users like them and nd them engaging. However, results on the effectiveness of these interfaces for task completion have been mixed. In this paper, we argue that embodiment can serve an even stronger function if system designers use actual human conversational protocols in the design of the interface. Communicative behaviors such as salutations and farewells, conversational turn-taking with interruptions, and describing objects using hand gestures are examples of protocols that all native speakers of a language already know how to perform and can thus be leveraged in an intelligent interface. We discuss how these protocols are integrated into Rea, an embodied, multi-modal interface agent who acts as a real-estate salesperson, and we show why embodiment is required for their successful implementation. q 2001 Elsevier Science B.V. All rights reserved.hXnJChttp://www.soc.northwestern.edu/justine/publications/embodiment.pdfl'("http://web.media.mit.edu/~justine/>7Castelfranchi, Cristiano Falcone, R. De Rosis, Fiorellam 1998:4Deceiving in GOLEM: how to strategically pilfer help <6C. Castelfranchi R. Falcone B. S. Firozabadi Y.-H. Tan4-Deception, Fraud and Trust in Agent Societies VR COGNITIVE SCIENCES:4deception agents vr cognitive sciences believabilityX@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'b[http://www.di.uniba.it/intint/people/fior.html http://www.istc.cnr.it/createhtml.php?nbr=62yCastelfranchi, C.N 2000 Conflicts Ontology Dieng, R. Meller, H.J.*$Conflicts in Artificial Intelligence  Dordrechtf Kluwer 21-40rCOGNITIVE SCIENCESconflict'2,http://www.istc.cnr.it/createhtml.php?nbr=62HBDe Rosis, Fiorella Covino, M. Falcone, R. Castelfranchi, Cristiano 2000D=Bayesian cognitive diagnosis in believable multiagent systemsn M A Williams H Rotty"Frontiers of Belief Revision Kluwer D. GabbayApplied LogicsVR COGNITIVE SCIENCES81believability belief agents vr cognitive sciencesX@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'f`http://www.di.uniba.it/intint/people/fior.html http://www.di.uniba.it/intint/people/valeria.html>7De Rosis, Fiorella Pelachaud, Catherine Poggi, Isabellaf 2003XQTranscultural Believability in Embodied Agents: A Matter of Consistent Adaptationp S. Payr R. Trappl PIAgent Culture: Designing Human-Agent Interaction in a Multicultural World "Laurence Erlbaum AssociatesVR COGNITIVE SCIENCESF@VR cognitive sciences life-likeness human-likeness believabilityIn this chapter, we propose some reflections on how an embodied animated agent might be designed so as to adapt its behavior to the cultural context to which it applies. We start from a discussion of the meaning of the term culture to then analyze the literature findings about the way human beings behavior (natural language expression, affect feeling and display, verbal and nonverbal components of their communication, etc.) varies according to the culture. The description of a context-adaptable embodied animated agent is a departure point to suggest how adaptation might be extended to cultural factors. Finally, the problem of how to ensure that the agent behavior does not lose in consistency while acquiring adaptation abilities is examined: Consistency is considered, at present, as an essential constituent of agent believability and should therefore guide the setting of values for adaptation parameters.XF@http://www.iut.univ-paris8.fr/~pelachaud/AllPapers/culture04.pdf'http://www.di.uniba.it/intint/people/fior.html http://host.uniroma3.it/docenti/poggi/ http://www.iut.univ-paris8.fr/~pelachaud/|"^;.$Pelachaud, Catherine Bilvi, M. 2003>7Computational Model of Believable Conversational Agentsm Marc-Philippe Huget PJCommunication in Multiagent Systems: background, current trends and future Springer-Verlag 2650 2650VR COGNITIVE SCIENCESNGvr cognitive sciences agents believability human-likeness life-likenessD=In this chapter we present the issues and problems involved in the creation of Em- bodied Conversational Agents (ECAs). These agents may have a humanoid aspect and may be embedded in a user interface with the capacity to interact with the user; that is they are able to perceive and understand what the user is saying, but also to answer verbally and nonverbally to the user. ECAs are expected to interact with users as in human-human conversation. They should smile, raise their brows, nod, and even ges- ticulate, not in a random manner but in co-occurrence with their speech. Results from research in human-human communication are applied to human-ECA communication, or ECA-ECA communication. The creation of such agents requires several steps ranging from the creation of the geometry of the body and facial models to the modeling of their mind, emotion, and personality, but also to the computation of the facial expression, body gesture, gaze that accompany their speech. In this chapter we will present our work toward the computation of nonverbal behaviors accompanying speech.uX)F?http://www.iut.univ-paris8.fr/~pelachaud/AllPapers/mas-book.pdf3'0)http://www.iut.univ-paris8.fr/~pelachaud/4.Persson, P. Hk, Kristina Simsarian, Kristian 2000^WHuman-Computer Interaction versus Reception Studies: Objectives, Methods and Ontologies`YNorFA Research Seminar Reception: Film, TV, Digital Culture, Department of Cinema Studies Stockholm University2+CINEMA COMPUTER SCIENCES COGNITIVE SCIENCESd^computer sciences cinema cognitive sciences realism illusion illusion of reality believabilityVisual and digital culture merge. While Reception Studies investigates the appropriation of traditional media such as film, Human Computer Interaction (HCI) tries to understand the reception of, and interaction with, new media, interactive systems and information technology. So far, the awareness of each others existence and practices have been extremely low, even though both might be said to center around the notion of reception. This paper aims at providing an overview and a comparison of these two fields of inquiry, with the specific intent of marking out differences and overlaps in research objectives, methodology and ontologies. Examples of potential collaborations is given at the end of the paper.pxo60http://www.perpersson.net/Publications/norfa.pdf'*#http://www.perpersson.net/index.htmj:3Persson, Per. Laaksolahti, Jarmo. Lnnqvist, Peter.s 20000*Antropomorphism: A Multilayered PhenomenonPI AAAI Fall symposium, Socially Intelligent Agents - The Human in the Loop North Falmouth, MA.eVR COGNITIVE SCIENCES82human-likeness life-likeness realism believability'*#http://www.perpersson.net/index.htm Persson, P.n 2003D>Understanding Cinema: A Psychological Theory of Moving Imagery Cambridge, Mass. Cambridge University Press CINEMA COGNITIVE SCIENCESbJDcinema cognitive sciences illusion illusion of reality believability' http://www.perpersson.net/<6Piunti, Michele Castelfranchi, Cristiano Falcone, Rino 2007RLSurprise as shortcut for Anticipation: clustering Mental States in Reasoning Proceedings of the IJCAI07 Hyberabad, India.COGNITIVE SCIENCES.'cognitive sciences surprise expectationTo enhance effectiveness in real world applications, autonomous agents have to develop cognitive competencies and anticipatory capabilities. Here we point out their strong liaison with the functional roles of affective mental states as those of humanlike metaphor: not only the root elements for both surprise and anticipation are expectations, but also part of the effects of the former elicit efforts on the latter. By analyzing different kinds of expectations, we provide a general architecture enhancing practical reasoning with mental states, describing and empirically evaluating how mental and behavioral attitudes, emerging from mental states, can be applied for augmenting agent reactivity, opportunism and efficacy in terms of anticipation.X6/http://www.istc.cnr.it/doc/87a_1840p_Piunti.pdfn'2,http://www.istc.cnr.it/createhtml.php?nbr=62 Pixaro 1988Tin Toyd BELIEVABILITYx,&animation believability uncanny valley<5http://www.pixar.com/shorts/tt/theater/short_320.html\ Pixaro 2004The Incrediblesm BELIEVABILITY,&believability animation uncanny valleyrkhttp://disney.go.com/disneyvideos/animatedfilms/incredibles/ http://www.pixar.com/featurefilms/incredibles/ {$|p8 .-P4=.(Bordwell, David Staiger, J. Thompson, K. 1985NGThe classical Hollywood cinema: film style & mode of production to 1960l New York Columbia University Pressx CINEMAJDcinema cognitive sciences narration expectations illusion of realitycited by Cutting, 2005'ZShttp://www.davidbordwell.net/ http://www.geocities.com/david_bordwell/cognitive.htmvBordwell, Davidn 1989A Case for Cognitivism IRIS 9 11-41h CINEMA COGNITIVE SCIENCESrJCcinema cognitive sciences narration illusion of reality expectation XaB;http://www.uca.edu/org/ccsmi/ccsmi/classicwork/BORDCASE.htm'$http://www.davidbordwell.net/$Bordwell, David Carroll, Noeli 1996.(Post-Theory: Reconstructing Film Studies Madisond $University of Wisconsin Presst CINEMA COGNITIVE SCIENCESsb\believability cinema cognitive sciences expectation illusion of reality psychology narrationtwo articles described by Freeland 1997: Hochberg & Brodes and Peterson both about the violation of standard conditions of depiction, violation of expectations in avant garde'http://www.davidbordwell.net/ http://www.temple.edu/humanities/NoelCarroll.htm http://www.geocities.com/david_bordwell/cognitive.htmBotvinick, M. Cohen, J.l 1998.'Rubber hands feel touch that eyes seer"Nature Reviews Neuroscienceg 391y 756iCOGNITIVE SCIENCESlecognitive sciences perception illusion proprioceptive illusion fake hand illusion illusion of realitycited by Holmes, 2004Bratman, M. E. 1988.'Intentions, plans, and practical reasonn  Cambridge, MA\ Harvard University PressCOGNITIVE SCIENCES$cognitive sciences expectation`ZCited by Castelfranchi & Lorini, 2003 Miceli, 2002 Basic text about expectations, surprise Bray, Hiawath 2007("Secon Life takes a Bay State boostThe Boston Globe Boston May 21COMPUTER SCIENCESs:3computer sciences Second Life realism believabilityXhahttp://www.boston.com/business/technology/articles/2007/05/21/second_life_gets_a_bay_state_boost/nB7Animating expressive characters for social interactions John BenjaminsVR COGNITIVE SCIENCES2,emotions VR cognitive sciences believability The ability to show affective behavior is recognized as one of the essential ingredients of believability in Embodied Animated Characters. If artificial agents cannot be built to feel emotions (at least as far as internal bodily changes are concerned), they must at least be able to simulate this condition in their external appearance. Shallow or inner aspects of behavior may be influenced by emotions, such as face expressions, gesturing, movements but also decision making, argumentation style, instructional strategies (Sillince and Minors, 1991; Gmytrasiewicz and Lisetti, 2000; Staller and Petta, 2001) The increasing number of recent studies that are aimed at introducing some form of affect in the computer attitude have a common origin in the seminal works of Carbonell (1980), Oatley and Johnson Laird (1987), Ortony, Clore and Collins (1988) and others. In particular, Ortony and colleagues suggested a categorization of emotions based on their activation factors that is acknowledged as the grounding theory from the large majority of application studies. The proposed formalisation methods were also inspired by the formalization of the emotion activation mechanism in terms of emotion-specific rules that was suggested by Ortony (1988 b) and owe identification of the variables that may influence this process to the deep analysis of Elliott and Siegle (1993). The way complex phenomena like emotions may be modeled strongly depends on the envisaged application area. If, for instance, the application concerns a 2D embodied character that is sketchy in its appearance and is expected to show a limited range of behaviors (like in the case of MSAgents), then a refined modeling approach is probably not needed: emotions with graded intensities and multiple emotions would be hard to show, in this case. In other cases, however, more refined representations are needed and possible. This is the case of 3D characters that are designed to be highly realistic and whose face and bodies may be manipulated so as to (ideally) show the large variety of expressions that are displayed by humans. Another situation of high realism occurs when the goal of realism and believability concerns the social behavior of characters rather than (or in addition to) their external apparence: for instance, when they are expected to undertake natural conversations with the user. In the latter case, some knowledge of the reasons why an emotional state was activated (in the agent and in the user) is useful to achieve consistency and naturalness in the behavior, in a given time instant and throughout time. Models have then to be refined enough to represent the cognitive and social aspects of emotion activation and disappearing. For instance, which beliefs and goals govern activation of every emotion, how differently agents react to similar situations according to their personality and to the context in which the event occurs, which variables affect emotion intensities and, finally, how emotions may mix up and vary in time. In these case, a simple representation of (event, emotion) combinations is not sufficient and a finer grain size of knowledge is needed. In addition, time evolution of the affective state has to be represented. In this paper, we discuss this problem in general terms, starting from Picards Marathon example (Picard, 1997, p. 171). We then propose a method to represent cognitive models of emotion activation and disappearing which deals with uncertainty and value scales.X.@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'f`http://www.di.uniba.it/intint/people/fior.html http://www.di.uniba.it/intint/people/valeria.html*c2`Cutting, James E.r 20050*Perceiving scenes in film and in the world $J. D. Anderson B. F. Andersonn4.Moving image theory: Ecological considerations Carbondale, IL ("Southern Illinois University Press 9-2760CINEMA COGNITIVE SCIENCES Ecological psychologyhacinema believability cognitive sciences ecological psychology perception suspension of disbeliefHA Problem: why movies are acceptable-have success in spite of the fact that the physical structure of movies is different from the physical structure of the world (see cuts and shots against a spatially-temporally continuous world)? Difference it is not disturbing because filmakers use techniques that mesh with the human visual system and in general match our perceptive and cognitive dispositions. Great importance to narration in catching the interest. Holliwood style: contract between filmaker and spectator: suspension of disbelief in change of never becoming self-awarenX D>http://www2.psych.cornell.edu/cutting/pub/cutting%20film02.pdf'<5http://www.psych.cornell.edu/people/Faculty/jec7.htmlm Cutting, J.E.oin pressZSFraming the rules of perception: Hochberg vs. Galileo, Gestalts, Garner, and GibsonP ,%M.E. Peterson B. Gillam H.A. Sedgwick\VIn the mind's eye: Julian Hochberg on the perception of pictures, film, and the world.  New York Oxford University Press.(COGNITIVE SCIENCES Ecological psychologyLFcognitive sciences ecological psychology perception implicit knowledgeJulian Hochberg is our greatest synthesizer of theories and experimental results in the field of perception, and he has been so for a half century. Moreover, his only real predecessor was E. G. Boring, who in a single volume (Boring, 1942) put together both an intellectual and rumorful history of the field. Hochberg never had either aspiration, but in what is surely the largest collection of text and handbook chapters on perception that anyone will ever write, Hochbergs corpus has covered all of the important ground many times in the best of historical traditionsrevising and reworking the past in light of current and ongoing controversies. As have many others, I have spent a good part of my intellectual life having agreements and disagreements about perception with the several Julian Hochbergs, the authors of those chapters and of experimental works. For example, occasionally I would find myself tantalized by an idea that he had proposed several decades before, but that he had disavowed not long before as I was embracing it. But Hochbergs legacy is not continual revolution. One thread that runs through his work is a concern with the rules by which perception occurs. There can be no doubt that our perception of the world around us occurs in a very reliable and repeatable way. But how, and why? And in what form should we express those rules? Historically there are several candidates for framing the ruliness of perception. Here, let me discuss four.hX=HAhttp://www2.psych.cornell.edu/cutting/pub/cutting-on-hochberg.pdfl',&http://www2.psych.cornell.edu/cutting/Peter-Valdes DapenaH 2006& Real cars drive into Second LifeCNN.com/ November 18th/ MEDIAhmedia Second Life vrX\B7Spatial Information Theory: A Theoretical Basis for GISe Berlin Springer-Verlag 988 1-15("Lecture Notes in Computer SciencesAI82naive geography commonsense knowledge knowledge AIThis paper defines the notion and concepts of Naive Geography, the field of study that is concerned with formal models of the common-sense geographic world. Naive Geography is the body of knowledge that people have about the surrounding geographic world. Naive Geography is envisioned to comprise a set of theories that provide the basis for designing future Geographic Information Systems that follow human intuition and are, therefore, easily accessible to a large range of users.Xo`Yhttp://www.ncgia.buffalo.edu/i21/ng/NG51.html http://www.ncgia.buffalo.edu/i21/ng/ng.htmlu:4Egges, Arian Kshirsagar, S. Magnenat-Thalmann, Nadia 20020)Imparting Individuality to Virtual HumansxrFirst International Workshop on Virtual Reality Rehabilitation (Mental Health, Neurological, Physical, Vocational) Lausanne, Switzerland201-108VR$vr agents personality emotionsIn this paper, we present an integrated method of linking personality and emotion with the response generation and expression synthesis of Virtual Humans. The characters are powered by a dialogue system that consists of a large set of basic interactions between user and computer. These interactions are encoded in finite state machines. Transitions are linked with conditions and actions that can be connected with external modules. One of these modules is a personality module. In this way, responses of the virtual human depend not only on input given by a user, but also on its personality and emotional state. The dialogue system is connected to a 3D face that performs the speech and facial animation, together with facial expressions that reflect the personality specification.Xn0)http://miralabwww.unige.ch/papers/132.pdfh'"http://miralabwww.unige.ch/w:4Egges, Arian Kshirsagar, S. Thalmann, Nadia Magnenat 20032,Model for Personality and Emotion SimulationNGKnowledge-Based Intelligent Information & Engineering Systems (KES2003)VR$vr personality emotions agentsThis paper describes a generic model for personality, mood and emotion simulation for conversational virtual humans. We present a generic model for describing and updating the parameters related to emotional behaviour. Also, this paper explores how existing theories for appraisal can be integrated into the framework. Finally we describe a prototype system that uses the described models in combination with a dialogue system and a talking head with synchronised speech and facial expressions. 1 IntroductionpX0)http://miralabwww.unige.ch/papers/162.pdf'"http://miralabwww.unige.ch/H~o$hi}~ .:Geisler, Michael 19996/Whap! Zing! and A Holler Animation Sound DesignwAnimation World Magazine 4.1A CINEMA0)sound cinema fiction film sound animation{XpGerhard, M. Moore, D. 1998NHUser Embodiments in Educational CVEs: Towards Continuous PresenceD=International Conference on Network Entities, (NETIES '98)s  Leeds, UKdCOMPUTER SCIENCESe(!presence agents computer sciences $cited by Gerhard, et al., 2001&Gerhard, M. Moore, D. Hobbs, D.e 2001Continuous presence in collaborative virtual environments: Towards the evaluation of a hybrid avatar-agent model for user representation (!A. de Antonio R. Aylett D. Ballin<6International Conference on Intelligent Virtual Agents  Madrid, Spain137-153COMPUTER SCIENCESZScomputer sciences presence presence measure immersion realism style of presentationhThis paper is concerned with the evaluation of user embodiments in educational collaborative virtual environments by exploring an important aspect of interaction in virtual environments, namely the degree of presence experienced by participants. Firstly, the influence of different avatar styles is examined using a specially designed prototype virtual art gallery. The choice of experimental procedure, together with analysis and interpretation of the results are presented and discussed. A second possible factor influencing presence, namely the continuous representation of users is examined within the same prototype environment, but this time using a hybrid avatar-agent model featuring an animated conversational agent to control the avatar during absence of its underlying user. A forthcoming set of experiments to evaluate the effect of such an agent on users experience of presence are described, and the consequences of increasing presence in a collaborative virtual environment, particularly in respect of possible benefits within a virtual learning environment, are discussed.~wcited by http://www.presence-research.org/Questionnaires.htmlc, http://www.presence-research.org/AppendixA.html#Gerhardu>8http://www.lmu.ac.uk/ies/comp/staff/mgerhard/2001iva.pdf&Gerhard, M. Moore, D. Hobbs, D. 2001d^An Experimental Study of the Effects of Presence in Collaborative Virtual Environmentsd^Proceeding of the International Conference on Intelligent Agents for Mobile and Virtual Media  Bradford, UKCOMPUTER SCIENCES computer sciences presenceTNcited by Gerhard, et al., 2001 usefulness of presence for leaning applications Gerrig, R. J.  1993$Experiencing narrative worldst  New Haven, CTh Yale University PressrCOMPUTER SCIENCES MEDIAt4-computer sciences media telepresence presence>8cited by Kim & Biocca, 1993 being transported Nowak 2001Gibson, James J. 1933NHAdaptation, after-effect, and contrast in the perception of curved lines("Journal of experimental psychology16 1-31 WP7ointersensory bias Gibson, J. J.e 19662+The senses considered as perceptual systems, Boston Houghton Mifflin Company&sensory modalities haptic touchn photocopy Gibson, J. J.t 1971,%The information available in picturesnLeonardo4p 27-35}COGNITIVE SCIENCES0)cognitive sciences perception visual artsi Gibson, J. J.t 19794- The ecological approach to visual perceptionn  Mahwah, NJ "Lawrence Erlbaum AssociatesfCOGNITIVE SCIENCES81cognitive sciences perception ecological approach("Gilkey, R. H. Weisenberger, J. M. 1995<5The sense of presence for the suddenly deafened adult60Presence: Teleoperators and Virtual Environments4u4i357-363SCOMPUTER SCIENCESs2+computer sciences presence presence measure_~wcited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htm(!Gilkey, R. H. Weisenberger, J. M.o 1995<5The sense of presence for the suddenly deafened adult60Presence: Teleoperators and Virtual Environments4l357-363COMPUTER SCIENCES2+presence computer sciences sound film soundsee Murray, et al, 2000\& Goetz, J. Kiesler, S. Powers, A. 2003XRMatching robot appearance and behavior to tasks to improve human-robot cooperation\UThe twelveth IEEE international workshop on robot and human interactive communication Lisbon, Portugal BELIEVABILITYD=believability uncanny valley human figure appearance behaviorA robots appearance and behavior provide cues to the robots abilities and propensities. We hypothesize that an appropriate match between a robots social cues and its task will improve peoples acceptance of and cooperation with the robot. In an experiment, people systematically preferred robots for jobs when the robots humanlikeness matched the sociability required in those jobs. In two other experiments, people complied more with a robot whose demeanor matched the seriousness of the task.XxRLhttp://www.contrib.andrew.cmu.edu/~rgockley/papers/AppearanceAndBehavior.pdf Goffman, E.n 1974Frame analysis New York  Harper & Row DRAMATIC ARTStB;dramatic arts believability realism suspension of disbeliefpjcited by Stoffregen 2003 about suspension of disbelief: suspension of disbelief is not illusion of realityGoldmark, Daniel 1997*#Carl Stalling and humor in cartoonsAnimation World Magazine 2.1sCINEMA ANIMATION0)cinema animation sound film sound fictionx\@9http://www.awn.com/mag/issue2.1/articles/goldmark2.1.htmlGorbman, Claudia 1987,&Unheard melodies: narrative film music London BFIo CINEMA$cinema sound film sound music Gordon, R. M. 1986$Folk psychology as simulationMind and languagee1r158-171RCOGNITIVE SCIENCESfolk psychologyfLorella Castelfra0*Egges Kshirsagar Magnenat-Thalmann, Nadia 2004LEGeneric Personality and Emotion Simulation for Conversational Agents.,& Computer Animation and Virtual Worlds151 1-13VR$vr agents personality emotionsThis paper describes a generic model for personality, mood and emotion simulation for conversational virtual humans. We present a generic model for updating the parameters related to emotional behaviour, as well as a linear implementation of the generic update mechanisms. We explore how existing theories for appraisal can be integrated into the framework. Then we describe a prototype system that uses the described mod- 1 els in combination with a dialogue system and a talking head with synchronised speech and facial expressions.haX Bibliography abou the role of emotions and personality in agent's and character's believabilityy.(http://miralabwww.unige.ch/papers/81.pdf'"http://miralabwww.unige.ch/g81Egges, Arian Visser, R. Magnenat-Thalmann, Nadia 2004D>Example-Based Idle Motion Synthesis in a Real-Time ApplicationCAPTECH Workshop Zermatt, Switzerland 13-19VR"vr agents motion personalityzsIn this paper, we describe an animation synthesizer that allows generating two layers of subtle motions: small posture variations and personalised change of balance. Such a motion generator is needed in many cases when one attempts to create an animation sequence out of a set of existing clips, in order to avoid unnaturallooking transitions or frozen waiting-states between clips. The motion synthesizer forms a part of a real-time blending engine that allows to smoothly mix the idle motions with other animation clips. Personalised animations can be obtained by using different animation databases for different characters.gXm0)http://miralabwww.unige.ch/papers/327.pdfm'"http://miralabwww.unige.ch/t,%Egges, Arian Magnenat-Thalmann, Nadia- 2005D>Emotional Communicative Body Animation for Multiple Characters V-Crowds'05 Lausanne, Switzerlands 31-401VR4-vr personality emotions human-likeness agentsCurrent body animation systems for Interactive Virtual Humans are mostly procedural or key-frame based. Although such methods provide for a high flexibility of the animation system, often it is not possible to create animations that are as realistic as animations obtained using a motion capture system. Simply using motion captured animation segments in stead of key-framed gestures is not a good solution, since virtual human animation systems also specify parameters of gesture that affect the style, such as for example expressing emotions or stressing a part of a speech sequence. In this paper, we describe an animation system that allows for the synthesis of realistic communicative body motions according to an emotional state, while still retaining the flexibility of procedural gesture synthesis systems. These motions are constructed as a blend of idle motions and gesture animations. Based on an animation specified for only a few joints, automatically and in real-time, the dependent joint motions are calculated. Realistic balance shifts adapted from motion capture data are generated on-the-fly, resulting in a fully controllable body animation, adaptable according to individual characteristics and directly playable on different characters at the same time.Xt0)http://miralabwww.unige.ch/papers/377.pdf8'"http://miralabwww.unige.ch/t^ Davis, Dane 1999>7Interview with Dane Davis, Sound Designer, "The Matrix" DeditorsNets CINEMA.'cinema sound film sound science fiction/X.6/http://www.filmsound.org/editorsnet/matrix1.htm2+De Rosis, Fiorella Castelfranchi, Cristianoi 1999NHHow can personality factors contribute to make agents more 'believable'?lfProceedings of the 13 Spring Days Workshop on 'Behaviour Planning for Lifelike Characters and Avatars' Sitges0*believability agents vr cognitive sciencesIt is becoming a general opinion that personality affects Human-Computer Interaction in the two directions. On one side, computers show a personality in their style of communication; this personality is perceived by the users and can influence usability (although it has not yet been established whether it is preferable that the two personalities are similar or complementary). On the other side, 'even the most superficial manipulations of the interface are sufficient to exhibit personality, with powerful effects' (Nass et al, 1995); these effects are going to grow considerably with the diffusion of agent-based interaction. Personalities in human-computer interaction have been characterised, in prevalence, in terms of the 'Big Five' structure, and the aspect that has been investigated with more frequency, among these five orthogonal factors, is the 'extraversion' (dominance/submissiveness) dimension of interpersonal behaviour (Nass et al, 1995; Dryer, 1998; Ball and Breese, 1998). Other 'extrarational' attitudes that have been proven to affect communication are humor, flattery, blaming and politeness (Fogg and Nass, 1997; Moon and Nass, 1998; Nass, Moon and Carney, in press ). The prevailing interest for the role of personality factors in HCI concerns their 'observable expression', that is the way personality traits and emotions manifest themselves in a natural or artificial agent: wording choice and speech characteristics in natural language messages, facial expression and body gestures or movements (Dryer, 1998; Breese and Ball, 1998 and many more contributions in the same Proceedings). The purpose of these Projects is, on one side, to generate, in life-like agents, personality-rich behaviours; on the other side, to recognise similar behaviours in other agents, such as the user. The way that the behaviour of personality-rich agents is programmed is by defining 'activation rules', either in a logical form (Binsted, 1998) or in conditions of uncertainty (Ball and Breese, 1998); these rules define how agents manifest a context-driven or an internal emotional or personality state in their external appearance. Personality, though, is not only a question of 'communication style', but 'represents those characteristics of the person that account for consistent patterns of feeling, thinking and behaviour' (Nass et al, 1995). In AI and computer science, interaction and cooperation are frequently identified or equated with communication (Castelfranchi, 1998). This is not correct, since interaction (and its sub-case cooperation) does not necessarily coincide with communication and does not necessarily use it; on the contrary, communication is necessarily a form of interaction, although not necessarily a form of cooperation. Stressing on expression and communication style the characterisation of personalities in believable agents is a consequence of this identification. However, there are styles in behavior (and specifically in social behavior) that characterise agents independently of their expression or comunicative style. For example, being helping and benevolent (that is, leaning to adopt the goals of others) is not the same as being nice and warm; being dependent is not the same as being humble or submitted; being non-cooperative or untrustworty is not the same as being rude or hostile. Of course, there are correlations between expression and communication style on one hand, and social attitudes or personalities on the other hand, and we desperately try to infer the mental social attitude or personality of the others from their appearance, voice or expression. However, these are only signs and hints of a personality, of a social attitude or of an emotion. In sum, affective expressions and social attitudes are not the same, and both of them have to be modeled: social personalities or attitudes have to be characterised independently of their affective or communicative pendant. In the first notable study about cognitive modeling of personality, personality traits were represented as combinations of degrees of importance assigned to goals (Carbonell, 1980); subsequently, they were seen as dichotomic attributes that trigger reasoning rules (see the definition of 'sincere' and 'helpful' in Cohen and Levesque, 1990). The aspect of personality-rich agents on which we focused, in particular, our attemps of formalisation is 'thinking': in trying to build a cognitive model of personality-rich agents, we suppose that agents themselves are represented by a BDI architecture , to study which are the aspects of their mental state and of their reasoning process that can be varied according to personality. Ihis paper, we reports our contribution to this topic in three ongoing Projects concerning different aspects of human-computer interaction.X@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'b[http://www.di.uniba.it/intint/people/fior.html http://www.istc.cnr.it/createhtml.php?nbr=62aud, Catherine Carofiglio, Valeria De Carolis, Berardina De Rosis, Fiorella Poggi, Isabella\ 2002F@Embodied Contextual Agents for Information Delivery ApplicationsProceedings of AAMAS'02 BolognaVR COGNITIVE SCIENCES0*vr cognitive sciences believability agentsWe aim at building a new human-computer interface for In- formation Delivering applications: the conversational agent that we have developed is a multimodal believable agent able to converse with the User by exhibiting a synchronized and coherent verbal and nonverbal behavior<6Pizzutilo, S. De Carolis, Berardina De Rosis, Fiorella 2000"Cooperative Interface Agents 0)K Dautenhahn A Bond D Canamero B Edmonds:TMSocially Intelligent Agents: creating relationships with computers and robots Kluwer Ac PublVR COGNITIVE SCIENCESD=agents vr believability emotions human-likeness life-likenessrX0@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'4.http://www.di.uniba.it/intint/people/fior.html<6Pizzutilo, S. De Carolis, Berardina De Rosis, Fiorella 200082Cooperating with Personality-Rich Interface AgentsVPnternational Workshop on "Socially Intelligent Agents 2000", AAAI Fall SymposiumVR COGNITIVE SCIENCENGagents human-likeness life-likeness believability vr cognitive sciencesAnimated Agents are endowed with personality (and emotions), with the aim of increasing their believability and of establishing an empathic relationship with the User: the Five Factor Model is the reference schema most frequently employed to this aim. In this paper, we claim that, to endow Agents with 'social intelligence', these 'communication' traits should be integrated with 'cooperation' attitudes; we describe our experience in building an Agent that combines the two personality aspects and discuss the problems still open.X@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'4.http://www.di.uniba.it/intint/people/fior.htmle>*lB;Lombard, M. Bolmarcich-Ditton, T. Grabe, M. E. Reich, R. D. 1994>7Direct responses to television: The role of screen sizeaD=Annual meeting of the International Communication Association Sydney, AustraliaCOMPUTER SCIENCES MEDIA&computer sciences media measure@9cited by Kim & Biocca, 1997 measure of reactions to media Lombard, M.. 1995NGDirect responses to people on the screen: Television and personal spaceCommunication Research223p288-324tCOMPUTER SCIENCES MEDIA&computer sciences media measure@9cited by Kim & Biocca, 1997 measure of reactions to media;LELombard, M. Reich, R. D. Grabe, M. E. Campanella, C. M. Ditton, T. B.2 1995`ZBig TVs, little TVs: The role of screen size in viewer responses to point-of-view movementD=Annual meeting of the International Communication Association Albuquerque, NMCOMPUTER SCIENCES MEDIA&computer sciences media measure>7cited by Kim & Biocca, 1997 measure of effects of mediaLombard, M . Ditton, T.s 199781At the hearth of it all : the concept of Presence0*Journal of computer-mediated communicationVRpresence$A number of emerging technologies including virtual reality, simulation rides, video conferencing, home theater, and high definition television are designed to provide media users with an illusion that a mediated experience is not mediated, a perception defined here as presence. Traditional media such as the telephone, radio, television, film, and many others offer a lesser degree of presence as well. This article examines the key concept of presence. It begins by noting practical and theoretical reasons for studying this concept. Six conceptualizations of presence found in a diverse set of literatures are identified and a detailed explication of the concept that incorporates these conceptualizations is presented. Existing research and speculation about the factors that encourage or discourage a sense of presence in media users as well as the physiological and psychological effects of presence are then outlined. Finally, suggestions concerning future systematic research about presence are presented.sXo60http://jcmc.indiana.edu/vol3/issue2/lombard.html'4.http://astro.temple.edu/~lombard/research.htmlb[Lombard, M. Ditton, T. B. Crane, D. Davis, B. Gil-Egui, G. Horvath, K. Rossman, J. Park, S.i 2000vpMeasuring presence: A literature-based approach to the development of a standardized paper-and-pencil instrument.(Third International Workshop on Presence Delft, The NetherlandsCOMPUTER SCIENCESr2+computer sciences presence presence measuresAlthough the literature suggests that presence is a multi-dimensional concept, little research is available to confirm the existence of, or the relationships among, the separate dimensions. Further, the lack of a consensus regarding a conceptual definition of presence is one of the reasons that there is no standard technique or instrument for measuring presence responses. This paper describes a study currently being conducted at Temple University in which paper-and-pencil measurement items corresponding to each conceptualization (dimension) in the presence literature are being developed and tested. The two primary goals of the study are 1) to test major theoretical conceptualizations of presence and its components empirically, and 2) to develop a short, standardized, paper-and-pencil measurement instrument for presence that can be utilized for research across diverse media, stimuli, and subject populations.Xshttp://www.matthewlombard.com/P2000.htm http://www.matthewlombard.com/p2_ab.htm http://astro.temple.edu/~lombard/research/p2_P2000.html Loomis, J.M. 1992&Distal attribution and presence Presencee1s1o113-118p*$COMPUTER SCIENCES COGNITIVE SCIENCES4-presence cognitive sciences computer sciencesF@PSYCHOLOGICAL DEFINITION OF PRESENCE cited by Kim & Biocca, 1997"Lorini, E. Castelfranchi, C. 20044-The role of epistemic actions in expectationsp^XProceedings of the Second Workshop of Anticipatory Behavior in Adaptive Learning Systems  Los AngelesCOGNITIVE SCIENCES$cognitive sciences expectationThe goal of this paper is to analyse the central role of the epistemic activity in anticipatory mental life. A precise typology of different kinds of epistemic actions will be presented. On theses basis, a precise characterization of expectations about the success in the achievement of an intended result will be provided. Moreover, two specific kinds of epistemic actions (Epistemic Control and Epistemic Monitoring) will be defined and their functions in the goal-processing will be identified.aXh82http://www.istc.cnr.it/doc/62a_845p_ABIALS2004.pdf'`Yhttp://www.istc.cnr.it/createhtml.php?nbr=83 http://www.istc.cnr.it/createhtml.php?nbr=62nR\RRmmW0iiKiiiR(&#RB%%<L/RNL///(-m-(N,//RRNV,Rmm-aiQN iN$%RkBkB%-&BOKQm;W/(CMB5)/,,0Km/ORRRR@\O%(3E4 *"Cutting, J. E. Massironi, M. 1998<6Pictures and their special status in cognitive inquiry  J. Hochberg 82Perception and cognition at the end of the century  San Diego, CAs Academic Press137-168a On 18 December 1994 in the Ardennes in the south of France, three explorers discovered a cave with elaborate wall paintings, now estimated to be 30,000 years old.1 These are more than twice as old as those in the more celebrated caves of Niaux, discovered no later than the 17th century; of Altamira, discovered in the 19th; and of Lascaux, discovered in the mid-20th (see Chauvet et al, 1995; Clottes, 1995; Lorblanchet, 1995; Ruspoli, 1986). Indeed, in what is now known as the Grotte Chauvet are works that may date to the time that homo sapiens sapiens appeared in Europe (Lumley et al, 1969; Nougier, 1969; Wymer, 1982). What is most compelling about these paintings is that, given the migratory nature of our species and the unlikely survival of any such works, they are just about as old as they can be. They show more than 300 portrayals of animals, including bison, deer, elephants, horses, hyenas, ibexes, lions, oxen, rhinoceroses, a panther and an owl, many apparently depicted in motion and some never found in cave paintings before. They are etched or colored in black, yellow, or red; most are drawn with considerable grace and technique; and they are in no obvious way "primitive" or impoverished. Viewed from our time, one would think that an artist of any time would be proud to have produced them, for whatever purpose. Clearly, pictures have been with us a long time and, with the Chauvet discoveries, much longer than previously thought. Pictures can no longer be seen as an artifact of the development of a particular culture. They now seem likely to be a defining characteristic of our species. The antiquity and ubiquity of pictures suggests that some form of "visual literacy"--the ability to "read" and understand pictures (e.g. Messaris, 1994)--is deeply embedded in the human mind, even the genome. The Chauvet discoveries promote reconsideration of many questions. What is the relation between a picture and the aspects of the world it represents? What is it about our mental makeup that makes pictures such an easy and prolific a medium in which to communicate to others about the world around us? How is it that a few lines come to stand for the objects and desires of the artist? In this chapter we intend to outline answers to these questions. Our approach is broad and interdisciplinary (see also Hochberg, 1996); for focused discussions of perceived space see Sedgwick (1986) and Cutting and Vishton (1995), and for discussions of pictorial space see Goldstein (1979, 1987), Rogers (1995) and Hagen (1986).XD=http://www2.psych.cornell.edu/cutting/pub/cutting%20pix98.pdfCutting, J. E. 1998*$Information from the world around us  J. Hochberga82Perception and cognition at the end of the century  San Diego, CA3 Academic Press 69-93.(COGNITIVE SCIENCES Ecological psychology:3cognitive sciences ecological psychology perceptionJDWe perceive objects and events. Objects are the furniture and clutter in the world around us--including artifacts such as books, chairs, and roads; as well as natural kinds, such as rocks, trees, and lakes. Events are things that happen over time and, as relevant to perception, they involve either the motion of, or change in, objects over time, or they result from our own movement with respect to objects. On what basis do we perceive objects and events? In psychology, cognitive science, and related fields, the answer in the late 20th century is: On the basis of information.XtD>http://www2.psych.cornell.edu/cutting/pub/cutting%20info98.pdf',&http://www2.psych.cornell.edu/cutting/Cutting, James E.p 2000tnImages, imagination, and movement: Pictorial representations and their development in the work of James Gibson Perception29635-648c:4VISUAL ARTS COGNITIVE SCIENCES Ecological psychologyTMcognitive sciences ecological psychology images visual arts perception motioniFor more than 30 years James Gibson studied pictures and he studied motion, partic- ularly the relationship between movement through an environment and its visual consequences. For the latter, he also struggled with how best to present his ideas to students and fellow researchers, and employed various representations and formats. This article explores the relation- ships between the concepts of the fidelity of pictures (an idea he first promoted and later eschewed) and evocativeness as applied to his images. Gibson ended his struggle with an image of a bird flying over a plane surrounded by a spherical representation of a vector field, an image high in evocativeness but less than completely faithful to optical flow. XeD>http://www2.psych.cornell.edu/cutting/pub/cutting%20perc00.pdf'<5http://www.psych.cornell.edu/people/Faculty/jec7.html0Cutting, James E.E 2002leRepresenting motion in a static image: constraints and parallels in art, science, and popular culture Perception31 1165-1193$VISUAL ARTS COGNITIVE SCIENCESTMperception cognitive sciences ecological psychology visual arts images motion >7Representing motion in a picture is a challenge to artists, scientists, and all other imagemakers. Moreover, it presents a problem that will not go away with electronic and digital media, because often the pedagogical purpose of the representation of motion is more important than the motion itself. All satisfactory solutions evoke motionfor example, dynamic balance (or broken symmetry), stroboscopic sequences, affine shear (or forward lean), and photographic blurbut they also typically sacrifice the accuracy of the motion represented, a solution often unsuitable for science. Vector representations superimposed on static images allow for accuracy, but are not applicable to all situations. Workable solutions are almost certainly case specific and subject to continual evolution through exploration by imagemakers.xpD>http://www2.psych.cornell.edu/cutting/pub/cutting%20perc02.pdf'<5http://www.psych.cornell.edu/people/Faculty/jec7.htmliCutting, James E.E 2003$Reconceiving perceptual spacem & H. Hecht R. Schwartz M. AthertonNGLooking into pictures: An interdisciplinary approach to pictorial spacee  Cambridge, MAc  MIT Press-215-238L$VISUAL ARTS COGNITIVE SCIENCESXRbelievability images perception ecological approach cognitive sciences visual artsThe three-dimensional space around us is conveniently and reasonably Euclidean. Can we assume our perception of this space, and of objects in it, would follow suit? This assumption is quite natural, but empirical results suggest that it is also quite wrong, except in narrow circumstances. Perceptual space grades from being nearly Euclidean within a meter of our eyes to being affine and foreshortened at increasing distance, although considerable variation occurs across task, environments, and individuals. Compression with distance is steeper than one modeled by an exponent. Since pictures are most typically composed with distant content, similar perceived distortions should and do occur in pictorial, particularly photographic, space. One can think of perceived spaceeven at is articulated, near-Euclidean bestas built up incrementally from constraints of ordinality. These constraints, when sufficiently rich, converge on a near- Euclidean framework.XtB;http://www2.psych.cornell.edu/cutting/pub/cutting%20zif.pdf'<5http://www.psych.cornell.edu/people/Faculty/jec7.htmlt PONMsP>riNL Ellis, S. R. 1996lePresence of Mind: A reaction to Thomas Sheridans Further Musings on the Psychophysics of Presence.}60Presence: Teleoperators and Virtual Environments5c247259cCOMPUTER SCIENCESg computer sciences presence Ellis, H. D. Lewis, M. B. 20014.Capgras delusion: a window on face recognition"Trends in cognitive sciences5x4.149-156uncanny valley("uncanny valley psychology emotionslehttp://www.ncbi.nlm.nih.gov/entrez/query.fcgi?cmd=Retrieve&db=PubMed&list_uids=11287268&dopt=Abstract'~xhttp://www.ncbi.nlm.nih.gov/entrez/query.fcgi?db=pubmed&cmd=Search&itool=pubmed_Abstract&term=%22Ellis+HD%22%5BAuthor%5DB;Ernst, M. O. Bresciani, J.-P. Drewing, K. Blthoff, H. H.e 2004LEIntegration of Sensory Information Within Touch and Across ModalitiesbVOIEEE/RSJ International Conference on Intelligent Robots and Systems (IROS 2004) 1-8COGNITIVE SCIENCESf`cognitive sciences illusion intersensory bias auditory illusion tactile illusion visual illusionZSWe perceive the world surrounding us via multiple sensory modalities, including touch, vision and audition. The information derived from all these different modalities has to converge in order to form a coherent and robust percept of the world. Here, we review a model (the MLE model) that in the statistical sense describes an optimal integration mechanism. The benefit from integrating sensory information comes from a reduction in variance of the final perceptual estimate. We here illustrate this integration mechanism in the human brain with two examples: the fist example demonstrates the integration of force and position cues to shape within haptic perception; the second example highlights multimodal perception and shows that tactile and auditory information for temporal perception interacts in a way predicted by the MLE integration model.X:3http://www.kyb.mpg.de/publications/pdfs/pdf2924.pdf':3http://www.kyb.mpg.de/publications/pdfs/pdf2924.pdfEthicNet 200260Databank for European Codes of Journalism Ethics"http://www.uta.fi/ethicnet/oFazio, R. H. Cooper, J.s 1983(!Arousal in the dissonance process J. T. Cacioppo R. E. Petty,%Social psychophysiology: A sourcebook New York Guilford122-152COGN ITIVE SCIENCES@9cognitive sciences dissonance theory expectation conflictcited by Miceli, 2002Feather, N. T. 1982F?Expectations and actions: Expectancy-value models in psychologye  Hillsdale, NJt ErlbaumeCOGNITIVE SCIENCES$cognitive sciences expectationcited by Miceli, 2002 Ferber, Dans 20034.The man who mistook his girlfriend for a robotPopular science ROBOTICSPJbelievability uncanny valley robotics realism human-likeness life-likenessVPX presentation of Hanson's creations and criticism toward uncanny valley concept4.http://iiae.utdallas.edu/news/pop_science.htmlFestinger, L. A. 1957& A theory of cognitive dissonance  Evanston, IL Row & PetersonCOGNITIVE SCIENCES60cognitive sciences dissonance theory expectation Field, S.o 19942,Screenplay: The foundations of screenwriting New York Bantam Doubleday Delln DRAMATIC ARTS$human characters believabilityb[cited by Nass 2000 relatively to the importance of personality in character's believability Finney, Jack 1955The Body Snatchers New York Delluncanny valley*#uncanny valley doppelganger fictione60Finney, Jack Mainwaring, Daniel Collins, Richard 1956$Invasion of the Body Snatchers  Don Siegeluncanny valley*#uncanny valley fiction doppelganger0*#http://uk.imdb.com/title/tt0049366/d"Finney, Jack Richter, W. D.  1978$Invasion of the Body Snatchers Philip Kaufmanuncanny valley*#uncanny valley fiction doppelgangern*#http://uk.imdb.com/title/tt0049366/n$Finney, Jack Cistheri, Raymond 1993Body Snatchers  Ferrara, Abelnuncanny valley*#uncanny valley fiction doppelgangerd*$http://www.imdb.com/title/tt0106452/0 J Rd Pasquinelli, Elena 20064-La valle del perturbante e la realt virtualeSistemi intelligenti3f445-470a PHILOSOPHY"Philosophy uncanny valley VR$Pausch, R. Crea, T. Conway, M. 1992tmA litearture survey for virtual environments: Military flight simulator visual systems and simulator sicknessrPresence15344-363VRVR realism presence cited by Stoffregen, 2003& Pavani, F. Spence, C. Driver, J. 2000NGVisual capture of touch: Out-of-the-body experiences with rubber glovesPsychological Sciencec11353-359eCOGNITIVE SCIENCESlecognitive sciences perception fake hand illusion proprioceptive illusion illusion illusion of realitycited by Holmes, 2004*$Pelachaud, Catherine Poggi, Isabella 20016/Towards Believable Interactive Embodied Agents,nF@workshop Multimodal Communication and Context in Embodied Agents Montreal, CanadaVR COGNITIVE SCIENCESNGVR cognitive sciences believability agents human-likeness life-likenessf`Among the goals of research on Autonomous Agents one important aim is to build Believable Interactive Embodied Agents, ones apt to be applied to friendly interfaces in e- commerce, tourist and service query systems, entertainment and as pedagogical Agents. A Believable Agent is one able to show (even, may be, to feel?) emotions and one who has a denite personality. An Interactive Agent has to take into account the particu- lar User and the particular Context where the interaction takes place, and therefore has to make up its own model of the User and the Context, and interact with it by fol- lowing the rules of face-to face interaction, like turn-taking, back-channel and so forth. An Embodied Agent must be able to interact with the User not only through written text, but in all the modalities a human Agent may use: through words, voice, gesture, gaze, facial expression, body movements, body posture (sometimes, maybe, even through touch?). But it also must be able to conceive, represent and convey all the possible meanings that natural language and multimodal interaction may convey in Humans. The list of capacities required by a Believable Interactive Embodied Agent allows us to sketch the outline of the steps to move in this eld of research; some of them have already been moved in recent work, and are fairly represented among papers in this workshop. Research must include three phases. First, a phase of em- pirical research aimed at nding out the regularities in the mind and behavior of Human Agents, and at constructing models of them. Second, a phase of modelling of Believable Interactive Embodied Agents, where the rules found out are formalized, represented and implemented in the construc- tion of Agents. Third, a phase of evaluation of the imple- mented Agents, aimed at testing how they t the User's needs and how similar they look to a real Human Agent.xF@http://www.iut.univ-paris8.fr/~pelachaud/AllPapers/aa01-work.pdf'd]http://www.iut.univ-paris8.fr/~pelachaud/#publications http://host.uniroma3.it/docenti/poggi/jcPelachaud, Catherine Carofiglio, Valeria De Carolis, Berardina De Rosis, Fiorella Poggi, Isabella\ 2002F@Embodied Contextual Agents for Information Delivery ApplicationsProceedings of AAMAS'02 BolognaVR COGNITIVE SCIENCES0*vr cognitive sciences believability agentsWe aim at building a new human-computer interface for In- formation Delivering applications: the conversational agent that we have developed is a multimodal believable agent able to converse with the User by exhibiting a synchronized and coherent verbal and nonverbal behavior. The agent is provided with a personality and a social role, that allows her to show her emotion or to refrain from showing it, depend- ing on the context in which the conversation takes place. The agent is provided with a face and a mind. The mind is designed according to a BDI structure that depends on the agent's personality; it evolves dynamically during the conversation, according to the User's dialog moves and to emotions triggered as a consequence of the Interlocutor's move; such cognitive features are then translated into facial behaviors. In this paper, we describe the overall architecture of our system and its various components; in particular, we present our dynamic model of emotions. We illustrate our results with an example of dialog all along the paper. We pay particular attention to the generation of verbal and non- verbal behaviors and to the way they are synchronized and combined with each other. We also discuss how these acts are translated into facial expressions.X>7http://www.di.uniba.it/intint/people/papers/aamas02.pdf'http://www.di.uniba.it/intint/people/fior.htm http://www.iut.univ-paris8.fr/~pelachaud/ http://www.di.uniba.it/intint/people/valeria.html http://host.uniroma3.it/docenti/poggi/ H X Mark, David M. Mark, L. S.Marlire, SylvainMarsella, StacyMarshall, Jane Knowles Martinho, C. Massironi, M. Mast, C. Mateas, M.Mateas, Michael Matheson, C; Mathews, E. May, Jon Mazzotta, I. McBreen McCarthy, J.McCarthy, JohnMcCloskey, MichaelMCCloud, ScottMcCullagh, DeclanMcCullough, K. E.McDonald, D. G.McGreevy, M. W.McMillan, Anna McNeill, D.Meade, Benjamin Meddis, R. Meller, H.J.Mellers, B. A. Melwani, G.Meredith, M. E. Messaris, P.Metevier, Christopher J. Meyer, W.-U. Miceli, M. Miceli, Maria Michie, D. Millar, G. Mischel, W. Molet, M. Molet, T. Molinari, E.Mon-Williams, M. Moore, D. Moran, R.Mori, MasahiroMoritz, William Mott, Robert Murch, Walter Murray, C. Musseler, J.N. Magnenat-Thalmann Nass, C.Nass, CliffordNASW0-NASW, National Association of Science WritersNeal Reilly, W. Scott Neal Reilly, W. Scott NealNeill, A. () "."Neilson, IreneNeubauer, BarbelNiccol, Andrew Nichols, S. Nicohols, S.Nielsen, T. I.Nisbett, Richard E. No, H. Noe, Alva No, Alva Novielli, N.Novitz, D. () . Nowak, K.NPPA Nugues, P.O'Brien, J. F. O'DonnellO'Donnell, Mark O'Kennedy, B.O'Regan, KevinO'Sullivan, M. ONeill, S.Oesker, MarkusOhsuga, Setsuo Olney, A. Olson, J. M. Optale, G.Org, Film Sound Orsi, G. Ortony, A.Overbeeke, C. J.Overbeeke, K. J. P.., RizzoPagulayan, R. J. Paiva, A. .Palo, Carolina Pandzic, I.Papagiannakis, G.Papagiannakis, George Park, J. Park, S. Parker, A. Parker, D. E.Parrish, Robert Partridge, O.Pasquinelli, ElenaPassingham, Richard E.. Paton, Ray Pausch, R. Pavani, F. Payr, S.Pearson, D. E.Pelachaud, Catherine Perpia, C. Persky, S. Persson, P. Persson, Per. Petajan, E.Peterson, M.E. Petta, P. Petty, R. E.Pfurtscheller, G.philosophy, FilmPiattelli Palmarini, M.Pick, H. L., Jr.pictures, Square Piechulla, W.Pinel, J. P. J.Piunte, MichelePiunti, MichelePixar Pizzutilo, S.Poggi, Isabella Pollik, Frank Ponder, M. Powers, A.Prendergast, Roy A. Prendinger, H Prevost, S. Prilliman, S.Prothero, J. D.Prothero, J. D., Parker, D. E., Furness III, T. A., & Wells, M. J. (1995b). Foreground/background manipulations affect presence. Paper presented at HFES '95. Available: http://www.hitl.washington.edu/publications/p-95-3WProust, Jolle Psotka, J.Pudovkin, Vlasevold I.PUnter, JennieRadford, ColinRamachandran, V. S. Ramey, C. H. Rauh, C. Ravaja, N.Ravenscroft, I. Rebeiro, N. Redolfi, M. Reed, C. Reeves, B. Reeves, ByronRegenbrecht, H. Reich, R. D.Reichardt, JasiaReilly, W. ScottReilly, W. Scott NealReisenzein, R. Reisz, K.Reno', Lucia A.0,Research, International Society for Presence0-Research., International Society for Presence Reuters Reuters, Adam Riccio, G. E.Richter, W. D. Rickel, J. jDp:5>"jcQ raSquare-pictures 2001(!Final Fantasy. The spirits withinr BELIEVABILITYh,&uncanny valley believabilitY animation4-Stappers, P. J. Overbeeke, C. J. Gaver, W. W., 1998ztBeyond the limits of realtime realism: Uses, necessity, and theoretical foundations of non-realistic virtual reality M. W. Haas L. J. HettingerPJPsychological issues in the design and use of adaptive, virtual interfaces  Mahwah, NJ "Lawrence Erlbaums AssociatesVR VR realism cited by Stoffregen, 2003 Steele, Robert Black, Jay 1999$Media ethics codes and beyondi,&American Society of Newspapers editors MEDIAn4.media ethics believability illusion of realityCodes of ethics can help newsroom staffers make sound decisions and build journalism credibility about the many ethical problems they may encounter in their work. The American Society of Newspaper Editors (ASNE) asked two leading media ethicists to analyze 33 current codes of ethics assembled by its Ethics and Values Committee. The goal was to highlight the most common and useful aspects of these documents to help editors evaluate their own code of ethics, if they have one, or help them create one, if they choose.X@9http://usinfo.state.gov/journals/itgic/0401/ijge/gj09.htm "Stein, B. E. Meredith, M. E. 1993 The merging of the senses Cambridge, Mass.  MIT Press.COGNITIVE SCIENCEScoherence perception Sterling, Rod 1959 Mirror Image  Brahm, John The Twilight Zone.h 1960 CINEMA SFo*#doppelganger uncanny valley fiction\0)http://en.wikipedia.org/wiki/Mirror_Image Steuer, J. 1992D=Defining virtual reality: Dimensions determining telepresencetJournal of Communication42 73-93pVRVR telepresence cited by Stoffregen, 2003 Steuer, J. 1995D=Defining virtual reality: Dimensions determining telepresence F. Biocca M. Levya2+Communication in the age of virtual reality  Hillsdale, NJ &Lawrence Erlbaum and Associates 33-56COMPUTER SCIENCES computer sciences presenceB7Stevens, B. Jerrams-Smith, J. Heathcote, D. Callear, D.t 2002d] Putting the virtual into reality: Assessing object-presence with projection-augmented models;60Presence: Teleoperators and Virtual Environments11 79-92COMPUTER SCIENCES2+computer sciences presence presence measureX see http://presence-research.org/Questionnaires.html#OPQ http://presence-research.org/Overview.html http://presence-research.org/Questionnaires.htmlD=http://www.tech.port.ac.uk/~stevensb/research/stevens2002.pdf_Stoffregen, Thomas A.d 1997NHFilming the world. An essay review of Anderson's The Reality of IllusionEcological Psychologys9161-167m82CINEMA COGNITIVE SCIENCES - Ecological psychologyVPcinema cognitive sciences believability realism ecological psychology perceptionX.(Stoffregen, T. A. Gorday, Sheng, Flynn 1998,&Stoffregen, Thomas A. Bardy, Benoit G. 2001&On Specification and the Senses $Behavioral and Brain Sciencest241 WP1 CORE READINGS WP7 WP9\0*www.bbsonline.org/documents/a/00/00/04/75/B7In this chapter we examine some basic issues relating to the nature and definition of simulation (including virtual environments). Our purpose is to relate these issues to the problem of evaluating the fidelity of simulator and virtual environment systems. One factor that is commonly appealed to in evaluating simulations is their tendency to produce presence. One widespread feature of presence is a putative illusory experience of the simulator as the real thing. We question this experience, on two grounds. First, we argue that users are very rarely fooled by any simulation. Second, we argue that users are not fooled because simulations give rise to perceptual information that specifies their status as simulations. That is, we argue that simulations and the things that they simulate always give rise to different patterns of sensory stimulation (one implication of this is that a fully faithful simulation may be impossible for most situations). If this is true, then it would be inappropriate to expect a simulator to fool the user; it would also be inappropriate to use subjective reports of realism as a basis for evaluating simulations. We conclude by suggesting that simulators may best be evaluated in terms of behavioral outcomes (e.g., changes in performance), rather than on the basis of subjective experience.hX:'d^http://education.umn.edu/KLS/faculty/tas.htm http://www.edm.univ-montp1.fr/affich_cv.php?id=57Strawson, Peter F. 195960Individuals, An Essay in Descriptive Metaphysics London Methuene PHILOSOPHY objectivityt X,66Gould, Stephen 1993XRLooney Tuniverse: Ther is a crazy king of physics at work in the world of cartoons New Scientist 1905 CINEMA& cinema ANIMATION cartoon physics|uChasing Road Runner over a cliff, Wile E. Coyote hovers among the disappearing clouds until he realises there is nothing to support him; only then does he plummet to the ground. In the Looniverse, gravity affects only those who notice it. During a chaotic garden chase, Sylvester the Cat is clobbered with a spade and his face becomes shovel-shaped. In the cartoon world, shape and form are easily altered. Despite double-checking for trains, Daffy Duck is run over as he steps onto the tracks. Nobody in the world of Looney Toons obeys the laws of physics - or so it might seem. But new, looney toon analysis reveals that these, seemingly nonsensical, phenomena can be described by logical laws similar to those in our world. Nonsensical events are by no means limited to the Looniverse. Laws that govern our own Universe often seem contrary to common sense. Quantum theory, for ...v>7http://www.newscientist.com/article/mg14019055.200.html NHGratch, J. Rickel, J. Andre, E. Badler, N. Cassell, Justine Petajan, E. 2002B;Creating Interactive Virtual Humans: Some Assembly RequiredeIEEE Intelligent Systems174 54-63VR82believability realism human-likeness life-likenessBuilding a virtual human is a multidisciplinary effort, joining traditional artificial intelligence problems with a range of issues from computer graphics to social science. Virtual humans must act and react in their simulated environment, drawing on the disciplines of automated reasoning and planning. To hold a conversation, they must exploit the full gamut of natural language research, from speech recognition and natural language understanding to natural language generation and speech synthesis. Providing human bodies that can be controlled in real time delves into computer graphics and animation. And because an agent looks like a human, people expect it to behave like one as well and will be disturbed by, or misinterpret, discrepancies from human norms. Thus, virtual human research must draw heavily on psychology and communication theory to appropriately convey nonverbal behavior, emotion, and personality.XpJChttp://www.soc.northwestern.edu/justine/publications/x4GEW.lo21.pdfp'.(http://www.soc.northwestern.edu/justine/& Gratch, Jonathan Marsella, Stacy 2005LELessons from Emotion Psychology for the Design of Lifelike Characterst&Applied Artificial Intelligencer19VR COGNITIVE SCIENCES4-emotions realism human-likeness believabilityThis special issue describes a number of applications that utilize lifelike characters that teach indirectly, by playing some role in a social interaction with a user. The design of such systems reflects a compromise between competing, sometimes unarticulated demands: they must realistically exhibit the behaviors and characteristics of their role, they must facilitate the desired learning, and they must work within the limitations of current technology, and there is little theoretical or empirical guidance on the impact of these compromises on learning. Our perspective on this problem is shaped by our interest in the role of emotion and emotional behaviors in such forms of learning. In recent years, there has been an explosion of interest in the role of emotion in the design of virtual humans. The techniques and motivations underlying these various efforts can seem, from an outsiders perspective, as bewildering and multifaceted as the concept of emotion itself is generally accused of being. Drawing on insights from emotion psychology, this article attempts to clarify for the designers of educational agents the various theoretical perspectives on the concept of emotion with the aim of giving guidance to designers of educational agents.X:4http://www.isi.edu/~marsella/GratchMarsellaAAI05.pdfGuarino, NicolaA 1995HAFormal Ontology, Conceptual Analysis and Knowledge RepresentationiFormal Ontology in Conceptual Analysis and Knowledge Representation. Special issue of the International Journal of Human and Computer Studies43 5/6COGNITIVE SCIENCES$commonsense knowledge ontology"The purpose of this paper is to defend the systematic introduction of formal ontological principles in the current practice of knowledge engineering, to explore the various relationships between ontology and knowledge representation, and to present the recent trends in this promising research area. According to the "modelling view" of knowledge acquisition proposed by Clancey, the modeling activity must establish a correspondence between a knowledge base and two separate subsystems: the agent's behavior (i.e. the problem-solving expertize) and its own environment (the problem domain). Current knowledge modelling methodologies tend to focus on the former subsystem only, viewing domain knowledge as strongly dependent on the particular task at hand: in fact, AI researchers seem to have been much more interested in the nature of reasoning rather than in the nature of the real world. Recently, however, the potential value of task-independent knowlege bases (or "ontologies") suitable to large scale integration has been underlined in many ways. In this paper, we compare the dichotomy between reasoning and representation to the philosophical distinction between epistemology and ontology. We introduce the notion of the ontological level, intermediate between the epistemological and the conceptual level discussed by Brachman, as a way to characterize a knowledge representation formalism taking into account the intended meaning of its primitives. We then discuss some formal ontological distinctions which may play an important role for such purpose.Xhttp://citeseer.ist.psu.edu/cache/papers/cs/297/http:zSzzSzwww.ladseb.pd.cnr.itzSzinforzSzOntologyzSzPaperszSzFormOntKR.pdf/guarino95formal.pdf ;: 47xE<7` Hanson, D. 200581Exploring the Aesthetic Range for Humanoid RobotstTNToward Social Mechanisms of Android Science An ICCS/CogSci-2006 Long Symposium Vancouver, Canada/ROBOTICSPJrobotics human-likeness life-likeness realism believability uncanny valleyAlthough the uncanny exists, the inherent, unavoidable dip (or valley) may be an illusion. Extremely abstract robots can be uncanny if the aesthetic is off, as can cosmetically atypical humans. Thus, the uncanny occupies a continuum ranging from the abstract to the real, although norms of acceptability may narrow as one approaches human likeness. However, if the aesthetic is right, any level of realism or abstraction can be appealing. If so, then avoiding or creating an uncanny effect just depends on the quality of the aesthetic design, regardless of the level of realism. The authors preliminary experiments on human reaction to near-realistic androids appear to support this hypothesis.sXiXRhttp://www.androidscience.com/proceedings2006/6Hanson2006ExploringTheAesthetic.pdf'$http://www.hansonrobotics.com/ Harman, G. 1986.'Change in view: Principles of reasoning  Cambridge, MAS  Bradford Books, MIT PressCOGNITIVE SCIENCES:3cognitive sciences belief belief revision reasoningcited by Miceli, 2002'(!http://www.princeton.edu/~harman/ Harris, P. 2000The work of imaginationi Oxford  BlackwellCOGNITIVE SCENCESD=cognitive sciences fiction narration imagination make believepHartlaub, Petern 2005`ZSpecial effects are the new movie monsters, their visual excess gobbling up the real storySan Francisco CronicleMonday, August 8, 2005 CINEMAcinema special effectsXRKhttp://www.sfgate.com/cgi-bin/article.cgi?f=/c/a/2005/08/08/DDGD2E3QFS1.DTLl Hartz, G. 1999HAHow We Can Be Moved by Anna Karenina. Green Slime, and a Red Pony  Philosophy74 557-78 PHILOSOPHY4.paradox of fiction Philosophy fiction emotions*$Hasson, Uri Johnson-Laird, Philip N. 200360Why Believability Cannot Explain Belief RevisionCOGNITIVE SCIENCESbelievability beliefA common view in epistemology is that some beliefs are more entrenched than others. This view is plausible, but we show that it fails to explain which statements individuals tend to doubt when an incontrovertible fact is inconsistent with the relevant set of statements. We report three studies that each show that the believability of statements is influenced by context. Given a conditional of the form If P then Q and a categorical statement P, individuals tend to judge the categorical as more believable than the conditional. But, when the same statements are followed by an incontrovertible fact, not-Q, that is inconsistent with them, individuals tend to judge the conditional as more believable than the categorical. The theory of mental models accounts in part for these and other results of the experiments, including a study of the believability of exclusive disjunctions and categoricals.XHBhttp://www.cogsci.rpi.edu/CSJarchive/Proceedings/2003/pdfs/110.pdf& Hatada, T. Sakata, H. Kusaka, H. 1980b\Psychophysical Analysis of the 'Sensation of Reality' Induced by a Visual Wide-field DisplayHBJournal of the Society for Motion Picture and Television Engineers89560-569c0)VISUAL REPRESENTATIONS COGNITIVE SCIENCESc`Ycinema picture realism believability perception cognitive sciences visual representationsiTMref by Cutting X visual requirements in the perception of pictures and movies,%Hay, J. C. Pick, H. L., Jr. Ikeda, K. 19632+Visual capture produced by prism spectaclesoPsychonomic Science2n215-216aCOGNITIVE SCIENCESNGcognitive sciences illusion proprioceptive illusion illusion of reality4.cited by Holmes, 2004 and Welch & Warren, 1981Hayes, Patrick J.v 1978"The naive physics manifeston  D. Michie 0*Expert Systems in the Micro-Electronic Age Edinburgh University PressAI,&commonsense knowledge AI naive physics Hayes, Patrick J.e 1983*# The second naive physics manifestom University of RochestervURCS-10iAI60AI knowledge commonsense knowledge naive physicsR! "NngPapagiannakis, George Schertenleib, S. Ponder, M. Arevalo-Poizat, M. Magnenat-Thalmann, N. Thalmann, D.i 2004*$Real-Time Virtual Humans in AR Sites*# IEEE Visual Media Production(CVMP)  London, UK273-276VRVR agents environmentIn this paper we present our work on the LIFEPLUS EU IST project. LIFEPLUS proposes an innovative 3D reconstruction of ancient frescos-paintings through the real-time revival of their fauna and flora, featuring groups of virtual animated characters with artificial life dramaturgical behaviors, in an immersive AR environment. The goal of this project is to push the limits of current Augmented Reality (AR) technologies, exploring the processes of narrative design of fictional spaces where users can experience a high degree of realistic interactive immersion. Based on a captured/real-time video of a real scene, the project is oriented in enhancing these scenes by allowing the possibility to render realistic 3D simulations of virtual characters in real-time. Although initially targeted at Cultural Heritage Centers and Sites, the paradigm is by no means limited to such subjects, but encompasses all types of future Location-Based Entertainments, E-visitor Attractions, e-Worker training schemes as well as on-set visualizations for the TV/movie industry. In this paper we provide an overview of the project and the technologies being employed and finally we present early results based on the ongoing research.$X see Papgiannakis, 2005, 20050)http://miralabwww.unige.ch/papers/101.pdf'"http://miralabwww.unige.ch/~wPapagiannakis, George Schertenleib, S. O'Kennedy, B. Arevalo-Poizat, M. Magnenat Thalmann, N. Stoddart, A. Thalmann, D. 2005D=Mixing Virtual and Real scenes in the site of ancient Pompeii,%Computer Animation and Virtual Worlds161 11-24VRvr agents environmentThis paper presents an innovative 3D reconstruction of ancient frescos-paintings through the real-time revival of their fauna and flora, featuring groups of virtual animated characters with artificial life dramaturgical behaviors in an immersive, fully 2 mobile Augmented Reality environment. The main goal is to push the limits of current Augmented Reality (AR) and virtual storytelling technologies and exploring the processes of mixed narrative design of fictional spaces (e.g. frescos-paintings) where visitors can experience a high degree of realistic immersion. Based on a captured/realtime video sequence of the real scene in a video-see-through HMD setup, these scenes are enhanced by the seamless accurate real-time registration and 3D rendering of realistic complete simulations of virtual flora and fauna (virtual humans and plants) in a real-time storytelling scenario based environment. Thus the visitor of the ancient site is presented with an immersive and innovative multi-sensory interactive trip to the past.X state of the art in AR realistic objects (flora) and behavior (clothes) realistic facial emotion expression (human characters)0)http://miralabwww.unige.ch/papers/322.pdfg'"http://miralabwww.unige.ch/t<6Papagiannakis, George Kim, H. Magnenat-Thalmann, Nadia 2005F?Believability and Presence in Mobile Mixed Reality Environments 4-IEEE VR2005 Workshop on Virtuality StructuresVR2,Vr agents environment believability presenceMixed Realities (MR) and their concept of cyber-real space interplay invoke such interactive touching experiences that promote new patterns of believability and presence. Believability is a term used to measure the realism of interaction in the MR environments. Presence is defined as the measure that is used to convey the feeling of being there. A rich media storytelling case study is used as an example for illustrating the effects of introduction of virtual characters in mobile AR. Although presence is strengthened, believability is not keeping its pace, due to limited interaction between the real participants and the virtual characters, as part of limitations of mobile technology. In this work we are addressing the issues of creating interactive applications for mobile MR, in order to deliver real experiences. We argue that future steps in mobile MR enabling technologies should cater for enhanced social awareness of the virtual humans to the real world and new channels for interactivity between the real users and virtual actors. Only then the believability factor of virtuality structures will be enhanced and allow for compelling real experiences through mobile virtual environments.X Description of LifePlus in Pompeii Definition of believability Bibliography about augmented reality, storytelling and ficiton in AR0)http://miralabwww.unige.ch/papers/364.pdfp'"http://miralabwww.unige.ch/EParrish, Robertd 1969 Doppelganger & Anderson, Gerry Anderson, Sylviauncanny valley*#uncanny valley doppelganger fictione*$http://www.imdb.com/title/tt0064519/8b/|<_{z%[,$eZ.Mantovani, G. Riva, G. 1999ztReal presence: How different ontologies generate different criteria for presence telepresence and virtual presence60Presence: Teleoperators and Virtual Environments85538-548COMPUTER SCIENCES computer sciences presenceF?Mark, L. S. Balliet, J. A. Craver, K. D. Douglas, S. D. Fox, T.s 1990LEWhat an actor must do in order to perceive the affordance for sittingEcological Psychology2325-366& DRAMATIC ARTS COGNITIVE SCIENCESF?cognitive sciences dramatic arts ecological approach perceptioncited by Stoffregen 2003Marshall, Jane Knowles$An introduction to film soundw CINEMA&sound film sound cinema fiction\Xl2+http://www.filmsound.org/marshall/index.htma Martinho, C. Paiva, A. . 1999ngPathematic agents: rapid development of believable emotional agents in intelligent virtual environmentst2,Third annual conference on Autonomous Agents  ACM Press 1-8VR& believability vr emotions agentscited by Kim, 2004 Mateas, M. 1997JCAn Oz-centric review of interactive drama and believable characters\ "Wooldridge, M. J. Veloso, M.D=Artificial intelligence today: Recent trends and developments NY Springer297-398VR DRAMATIC ARTS82believability human characters narration oz agents Believable agents are autonomous agents that exhibit rich personalities. Interactive dramas take place in virtual worlds inhabited by characters (believable agents) with whom an audience interacts. In the course of this interaction, the audience experiences a story (lives a plot arc). This report presents the research philosophy behind the Oz Project, a research group at CMU that has spent the last ten years studying believable agents and interactive drama. The report then surveys current work from an Oz perspective.>8X rich annotated bibliography Provides a definition of believable character: " A believable character is one who seems lifelike, whose actions make sense, who allows you to suspend disbelief. This is not the same thing as realism. For example, Bugs Bunny is a believable character, but not a realistic character"LEhttp://www.cs.cmu.edu/afs/cs/project/oz/web/papers/CMU-CS-97-156.html'("http://www.lcc.gatech.edu/~mateas/ Mateas, Michaelg 2002:3Interactive Drama, Art, and Artificial Intelligence? Pittsburgh, PA <6School of Computer Science, Carnegie Mellon University CMU-CS-02-206iVR DRAMATIC ARTS.(believability human characters agents oz&X PhD thesis Long bibliographyuRLhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/CMU-CS-02-206.pdf'("http://www.lcc.gatech.edu/~mateas/ $Mateas, Michael Stern, Andrew, 2002\UArchitecture, Authorial Idioms and Early Observations of the Interactive Drama Facade Pittsburgh, PA <6School of Computer Science, Carnegie Mellon University CMU-CS-02-198DRAMATIC ARTS VR.(human characters believability agents OZXmRLhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/CMU-CS-02-198.pdf'("http://www.lcc.gatech.edu/~mateas/Mateas, M. Sengers,o 2002Narrative intelligence  Amsterdamc  John BenjaminiVRagents believabilityB;X introduction importance of narartive for human experiencea'("http://www.lcc.gatech.edu/~mateas/D=Matheson, C; Pelachaud, Catherine De Rosis, Fiorella Rist, T.a 2003.,0)Magicster: Believable Agents and Dialogue,Kuenstliche IntelligenzlVR COGNITIVE SCIENCESe0*VR cognitive sciences agents believabilityb[MagiCster is concerned with the development of believable conversational interface agents which make use of gaze, facial expression, gesture and body posture as well as speech in a synchronised fashion. The project is evaluating the use of conversational agents in laboratory conditions to determine which aspects are important for what types of human-computer interactions. The project also aims to develop and document the agent architecture and components to enable other research and development teams to prototype and evaluate new versions of the agent interface in new domains and for novel tasks.X>8http://www.di.uniba.it/intint/people/papers/ki-print.pdf'^Xhttp://www.di.uniba.it/intint/people/fior.html http://www.iut.univ-paris8.fr/~pelachaud/May, Jon 20002+Perceptual Principles and Computer GraphicsdComputer graphicsT194 271-279aVR cognitive scienceshRLVR realism perception uncanny valley believability cognitive sciences cinema~X how to make sure that the audience of photorealistic displays perceive what the designer intend them to perceive, that the audience is not distracted by additional information, etc. Does nnot speak directly of uncanny valley but evaluate the cases of realism that arouse and frustrate expectations and also cases of realistic human figures that appear un-emotional and unpleasantPIhttp://www.cs.northwestern.edu/~bgooch/PerceptionClass/Papers/PPCG.EG.pdf\McCloskey, Michael 1983Naive theories of motion &Dedre Gentner Albert L. Stevensf Mental Modelsi "Lawrence Erlbaum Associates AI60AI knowledge commonsense knowledge naive physicsMCCloud, Scott 1993Understanding comics Kitchen Sink press BELIEVABILITYi*#uncanny valley believability comicsXpMcCullagh, Declan  20072+Democrat politico ventures into Second LifetCNETNews January 4tha MEDIAamedia Second Life vrX^Xhttp://news.com.com/Democrat+politico+ventures+into+Second+Life/2100-1028_3-6147432.htmlMcGreevy, M. W.A 1993>7The presence of field geologists in a Mars-like terraini60Presence: Teleoperators and Virtual Environments1i4l375-403dCOMPUTER SCIENCES2+computer sciences presence presence measure~wcited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htmMcMillan, Anna"Animation Tutorial. Lesson 6 CINEMA$cinema animation fiction soundx02+http://www.webmonkey.com/98/33/index0a.html\Meade, Benjaminc 2001PJEmotional Response to Computer Generated Special Effects:Realism RevisitedJournal of MIS11a CINEMAF@cinema special effects realism illusion of reality believabilityXl:4http://www.uca.edu/org/ccsmi/journal/BensArticle.htm'82http://www.uca.edu/org/ccsmi/journal/bio-meade.htm Messaris, P. 1994.'Visual Literacy: Image, Mind, & Realitym  Boulder, CO Westview Press CINEMA COGNITIVE SCIENCESrB;perception visual representations cognitive sciences cinemaref by Cutting, 2005WbR(Slater, M. Wilbur, S.n 1997zsA framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual environmentse60Presence: Teleoperators and Virtual Environments6 603 616COMPUTER SCIENCES6 computer sciences presence Slater, M. 1999NHMeasuring Presence: A Response to the Witmer and Singer Questionnaire81Presence: Tele-operators and Virtual Environments}855e560-565nCOMPUTER SCIENCES2+computer sciences presence presence measure_HBcited by Gerhard, et al., 2001 discussion about measuring presenceSlater, M. Steed, A. 2000 A Virtual Presence Counter60Presence: Teleoperators and Virtual Environments 95f413-434pCOMPUTER SCIENCESf4.computer sciences VR presence presence measure"This paper describes a new measure for presence in immersive virtual environments (VEs) based on data that can be obtained unobtrusively during the course of a VE experience. At different times during an experience a participant will occasionally switch between interpreting the totality of sensory inputs as forming the VE or the real world. The number of transitions from virtual to real is counted, and using some simplifying assumptions, a probabilistic Markov Chain model can be constructed to model these transitions. This can be used to estimate the equilibrium probability of being present in the VE. This technique was applied in the context of an experiment to assess the relationship between presence and body movement in an immersive VE. The movement was that required by subjects to reach out and touch successive pieces on a Tri-Dimensional chess board. The experiment included 20 subjects, 10 of whom had to reach out to touch the chess pieces (active group), and the other 10 controls only had to click a hand-held mouse button. The results showed that amongst the active group there was a significant positive association between body movement and presence. The result lends support to interaction paradigms that are based on maximizing the match between sensory data and proprioception.yX cited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htmthttp://www.equator.ac.uk/var/uploads/presenceCounter.pdf#search=%22slater%20a%20virtual%20presence%20counter%22 http://www.cs.ucl.ac.uk/staff/m.slater/Papers/bips.pdf'.'http://www.cs.ucl.ac.uk/staff/M.Slater/lSlater, M. Steed, A. 2001D=Meeting People Virtually: Experiments in Virtual Environmentsr  R. SchroederZSThe Social Life of Avatars: Presence and Interaction in Shared Virtual Environments Berlin Springer VerlagVR uncanny valley81believability uncanny valley realism human figureargue that higher realism in an avatar's appearance may lead to heightened expectations for behavioral realism. This crystallizes the need to further explore the relationship between the appearance of an avatar and its behavior.xrcited by Garau, 2003 as concerning the hypothesis that more realism in the aspect demands more reslims in behavior'.'http://www.cs.ucl.ac.uk/staff/M.Slater/i Slater, M. 2002"Presence and the Sixth sense60Presence: Teleoperators and Virtual Environments114o435-439\ BELIEVABILITYtpresence believability&Slater, M. Brogni, A. Steed, A.  2003B from http://ispr.info/("Scandinavian journal of psychologySIGART BulletinSistemi intelligentiSpringer LNAI 2175 Studio Sound|Telepresence, Presence:|The Globe and Mail*^ The Journal of Neuroscience,The philosophical review<8The sense of presence with auditory virtual environmentsTheory & Psychology Trends in cognitive sciences Trends in Cognitive Sciences,84Virtual Reality: Research, Development, Applications WikipediaWiredwww.emanuellevy.com^ XHRiecke, Bernhard E.Riedl, Mark O. Rist, T. Riva, G. Rizzo, P. Rizzo, PaolaRizzolatti, G. robotjohnny Roese, N. J.Rogers-Ramachandran, D. Rossman, J. Rott, H Rousseau, D.RTNDAD?RTNDA, Radio-Television News Directors Association & Foundation Rushton, K. Ruttkay, Z. S. R. Musse Saari, T. Sacau, A. Sadagic, A. Sakata, H. Salvendy, G. Sasse, M. A. Sathian, K. Schaefer Schaper, E. Scherer, K.Schertenleib, S.Schertenlieb, S.Scheuchenpflug, R. Schnell, H. Scholl, BJ Schramm, H. Schroeder, R. Schubert, T.Schulte-Pelkum, JorgSchtzwohl, A. (). Schwartz, R.HBScience, CogSci-2005 Workshop: Toward Social Mechanisms of Android Scott, BillSeabrook, JohnSedgwick, H.A.Selwyn, Lionel SengersSengers, Phoebe Seo, H. Seuss, DrShaffer, D. R.Shapiro, M. A.Shatkin, ElinaSheng Sheridan, T.Sheridan, T. B.Sheridan, T.B. .Sheurer, Timothy Siegel, Don Simon, MarkSimsarian, Kristian Singer, M. J.Singer, Philip Rodrigues Slater, M.Slater, M., Steed, A. Slater, MelSlmith, Murray Sloan, Paul Smart, L. J.Smets, G. J. F. Smith, Barry Smith, M. Smith, Murray Smith, Sean Song, C.Soto-Faraco, S.Spande, Robert Spence, C.Spence, ChalesSpotteswood, RSquare-pictures Staiger, J.Stappers, P. J. Stark, I. W. Steed, A.Steed, AnthonySteele, Robert Stein, B. E. Stephanou, H. Sterling, Rod Stern, Andrew Steuer, J. Steuer, J. .Stevens, Albert L. Stevens, B. Stich, S Stock, O. Stoddart, A.Stoffregen, T. A.Stoffregen, T. A., Bardy, B. G., Smart, L. J., & Pagulayan, R. J. (2003). On the nature and evaluation of fidelity in virtual environments. In L. J. Hettinger & M. W. Haas (Eds.), Virtual & Adaptive Environments: Applications, Implications, and Human PeStoffregen, Thomas A. Stone, J. Stone, L. Stoner, M.Strawson, Peter F. Stucchi, N. Swinth, K. R.Talbot, Frederick A. Tan, Ed S. Tan, Y.-H. Tastevin, J.Taylor, S. E. . . Thalmann, D.Thalmann, DanielThalmann, N.M.Thalmann, Nadia Magnenat Thalmann., D.The, Hogarth Press and Thom, Randy ThomasThompson, Bill Thompson, C. Thompson, K. Thornton, B.Thornton, Brian Trappl, R. Tremoulet, P Troiani, R. Tromp, J.Tsakiris, Manos Tucha, O. Tumblin, J. Tummolini, L.Tummolini, Luca Turvey, M. Ulicny, B.UPA Urma, Daniela Usher, J. M. Usoh, M.van Baren, JoyVanhamme, J. . Veloso, M. Veloso, M. V. VicenteVilhjalmsson, H.Vilhjlmsson, H. Villa, H.Vinayagamoorhty, V.Vinayagamoorthy, V.82Virtual Environments, MIT Press 12(5) pp. 481-494. Visser, R. Vitrano, T. Viviani, P. Vorderer, P. Vroomen, J. Vroomen, Jean W. Lee Walker, N.Walton, Kendall Walton, Rick Wann, J. P. Warren, D. H.Waterworth, E. L.Waterworth, J. A.Waterworth, J.A. Weghorst, S. Weir, PeterWeis, ElizabethWeisenberger, J. M. Welch, R. B. Welch, R. B., Warren, D. H. Wells, M. J.$Wells, M. J. (b). . Available:Weschler, Lawrence Wetzel, C. G.Wexelblatt, AlaWeyrauch, Peter Whitley, J.Whittlesea, Bruce W. A. Whitton, M. Wilbur, S.Williams, Lisa D. Williams, M AWilson , J. R. Wilson, T. D. Winters, J. Wirth, W. Wisdom, S. B. Witmer, B. G.Wittgenstein, Ludwig Wolf, S. L.Wolpert, D. M. Wook, K.S.Wooldridge, M. J. Wu, C.www.michelchion.com/ Yan, H.Yewdall, David Lewis Yongwook, J.Young, R. Michael Youngblut, C; Zahorik, P. Zancanaro, M. Zanna, M. P. Zeltzer, B. Zeltzer, D.Zeltzer, D., , Zhong, Ning Zielke, M. Ziemke, T. Zillmann, D. Zimmer, A. 6J1 08zz3ItT2,National Association of Science Writers NASW 2006NASW Code of Ethics*$http://www.nasw.org/about/ethics.htm MEDIA,&media etchics hoax illusion of realityhaOne of the principal aims of the National Association of Science Writers, according to its constitution, is to "foster the dissemination of accurate information regarding science and technology in keeping with the highest standards of journalism." This code of ethics is intended to guide the behavior of NASW's officers and members in meeting that aim.X*$http://www.nasw.org/about/ethics.htmNeill, A. () "." 1991$Fear, Fiction and Make-Believe.'Journal of Aesthetics and Art Criticism491 47-56 PHILOSOPHYB;Philosophy paradox of fiction fiction emotions make believe& Neubauer, Barbel Moritz, William 19990*The Influence of Sound and Music on ImagesAnimation World Magazine 4.3\ CINEMA$sound cinema fiction animationXcD>http://www.awn.com/mag/issue4.03/4.03pages/neubauermoritz.php3Niccol, Andrew 1998The Truman showe  Weir, Peter MEDIA&media hoax illusion of realityy,&Nichols, S. Haldane, C. Wilson , J. R. 2000JDMeasurement of presence and its consequences in virtual environments6/International Journal of Human Computer Studiesh52471-491COMPUTER SCIENCES2+computer sciences presence presence measureb[http://presence-research.org/Questionnaires.html http://presence-research.org/Overview.htmlNicohols, S. Stich, S 2003 Mindreading Oxford Oxford University Pressl PHILOSOPHY0)Philosophy fiction imagination simulation1Nielsen, T. I. 1963,%Volition: a new experimental approachf("Scandinavian journal of psychology4r225-230 COGNITIVE SCIENCESTNproprioceptive illusion visual capture perception illusion illusion of reality Noe, Alvae 2004Action in perception  Cambridge, MA.  MIT Presso PHILOSOPHY82Philosophy knowledge perception implicit knowledgexn'"socrates.berkeley.edu/~noe/ Noe, Alvau 2005"Experience without the headr "Gendler, T. S. Hawthorne, J.Perceptual Experiencep OUPl PHILOSOPHY82Philosophy perception knowledge implicit knowledge0*http://socrates.berkeley.edu/~noe/EWTH.pdf'"socrates.berkeley.edu/~noe/Novitz, D. () . ,t 1987("Knowledge, Fiction and Imagination  Philadelphia Temple University Pressl PHILOSOPHY4.Philosophy paradox of fiction fiction emotionsNowak, K. Biocca, F. 2003Understanding the influence of agency and anthropomorphism on copresence, social presence and physical presence with virtual humans.60Presence: Teleoperators and Virtual Environments125481-494VR COGNITIVE SCIENCESd]presence co-presence VR cognitive sciences human-likeness life-likeness realism believabilityVOThis study asked whether or not users would feel the same level of copresence, or social presence with non-human artificially intelligence agents as with human- controlled avatars and how this level of perceived connection with a virtual other would influence the sense of presence in the environment. Does it matter if the mind controlling the virtual human body is human, or is it enough to feel a connection to another mind whether it is human or artificial? Another important dimension of virtual humans is in the visual characteristics of their virtual image. The virtual images animated and controlled by human or artificial minds vary in shape, features and abilities. They vary far more than physical bodies as computer graphics can allow them to be any shape, species, color, or form as they are limited only by the imagination of the creator or designer. The shapes or forms of the virtual body also vary in how much they resemble human bodies. In other words, they differ in their level of anthropomorphism. Anthropomorphism is the second dimension of virtual humans considered in this paper.r0)quoted by Brenton, Vinayagamoorty, 2005 Xhttp://citeseer.ist.psu.edu/cache/papers/cs/26451/http:zSzzSznimbus.temple.eduzSz~mlombardzSzP2001zSzNowak2.pdf/understanding-the-influence-of.pdf'(!http://www.coms.uconn.edu/hcilab/Nowak, K. Rauh, C. 2005yThe Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction.0*Journal of Computer Mediated Communication111VR COGNITIVE SCIENCESd]VR cognitive sciences presence co-presence human-likeness life-likeness realism believabilityele It has become increasingly common for websites and computer media to provide computer generated visual images, called avatars, to represent users and bots during online interactions. In this study, participants (N=255) evaluated a series of avatars in a static context in terms of their androgyny, anthropomorphism, credibility, homophily, attraction, and the likelihood they would choose them during an interaction. The responses to the images were consistent with what would be predicted by uncertainty reduction theory. The results show that the masculinity or femininity (lack of androgyny) of an avatar, as well as anthropomorphism, significantly influence perceptions of avatars. Further, more anthropomorphic avatars were perceived to be more attractive and credible, and people were more likely to choose to be represented by them. Participants reported masculine avatars as less attractive than feminine avatars, and most people reported a preference for human avatars that matched their gender. Practical and theoretical implications of these results for users, designers, and researchers of avatars are discussed.X6/http://jcmc.indiana.edu/vol11/issue1/nowak.html,'(!http://www.coms.uconn.edu/hcilab/y$*y:^,&Olson, J. M. Roese, N. J. Zanna, M. P. 1996 Expectancies $E. T. Higgins A. W. Kruglanski60Social Ppsychology: Handbook of basic principles New York Guilford Press211-238COGNITIVE SCIENCES$cognitive sciences expectationNGcited by Miceli, 2002 One might choose to label any kind of beliefs about the future as 'expectations' or 'expectancies' in a general sense (e.g.,e.g. Olson, Roese, & Zanna, 1996), and deal with their differences in terms of possible dimensions or properties such as certainty, goal involvement, personal commitment, and so on.gOrtony, A. Partridge, O. 1987D>Surprisingness and expectation failure: Whats the difference?XQProceedings of the 10th International Joint Conference on Artificial Intelligence Morgan Kaufmann106-108COGNITIVE SCIENCES.'cognitive sciences expectation surprisePJCited by Castelfranchi & Lorini, 2003 Definition of surprise, expectations*#Ortony, A. Clore, G. L. Collins, A.t 1988*#The Cognitive Structure of EmotionsH  Cambridge, MA. Cambridge University PressCOGNITIVE SCIENCESemotionsRLcited by Reilly 1995 as the source of evidence about emotions for Oz project'.'http://www.cs.northwestern.edu/~ortony/ Ortony, A. 200382On making believable emotional agents believable . R. Trappl P. Petta S. Payr& Emotions in humans and artifacts  Cambridge, MA  MIT PressoCOGNITIVE SCIENCESB7Modeling of Bodies and Clothes for Virtual Environmentsf CAVW04VR& human-likeness agents vr realism$Although graphical human modeling has been a long sought subject in computer graphics, when it comes to dealing with real-time applications, it raises a number of unique requirements for both CG artists and researchers. For example, for a real-time performance it is highly desirable to lighten the geometry and optimize the runtime animation of characters wherever possible. An important need in such systems is to assist the CG artists in seamlessly transforming their modeling work from CG packages to the real-time application, without limiting their expressivity. In this paper we describe techniques by which dressed human characters are modeled, loaded into VR scenes, and simulated in real-time. In doing so, we point out challenging issues and solutions that such tasks imply at each phase of modeling and simulation. In particular, we turn our attention to what we consider as key technical components: body and clothes. Case studies show that our modelers successfully meet the need of real-time requirements over a wide variety of scenarios.X0)http://miralabwww.unige.ch/papers/323.pdf'"http://miralabwww.unige.ch/ 94/z6+~BCNhgQRmChristou, C. Parker, A.e 1995F?Visual realism and virtual reality: A psychological perspectivea Carr, K. England, R.&Simulated and virtual realities  Bristol, PAc Taylor & Francis 53-84VR VR realismcited by Stoffregen 2003 Clair, Rene (1929) 1985lThe art of sound "Weis, Elizabeth Belton, John&Film sound. Theory and practice6 "University of Columbia Press CINEMA cinema soundX/http://lavender.fortunecity.com/hawkslane/575/art-of-sound.htm http://www.columbia.edu/cu/cup/catalog/data/023105/0231056370.HTMConnor, Steven 2000Sounding out filmk CINEMA sound cinemaXE4-http://www.bbk.ac.uk/english/skc/soundingout/Cooper, J. Fazio, R. H.e 1984&A new look at dissonance theory  L. Berkowitz0*Advances in experimental social psychology  San Diego, CAe Academic Press229-266COGNITIVE SCIENCESJCcognitive sciences expectation coherence conflict dissonance theory<5cited by Miceli, 2002, on cognitive dissonance theoryCozby, Paul C. 2004f`Methods in Behavioral Research Resources for Research in Psychology and the Behavioral Sciences  McGraw-Hilla"BEHAVIORAL RESEARCH METHODSs"behavioral research methodsD>Methods in Behavioral Research is a concise introduction to research methods for psychology and behavioral science courses. It has been THE best selling text in this course for at least fifteen years, and is considered by many as the default student-friendly text for research methods, the one that students will read..'http://methods.fullerton.edu/index.htmlCurrie, Gregoryo 1990The Nature of Fiction  Cambridge Cambridge University Press PHILOSOPHY,%fiction Philosophy paradox of fictionparadox of fictionCurrie, Gregorya 1995>7Image and Mind: Film, Philosophy, and Cognitive Science  Cambridgel Cambridge University Press CINEMA COGNITIVE SCIENCESsf_cinema cognitive sciences illusion believability realism illusion of reality paradox of fiction"summarized by Freeland 1997s'F?http://www.nottingham.ac.uk/philosophy/staff/gregory-currie.htm&Currie, Gregory Ravenscroft, I. 2002Recreative minds Oxford Oxford Unversity Press PHILOSOPHY.(Philosophy fiction narration imaginationCurrie, Gregoryc 2004"Imagination and make believe B. Gaut D. McIver Lopes,%The Routledge Companion to Aestheticsl London  Routledge. PHILOSOPHY.(Philosophy imagination make believe artsXmD=http://www.nottingham.ac.uk/philosophy/downloads/26Currie.pdf{'F?http://www.nottingham.ac.uk/philosophy/staff/gregory-currie.htm Currie, Gregoryi 2005"Imagination and make-believe Gaut, B. Lopes, D. McIver,%The Routledge companion to Aestheticsf London New York  Routledge335-346 PHILOSOPHY60Philosophy imagination make believe fiction artsXCutting, James E.iJoseph D. Anderson. The Reality of Illusion: An Ecological Approach to Cognitive Film Theory. Carbondale: Southern Illinois UP, 1996.=6/CINEMA COGNITIVE SCIENCES Ecological psychology~wcinema ecological psychology cognitive sciences perception realism believability illusion of reality paradox of fictionaRecently there has been growth of scientific interest in film and video. This interest has coalesced into cognitive film theory. Unlike psychoanalytic, Marxist, and feminist approaches, cognitive film theory neither offers nor seeks any analysis of cultural, historical, or political influences on film or on viewers. Instead, the central idea is that film succeeds because it meshes with our perceptual and cognitive endowment. From this view follows interest in such things as why flicker and flickerless images occur, how form and motion are perceived stripped of their meaning, how color and lighting work stripped of their effects on mood, how lens effects and shot angles affect perceived space, and how continuity and the juxtaposition of shots and cuts imply narrative structure. These topics and more are addressed with considerable clarity in Joseph Anderson's The Reality of Illusion. But Anderson's book is not simply about cognitive film theory. Its subtitle, An Ecological Approach to Cognitive Film Theory, allies it with a particular approach within the cognitive sciences, that of James J. Gibson.1 Gibson looked to match the constraints of evolutionary biology to everyday human tasks and activities. Thus, Anderson's book is about the evolutionary constraints on human eyes and minds and how these have shaped film. Before Anderson's book, there was no systematic ecological approach to film.2X2http://72.14.221.104/search?q=cache:AFt6o6udKlAJ:www2.psych.cornell.edu/cutting/pub/anderson%2520rev.pdf+Anderson,+Joseph+D.+cinema+cognitive+sciences&hl=fr&gl=fr&ct=clnk&cd=1&client=firefox-a'<5http://www.psych.cornell.edu/people/Faculty/jec7.html Xf[0<k"Wilson, T. D. Klaaren, K. J. 1992^XExpectation whirls me round: The role of affective expectations on affective experiences  M. S. ClarksNHReview of personality and social psychology: Emotion and social behavior Newbury Park, CA Sage14 131COGNITIVE SCIENCES$cognitive sciences expectation&cited by Geers & Lassiter, 1999"Witmer, B. G. Singer, M. J.E 1998JDMeasuring Presence in Virtual Environments: a Presence QuestionnairePresence7r30225-240;COMPUTER SCIENCESeHAcomputer sciences presence presence measure involvement immersion0The effectiveness of virtual environments (VEs) has often been linked to the sense of presence reported by users of those VEs. (Presence is defined as the subjective experience of being in one place or environment, even when one is physically situated in another.) We believe that presence is a normal awareness phenomenon that requires directed attention and is based in the interaction between sensory stimulation, environmental factors that encourage involvement and enable immersion, and internal tendencies to become involved. Factors believed to underlie presence were described in the premier issue of Presence: Teleoperators and Virtual Environments. We used these factors and others as the basis for a presence questionnaire (PQ) to measure presence in VEs. In addition we developed an immersive tendencies questionnaire (ITQ) to measure differences in the tendencies of individuals to experience presence. These questionnaires are being used to evaluate relationships among reported presence and other research variables. Combined results from four experiments lead to the following conclusions: (1) the PQ and ITQ are internally consistent measures with high reliability; (2) there is a weak but consistent positive relation between presence and task performance in VEs; (3) individual tendencies as measured by the ITQ predict presence as measured by the PQ; and (4) individuals who report more simulator sickness symptoms in VE report less presence than those who report fewer symptoms.sX cited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htm used by Gerhard, et al., 2001.b\http://mitpress.mit.edu/journals/PRES/ps00734.pdf#search=%22witmer%20measuring%20presence%22"Witmer, B. G. Singer, M. J.o 1999& On Selecting the Right Yardstick81Presence: Tele-operators and Virtual Environments}8-52566-5733COMPUTER SCIENCESy2+computer sciences presence presence measureHBcited by Gerhard, et al., 2001 disucssion about measuring presenceWittgenstein, Ludwig 1958"Philosophical investigations Oxford Basil Blackwell\ PHILOSOPHYPhilosophy knowledgexWu, C. Shaffer, D. R.a 1987|vSusceptibility to persuasive appeals as a function of source credibility and prior experience with the attitude object2,Journal of Personality and Social Psychology524677-688COGNITIVE SCIENCES$cognitive sciences persuasionYewdall, David Lewis 20030)The practical art of motion picture soundi  Focal Pressi CINEMA$sound film sound cinema foleyp X extract}XQextract http://mis15.ncarts.edu/film/yewdall/Web%20Pages-A/Chpt_16_TEXT_FOLEY.htm  Youngblut, C; 20034.Experience of presence in virtual environments 4. Institute for Defense Analyses (IDA; ida.org)Document D-2960bCOMPUTER SCIENCESd2+computer sciences presence presence measure~wcited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htmb"Zahorik, P. Jenison, R. L.n 1998$Presence as Being-in-the-World4.Presence: Teleoperators & Virtual Environments7o1 78-89\COMPUTER SCIENCESt computer sciences presencecited by Reno 2005 Zeltzer, D. 1992*#Autonomy, interaction, and presencep,% Presence: Teleoper. Virtual Environ.11127132VR presence vr\cited by Kim, 2004Zeltzer, D., , 1992("Autonomy, Interaction and Presence81Presence: Teleoperations and Virtual EnvironmentsY1i127-132dCOMPUTER SCIENCESS computer sciences presencecited by Cho 2003c*#Zeltzer, B. Sheridan, T. Slater, M.o 1995:4Presence and performance within virtual environments W. Barfield T. A. Furness 82Virtual environments and advanced interface design New York Oxford University Press473-513cVRpresenceZiemke, T. Lindblom, J.. 20064.Some methodological issues in android science.Interaction Studiesn7n3t"ROBOTICS COGNITIVE SCIENCESsd]robotics cognitive sciences believability uncanny valley realism human-likeness life-likenessreply to MacDorman2006expected october 2006'HAhttp://www.benjamins.com/cgi-bin/t_bookview.cgi?bookid=IS%207%3A3hzx $Lorini, E. Castelfranchi, C.. 2004.'An expectations-based theory of defenseud]Proceedings of the First International Workshop on Safety and Security in Multi-agent systemsp New YorkCOGNITIVE SCIENCES$cognitive sciences expectationb[Multi-Agent Systems should not be conceived as only cooperative. As open systems situations of concurrence, competition and conflict often arise. Starting from this perspective it is relevant not only pro-social interaction modeling, but also a theory of trust and monitoring, giving special relevance to issues of security and defense: how can an agent prevent that dangerous actions of other agents and dangerous events will frustrate his own goals? In this paper a general model of defense for intentional agents is presented as well as a general ontology of defensive goals and acts. Defensive goals are activated at different point of the temporal trajectory which goes from antecedents of the expected vehicle of attack to the expected damage and are directed to prevent that different components of the expected damaging sequence of events will happen.iXeB9th Eurographics Workshop on Virtual Environments IPT/EGVE2003 Zurich, Switzerland 97-106VRvr immersion agentsThe very recent advancements in the computer 3D graphics technology, and in particular, the latest appearance of a powerful and affordable 3D graphics hardware, brings a fresh wave of interest to immersive VR applications that target rapidly growing educational and training needs of the modern information society. From the economical and technological point of view immersive VR technologies, once affordable to few research laboratories and government based organizations, become widely available. As a result the VR systems, being until recently of mostly research and prototypical nature, show a new potential to proliferate as more common tools for institutions offering educational and training services. From the sociological standpoint an increasing importance and acceptance of interactive digital storytelling technologies becomes ubiquitous. Especially for the younger generations, computer games, interactivity, immersion in synthetic scenarios, are as normal and accessible as other medias like internet, television, radio or books.X0)http://miralabwww.unige.ch/papers/140.pdf'"http://miralabwww.unige.ch/Prendergast, Roy A.s 199282A Neglected Art: A Critical Study of Music in Film CINEMA$cinema sound film sound musicmpiWhat is it, exactly, that music contributes to a fihn? David Raksin has written that music's avowed purpose in films is "to help realize the meaning of a film." Aaron Copland has said that a composer can do no more than "make potent through music the film's dramatic and emotional value." Both observations approach a general answer to the question. We shall divide this question further into five rather broad areas, taking a detailed look at each. The main headings are Aaron Copland's, drawn from his article in The New York Times of November 6, 1949; the discussion that follows each heading is the author's work.dX rkhttp://web.archive.org/web/19970516041845/http://citd.scar.utoronto.ca/VPAB93/course/readings/prenderg.htmle@9Prothero, J. D. Parker, D. E. Furness, T. A. Wells, M. J.b 1995:3Towards a robust, quantitative measure for presenceB7Increasing believability in animated pedagogical agentso:3First International Conference on autonomous agents Marina del Rey, CA 16-21VR$believability agents narration&cited by Mateas 2002, Kim, 2004Lester, B. Stone, J. 1997hbThe Pedagogical Design Studio: Exploiting Artefact-Based Task Models for Constructivist LearningF?3rd International Conference on Intelligent User Interfaces  Orlando, USACOMPUTER SCIENCES>8computer sciences believability realism agents education$cited by Gerhard, et al., 2001Levinson, Jerrold 1997:3Emotion in Response to Art: A Survey of the Terrainn Hjort, M. S. Laver  Oxford UPa PHILOSOPHY4.Philosophy paradox of fiction emotions fictionD=Good starting point for the debate about emotions and fictione Levy, Emanuel 2004-2007d\UOnce upon a time, when radio was king... Orson Welles' broadcast of War of the worlds\www.emanuellevy.comb:4http://www.emanuellevy.com/article.php?articleID=264 Lewis, David 19804.Veridical Hallucination and Prosthetic Vision("Australasian Journal of Philosophy58 239-49 PHILOSOPHYPhilosophy hallucination &Fv2**#(u,~Husserl, Edmund.LE1973 , trans. J. N. Findlay, : [1900/01; 2nd, revised edition 1913].iLogical Investigations London  Routledge\ PHILOSOPHYcoherence knowledgecHusserl, Edmund. 1990Ideas Pertaining to a Pure Phenomenology and to a Phenomenological Philosophy : Second Book: Studies in the Phenomenology of Constitution Kluwer Academic Publishers PHILOSOPHY$Philosophy coherence knowledgeLFIJsselsteijn, W. A. de Ridder, H. Hamberg, R. Bouwhuis, D. Freeman, J. 1998:3Perceived depth and the feeling of presence in 3DTVrDisplays18207-214COMPUTER SCIENCES2+computer sciences presence presence measure~wcited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htm@:IJsselsteijn, W. A. de Ridder, H. Freeman, J. Avons, S. E. 20006/Presence: Concept, determinants and measurementt2+SPIE, Human Vision and Electronic Imaging Vr  San Jose, CA3959-76COMPUTER SCIENCES2+computer sciences presence presence measure~wcited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htmnB;http://www.ipo.tue.nl/homepages/wijssels/SPIE_HVEI_2000.pdfeIsbister, K. Nass. C.p 2000tn Consistency of personality in interactive characters: Verbal cues, non-verbal cues, and user characteristics.81International Journal of Human- Computer Studies.S532R 251 - 267rVR>7human characters believability coherence uncanny valleynThis study examined whether people would interpret and respond to verbal (text) and non-verbal cues (posture) of personality in interactive characters just as they interpret cues from a person. In a balanced, between-subjects experiment (N=40), introverted and extroverted participants were randomly paired with one of two types of consistent computer characters: (1) matched participants' personality with both verbal and non-verbal cues or (2) completely mismatched the participant, or one of two types of inconsistent characters: (3) matched with verbal cues but not with non-verbal cues or (4) matched with non-verbal but not with verbal cues. Participants accurately identified the character's personality type in their assessment of its verbal and non-verbal cues. Preference was for consistent characters, regardless of participant personality. Consistent characters also had greater influence over peoples' behaviorinteraction with consistent characters led to greater changes in people's answers than interaction with inconsistent characters. Finally, contrary to previous research, participants tended to prefer a character whose personality was complementary, rather than similar, with their own. This study demonstrates the importance of orchestrating the overall set of cues that an interactive computer character presents to the computer user, and emphasizes the need for consistency among these cues.'d^http://www.digitalcity.gr.jp/openlab/virtualcommunity/kath.html http://www.stanford.edu/~nass/Jackson, BlairPJSounds of the Sea. Bringing Authentic Naval Audio to Master and Commander.6/Digital content producer;Communication Researchd CINEMA&cinema sound film sound fictioniXiRKhttp://digitalcontentproducer.com/sound4picture/video_sounds_sea/index.htmlJarrett, Michael4.Sound Doctrine: An Interview with Walter Murch CINEMA&cinema fiction sound film sound X.'http://www.yk.psu.edu/~jmj3/murchfq.htm\ Johnson, W.e 1998Pedagogical Agentsc<5International Conference on Computers in EducationL Beijing, ChinaCOMPUTER SCIENCES\("computer sciences agents education$cited by Gerhard, et al., 2001 Jones, C. 1989@9Chuck amuck: the life and times of an animated cartoonisth New York Farrar, Strauss & GirouxCINEMA ANIMATION$believability animation cinemabelievable charactersyLEcited by bates, 1994 oddity and quirk make characters more believable"Jordan, M. I. Wolpert, D. M. 1999"Computational Motor Control  M. Gazzaniga The Cognitive Neuroscience  Cambridge, MAm  MIT PresscCOGNITIVE SCIENCES$cognitive sciences expectationPIcited by Castelfranchi on expectations and general anticipatory behaviorsa Joyce, R. 2000 Rational Fear of Monsters$British Journal of Aestheticso402209-224 PHILOSOPHY4.Philosophy paradox of fiction fiction emotions Kalawsky, R. 2000`YThe Validity of Presence as a Reliable Human Performance Metric in Immersive Environmentsl<6PRESENCE 2000 - 3rd International Workshop on Presence Delft, The NetherlandsAdvances in interactive media technologies have reached the stage where users need no longer to act as passive observers. As the technology evolves further we will be able to engage in computer based synthetic performances that mimic events in the real or natural world. Performances in this context refers to plays, films, computer based simulations, engineering mock-ups, etc. At a more fundamental level, we are dealing with complex interactions of the human sensory and perceptual systems with a stimulus environment (covering visual, auditory and other components). Authors or rather directors of these new media environments will exploit computer generated perceptual illusions to convince the person (participant) who is interacting with the system that they are present in the environment. Taken to the limit the participant would not be able to distinguish between being in a real or natural environment compared with being in a purely synthetic environment. Unfortunately, the performance of current technology falls considerably short of even getting even close to providing a faithful perceptual illusion of the real world. Eventually, VR authoring tools will become more sophisticated and it will be possible to produce realistic virtual environments that match more closely with the real world. Some VR practitioners have attempted to collect data that they purport to represent the degree of presence a user experiences. Unfortunately, we do not yet have an agreed definition of presence and seem undecided whether it is a meaningful metric in its own right. This paper will examine the dangers of attempting to measure the presence of a VR system as a one-dimensional parameter. The question of whether presence is a valid measure of a VR system will also be addressed.x cited by Reno 20054-http://www.presence-research.org/Kalawsky.pdfa60Kalay, Y. E. Yongwook, J. Wook, K.S. Jaewook, L. 2003$Virtual Learning EnvironmentsXRCAADRIA (The Association for Computer-Aided Architectural Design Research in Asia)  Seoul, KoreaCOMPUTER SCIENCES*$computer sciences education presence2+Cyberspace, an information space created through ubiquitously networked computers, has been transformed from fiction to fact in the past decade thanks to the advent of the World Wide Web. Although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to architectural principles, rather than the prevailing document (page) metaphor. This need is most evident in learning environments, which rely on social and contextual attributes as much as they rely on content. This paper describes the underlying theory and our efforts to develop such virtual learning environments, and the software that allows users to access and inhabit them.aX Cited by Reno, 2005eD>http://www.itcon.org/data/works/att/2004_13.content.04009.pdf.+ P2004Movie Answer ManChicago Sun TimestJanuary 11, 2004CINEMA ANIMATIONXRuncanny valley animation cinema life-likeness human-likeness believability realismAccording to a New Yorker article by John Seabrook, "Mori tested people's emotional responsehaDe Rosis, Fiorella Pelachaud, Catherine Poggi, Isabella Carofiglio, Valeria De Carolis, Berardina 2003rlFrom Greta's mind to her face: modelling the dynamics of affective states in a conversational embodied agenttnInternational Journal of Human-Computer Studies. Special Issue on "Applications of Affective Computing in HCI"59 81-118VR COGNITIVE SCIENCESNGVR cognitive sciences believability agents human-likeness life-likenessvoThis paper describes the results of a research project aimed at implementing a realistic 3D Embodied Agent that can be animated in real-time and is believable and expressive: that is, able to communicate with coherency complex information, through the combination and the tight synchronisation of verbal and nonverbal signals. We describe, in particular, how we `animate' this Agent (that we called Greta) so as to enable her to manifest the affective states that are dynamically activated and de-activated in her mind during the dialog with the user. The system is made up of three tightly interrelated components: - a representation of the Agent Mind: this includes long and short-term affective components (personality and emotions) and simulates how emotions are triggered and decay over time according to the Agents personality and to the context and how several emotions may overlap. Dynamic belief networks with weighting of goals is the formalism we employ to this purpose; - a mark-up language to denote the communicative meanings that may be associated with dialog moves performed by the Agent; - a translation of the Agents tagged move into a face expression, that combines appropriately the available channels (gaze direction, eyebrow shape, head direction and movement etc). The final output is a 3-D facial model that respects the MPEG-4 standard and uses MPEG-4 Facial Animation Parameters to produce facial expressions. Throughout the paper, we illustrate the results obtained, with an example of dialog in the domain of Advice about eating disorders. The paper concludes with an analysis of advantages of our cognitive model of emotion triggering and of the problems found in testing it. Although we did not yet complete a formal evaluation of our system, we briefly describe how we plan to assess the agents believability in terms of consistency of its communicative behavior.XBhttp://www.di.uniba.it/intint/people/papers/aisb05-empathy.pdf'4.http://www.di.uniba.it/intint/people/fior.htmlDennett, D. C. 1987The intentional stance Cambridge, Mass.  MIT Pressy PHILOSOPHY@:human-likeness life-likeness believability folk psychologyDennett, D. C. 1991Consciousness explainede Boston Little, Brown & Companye PHILOSOPHY6/Philosophy knowledge BIV hallucination illusionmb)xRe*s _! HBruner, J., Postman, L./ 19492,On the perception of incongruity: A paradigmJournal of Personality18206-223COGNITIVE SCIENCESB8cinema Philosophy illusion of reality paradox of fiction Altman, RickThe sound of sound CINEMA&cinema sound film sound realismyXyB;http://www.geocities.com/Hollywood/Academy/4394/altman.html4 Altman, Rick 1992"Sound Theory, Sound Practice New York  Routledgeg CINEMA cinema soundlfAltschuler, E. L. Wisdom, S. B. Stone, L. Foster, C. Galasko, D., Llewellyn, D. M. Ramachandran, V. S. 1999>8Rehabilitation of hemiparesis after stroke with a mirror Lancet 353 2035-2036COGNITIVE SCIENCESXRcognitive sciences perception illusion of reality illusion proprioceptive illusion`Zclinical applications of proprioceptive illusions induced by mirrors cited by Holmes, 2004Andereson, Chris 2004 Sound DesignNew England Film.com CINEMAsound film sound cinema\XdB;http://www.newenglandfilm.com/news/archives/04may/sound.htmn& Anderson, Sylvia Anderson, Gerry 1969 Doppelganger Parrish, Roberte CINEMA SF}*#doppelganger uncanny valley fiction'N  JKTV[.qt'?A20052006200620062007|.1993 Alcaniz2000 Alcaiz2001T Alexandrov 1928 (1985)C Allen1986 Allen1997L Altman Altman1992 Altschuler1999 Altschuler19999` Andereson2004rAnderson1969rAnderson1969*Anderson1996:Anderson2005:Anderson2005 Andre2002 Anolli20011N Anonymous1932P Anonymous1934"Arevalo-Poizat2004 Arevalo-Poizat20055 Aristotle1961n Armel2003 Arnold2000 Aronson1963g Arthur19933 Arthur1999 ASNE1999  Austen2001 Austen2003 Avons1999 Avons2000 Avons2000 Avons2000 Bacchetta2001b Bach-y-Rita1982 Badler2002 Bailenson2005V Balazs1949e Balliet1990 Ballin20055 Bandura1990 Baos2000 Baos2001h Barbara2001 Bardy2001 Bardy2003Barfield1993Barfield1995Barfield1995Barfield1996Barfield1996Barfield1996Barfield1999y Barkun2003 Barrett2003 Bastos19999 Bates1989 Bates1991| Bates1992} Bates1992 Bates1992 Bates1992 Bates1992 Bates1992 Bates1992 Bates1993 Bates1994 Bates1995 Bates1995~ Bates1997  Baud-Bovy1997 Baumgartner2003 Baumgartner2004x BBCNews2006j Bedford2007 Belton1985E Belton1985Beltrame20011 Benedetti1985 Benedetti1985 Benedetti1988 Benedetti1988 Benedetti1990 Benedetti1991 Benford1996 Benyon20033Bergmark20030z Bernds1999Berry in press.d Bertelson1994b Bertelson1999a Bertelson2001 Berthoz20022 Bhatia1997uBickhard2005Bickmore2000Bickmore2000Bickmore2001wBilefsky2006 Bilvi2003j Biocca1992 Biocca1995 Biocca1995 Biocca1997 Biocca1997 Biocca2001 Biocca2003 Biocca20033 Biocca2003 Biocca20044r Black1999 Blackeslee19989Blackmon1996 Blake1984 Blascovich2005 Bledsoc1986Bolmarcich-Ditton1994M Boone1933O Boone1938<Bordwell1985=Bordwell1985Bordwell1989-Bordwell1996 Botella2000 Botella2001  Botvinick1998Bouwhuis19988 Bcking2003 Bcking2004 Bratman1988p Bray2007~ Brenton2005i Bresciani2004 Bricken1993 Brogni2003r Brogni2003 Brogni2004r? Brooks19969 Brooks19999{Brunelle1996 Bruner1949 Bruner1966 Bruner1968 Bruner1991 Bruner1999  Bryant2001 Bullock1998kBulthoff2005m Burchia2007 Burgoon2001 Burgoon2003Burtt!Burtt_ Buskin1998Butler in press.s Butz2002iBlthoff20044 Byrne1993 Bystrom1999u C.2000r C. Babski2001 Callear2002e Calvert2001 Campanella1995Campanella Bracken2006%Campbell2001) Canemaker2004k Caniard2005m Cantor1979t Cantor19811Caamero2006 Capin2001 Cardoso2001 Cardoso2001 Cardoso2001 Cardoso2001 Cardoso2001 Carlsmith1963 Carlsson~k Caro1979w Carofiglio2001 Carofiglio2001 Carofiglio2001 Carofiglio2002 Carofiglio20030 Carofiglio2003 Carofiglio2003 Carofiglio2003 Carofiglioin pressl Carr1995w Carroll1978D Carroll1990- Carroll1996> Casati1994 Casati2005 Casati2006CasatiTo appear 2007" Cashill1997 Cassell2000 Cassell2000 Cassell2001 Cassell2002 Castelfranchi1998 Castelfranchi1999 Castelfranchi2000 Castelfranchi2000 Castelfranchi2001 Castelfranchi2002 Castelfranchi2003 Castelfranchi2003 Castelfranchi2003 Castelfranchi2003 Castelfranchi2004 Castelfranchi2004 Castelfranchi2006 Castelfranchi2007x Castelfranchiin preparation Castelfranchiin press Cater1992R Cavalcanti 1939 (1985) Cavalluzzi2005Q Cavell1986 Cesta1997 Cesta1999 Chaminade20061 Chan2002~Chatting2005wXChenChevrier2004 Chion2003 Chion2005 Cho2003 Choi2000w7 Cholodenko2006SChristodouloun1978mChristou1995gChrysler1993 Churchill2000PCistheri1993QClair (1929) 1985~ Clore1988 Cobb1995m Cohen1998N Collins1956 Collins1988g Connor2000d Conway1992 Cooper1983 Cooper1984$ Cordier2002' Cordier2004 Covino20000C Cozby2004 Crane2000e Craver19900d Crea19929 Crozier2004B Currie1990+ Currie19956 Currie2002/ Currie20044 Currie20059 CuttingI Cutting1986D Cutting1987( Cutting1991F Cutting1997 Cutting1998 Cutting19984 Cutting2000E Cutting20023 Cutting2003tting2003tting2003tting2003tting2003tting2003tting2003tting2003tting2003tting2003tting2003tting2003tting2003tting2003   >  % - 53 jD }zNn    . yq  ^P  n 9(  b  % Y_ > kM R/ & ^ [ G~6J i { :  H  IB 5 X e }@|TFyL(fb"VbTBach-y-Rita, Pauli 1982,&Sensory substitution in rehabilitation ,%L. Illis, M. Sedgwick, & H. Granvillet0*Rehabilitation of the Neurological Patient  Oxford, UK Blackwell Scientific361-383$PERCEPTION cognitive sciencesLFrealism perception distality objectivity movement sensory substitutionTMBailenson, J. B. Swinth, K. R. Hoyt, C.L. Persky, S. Dimov, A. Blascovich, J.l 2005The independent and interactive effects of embodied agent appearance and behavior on self-report, cognitive, and behavioral markers of copresence in Immersive Virtual Environments60Presence: Teleoperators and Virtual Environments144COMPUTER SCIENCES0*computer sciences presence social presencecited by Reno, 2005 Balazs, Bela 1949 CINEMA cinema soundX extract on soundF@http://lavender.fortunecity.com/hawkslane/575/theory-of-film.htm Bandura, A. 1990.'Self-efficacy mechanism in human agencyHAmerican Psychologist37122-147mCOGNITIVE SCIENCES expectationrztcited by Castelfranchi & Lorini, 2003 the capapcity of making predictions that are confirmed is important objectiveTMBaos, R. M. Botella, C. Garcia-Palacios, A. Villa, H. Perpia, C. M. Alcanizm 2000RKPresence and Reality Judgment in Virtual Environments: a unitary construct?\ Cyberpsychology & Behavior33327-335COMPUTER SCIENCES("computer sciences presence realism2,cited by Reno, 2005 strong accent on realism Barfield, W. Weghorst, S. 1993PIThe sense of presence within virtual environments: A conceptual framework G. Salvendy M. Smith>8Human-computer interaction: Applications and case studie  Amsterdam Elsevier699-704COMPUTER SCIENCES2+computer sciences presence presence measurecited by vanBaren 2004Barfield, W. Hendrix, C. 1995PJThe effect of update rate on the sense of presence in virtual environments:4Virtual Reality: Research, Development, Applications1{1 3-15COMPUTER SCIENCESd("computer sciences presence realismcited by Dihn, 1999s60Barfield, W. Zeltzer, B. Sheridan, T. Slater, M. 1995<5Presence and performance within virtual environments.e "Barfield, W. Furness, T. A.V<5Virtual environments and advanced interface design : Oxford Oxford University Press473541COMPUTER SCIENCES computer sciences presenceBarfield, W. Danas, E. 1996JCComments on the use of olfactory displays for virtual environments.\60Presence: Teleoperators and Virtual Environments5l1a109-121}COMPUTER SCIENCESd computer sciences presencecited by Dihn, 1999nBarkun, Michael/ 2003A culture of consipracyt Berkeley $University of California Press MEDIAh media hoax,&Barrett, Justin Johnson, Amanda Hankes 2003PJThe Role of Control in Attributing Intentional Agency to Inanimate Objects& Journal of Cognition and Culture3a3COGNITIVE SCIENCES.(intentionality agents self-propelledness2+Bates, J. Loyall, A. Bryan Reilly, W. ScottC 1991 Broad AgentsVPProceedings of the AAAI Spring Symposium on Integrated Intelligent Architectures Stanford UniversityVR(!believability OZ human charactersXNHhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/sigart_2_4.ps  Bates, Josephs 1992F@The Nature of Character in Interactive Worlds and The Oz Project Pittsburgh, PA <6School of Computer Science, Carnegie Mellon University CMU-CS-92-200VR.(believability agents human characters ozXtLFhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/loeffler.ps Bates, Josephi 1992.'Virtual Reality, Art, and EntertainmentcF?Presence: The Journal of Teleoperators and Virtual Environmentse1l1s133-138yVR.(believability agents human characters OZXtPJhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/presence_1_1.ps,$ .<6Krauss, M. Scheuchenpflug, R. Piechulla, W. Zimmer, A. 20016/Measurement of presence in virtual environmentse \VA. Zimmer K. Lange K.-H. Buml R. Loose R. Scheuchenpflug O. Tucha H. Schnell R. Findl Experimentelle Psychologie  Lengerich Pabst Science PublishersCOMPUTER SCIENCES2+computer sciences presence presence measure R LOne major factor which determines the quality of an implementation of a virtual environment (VE) is the extent to which the simulation is able to induce a feeling of being in the virtual reality (Draper, Kaber & Usher, 1998). This illusion is commonly called presence in VE; Witmer and Singer (1998) provide as definition: the subjective experience of being in one place or environment even when one is physically situated in another (p. 225), while other authors define presence as an illusion of position and orientation (Prothero, Parker, Furness & Wells, 1995). In this paper we describe the development of a questionnaire to measure this aspect of VE quality, which will be used to compare different implementations of a virtual driving simulator constructed by a major Italian car manufacturer (EU research project VIRtual, 1999-GRD-11030). Examination of the literature reveals that presence is a multidimensional construct (Regenbrecht, Schubert & Friedmann, 1998). Witmer and Singer (1998) suggest the factors selective attention, involvement and immersive response as necessary in experiencing presence, based on theoretical considerations. Other authors explicitly include objective properties of the simulation as a factor, which led to some confusion and debate about the term immersion (Witmer & Singer, 1998; Slater, 1999). Lately, Schubert, Friedmann and Regenbrecht (1999, in press) empirically identified eight factors contributing to presence: spatial presence, quality of immersion, involvement, drama, interface awareness, exploration of VE, predictability and interaction, realness. In addition, it has been suggested that the tendency to experience presence might depend on personal characteristics of the user; Witmer and Singer (1998) therefore added the factor immersive tendency (the personal tendency to be drawn into a book, novel or VE) to the problem of presence measurement. While several other techniques to assess the quality of the subjective experience of presence have been suggested (qualitative interviews, psychophysiological measurement, behavioural measures, comparison to real task performance), a most straightforward way is to use self report measures collected by questionnaires (for a discussion of different methods see Prothero et al., 1995; Schubert et al., 1999; Slater, 1999). Standard procedure in questionnaire design asks for a collection of relevant items which are weeded out in an item analysis after getting responses to the items from a large sample of subjects (e.g. Krauth, 1995). Therefore we collected answers on a large set of items from persons with experience in VEs.F?X cited by http://www.presence-research.org/Questionnaires.html$Krauss, M., Scheuchenpflug, R., Piechulla, W., & Zimmer, A. (2001). Measurement of presence in virtual environments. In A. Zimmer, K. Lange, K.-H. Buml, R. Loose, R. Scheuchenpflug, O. Tucha, H. Schnell & R. Findl (Eds), Experimentelle Psychologie. Lengerich: Pabst Science Publishers.0)Kronlund, Antonia Whittlesea, Bruce W. A.sunder evaluation\UExpectation, Surprise, and Attribution: Remembering after a Perception of DiscrepancynJCJournal of Experimental Psychology: Learning, Memory, and Cognition'60http://www.sfu.ca/~amantona/AKronlundCVAug05.pdf6/Laaksolahti, Larmo Persson, Per. Palo, Carolinaf 2001:4Evaluating Believability in an Interactive NarrativeTMThe Second International Conference on Intelligent Agent Technology (IAT2001) Maebashi City, Japan World ScientificVRVR believability|vBelievability is affected not only by the graphical appearance (movements, synchronisation, gestures), but also by actions of characters, and how users understand actions in terms of everyday psychology, social life and narrative situation. We performed a study of empathic processes in a socio-emotionally rich drama in which players interacted with text-based virtual characters. The results indicate the importance of having some structure in the ways emotions are displayed by characters. The emotional reactions need to be determined in terms of the characters goals, plans and personality, as well as the narrative context.X<5http://www.perpersson.net/Publications/iat_kaktus.pdf'NGhttp://www.sics.se/~jarmo/index.php http://www.perpersson.net/index.htm:Lessiter, J. Freeman, J. Keogh, E. Davidoff, J.- 2000b\Development of a new cross-media presence questionnaire: The ITC Sense of Presence InventoryB;Presence 2000 - the 3rd Inte6/Lessiter, J. Freeman, J. Keogh, E. Davidoff, J.- 2000b\Development of a new cross-media presence questionnaire: The ITC Sense of Presence InventoryB;Presence 2000 - the 3rd International Workshop on Presence,e 82Delft University of Technology, Delft, NetherlandsCOMPUTER SCIENCES(2+computer sciences presence presence measuretUntil recently, the subjective state of presence has been measured using between one and three simple post-test rating scales that require judgements comparing either: (i) the mediated experience to real life (Hendrix & Barfield, 1996; Slater & Usoh, 1994; Slater, Usoh & Steed, 1994), or (ii) one mediated environment to another (e.g., Welch, Blackmon, Liu, Mellers & Stark, 1996). Typically, the rating scales have been comprised of statements relating to the extent to which an individual: (i) feels physically located in a given mediated space, (ii) senses that a mediated environment "becomes more real, or present, compared to the real [physical] world", and/ or (iii) has a sense that the mediated space is more than merely a mediated multi-sensory presentation; it feels like something they have 'lived'. These questions attempt to capture the essence of presence, and do give some indication of fluctuations in presence arising from manipulations of various parameters believed to enhance presence (e.g., field of view, extent of sensory input). There are, however, several issues relating to the use of these simple rating scales. For instance, Hendrix and Barfield's questions assume an understanding of 'presence' - a relatively unfamiliar term to most non-experts (e.g., Freeman, Avons, Meddis, Pearson, & IJsselsteijn, 2000). Furthermore, other evidence (Freeman, Avons, Pearson & IJsselsteijn, 1999) suggests that simple rating techniques are affected by prior experience and are thus potentially unstable. More detailed questionnaires have been developed to elucidate the presence construct, and to provide a more reliable and valid index of the dimension(s) related to presence. Such questionnaires may be less susceptible to bias. For instance, Witmer and Singer (1998) developed a 32-item Presence Questionnaire (PQ). Data derived from 152 participants, who completed questionnaires after performing one of a range of tasks in a virtual environment, were subjected to a cluster analysis. This revealed three clusters: 'Involved/Control', 'Natural' and 'Interface quality'. Slater (1999) takes issue with some of Witmer and Singer's presence questions. He argues that the PQ confounds the objective, physical properties of the technology with subjective, experiential aspects of presence. While some of Witmer and Singer's items could indeed be construed as technology-related, it is reasonable to expect that participants based their responses on their own perceptions and experiences. The likelihood of the items being treated as measures of objective, physical properties of a mediated environment could be reduced by re-phrasing the items. If such items are carefully worded, respondents' ratings to a given mediated environment could reasonably be expected to show inter-individual variation, as it is likely that individual participants' evaluations of the items would be influenced by their prior experience and expectations. Schubert, Friedmann and Regenbrecht (1999) administered 75 questions to 246 participants (90% male) - most of whom completed the questionnaire with reference to a 3D computer game playing session. Schubert et al.'s first-order principal components analysis revealed three components related to presence: 'Spatial presence', 'Involvement' and 'Realness (comparability of the virtual environment to the real world)'. Finally, Kim and Biocca (1997) developed an 8-item scale based on definitions of presence and simple rating scales found in the literature, including those discussed above. The 8-item scales was used to measure presence elicited by video stimuli presented on either a 9, 20 or 32 inch television. Data from 96 participants were subjected to factor analysis, yielding two factors: (i) 'arrival' (a sense of being there in the mediated environment), and (ii) 'departure' (a sense of not being there in the physical environment). One limitation related to all these studies, however, is that the questionnaires used were tailored to the specific media used in each. As such no scale is currently available that is generalisable to a range of mediated environments. Direct reports from participants suggests that there are distinct similarities in sensations of 'being there' elicited by different types of mediated environment (e.g., Freeman & Avons, 2000; Usoh, Arthur, Whitton, Bastos, Steed, Brooks & Slater, 1999). Therefore, a good general presence questionnaire should have applications across a range of media. To this end, we have developed a new cross-media presence questionnaire, with the goals of good generalisability and broad application. Here, we present the development and factor analysis of the ITC-Sense of Presence Inventory (ITC-SOPI) and compare the results of the factor analysis to those of other studies that have investigated the structure of presence through self-report.yX cited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htmJDhttp://homepages.gold.ac.uk/immediate/immersivetv/P2000-lessiter.htmUnpotTm, Nadia- 2005D>Emotional Communicative Body Animation for Multiple Characters V-Crowds'05 Lausanne, Switzerlands 31-401VR4-vr personality emotions human-likeneF?Ehrrson, H. Henrick Holmes, Nicholas P. Passingham, Richard E../ 2005piTouching a Rubber Hand: Feeling of Body Ownership Is Associated with Activity in Multisensory Brain Areas"The Journal of Neuroscience,2545 10564-10573COGNITIVE SCIENCESNGcognitive sciences perception proprioceptive illusion intersensory bias0*In the "rubber-hand illusion," the sight of brushing of a rubber hand at the same time as brushing of the person's own hidden hand is sufficient to produce a feeling of ownership of the fake hand. We shown previously that this illusion is associated with activity in the multisensory areas, most notably the ventral premotor cortex (Ehrsson et al., 2004). However, it remains to be demonstrated that this illusion does not simply reflect the dominant role of vision and that the premotor activity does not reflect a visual representation of an object near the hand. To address these issues, we introduce a somatic rubber-hand illusion. The experimenter moved the blindfolded participant's left index finger so that it touched the fake hand, and simultaneously, he touched the participant's real right hand, synchronizing the touches as perfectly as possible. After ~9.7 s, this stimulation elicited an illusion that one was touching one's own hand. We scanned brain activity during this illusion and two control conditions, using functional magnetic resonance imaging. Activity in the ventral premotor cortices, intraparietal cortices, and the cerebellum was associated with the illusion of touching one's own hand. Furthermore, the rated strength of the illusion correlated with the degree of premotor and cerebellar activity. This finding suggests that the activity in these areas reflects the detection of congruent multisensory signals from one's own body, rather than of visual representations. We propose that this could be the mechanism for the feeling of body ownership.X@9http://www.jneurosci.org/cgi/content/abstract/25/45/10564B;Eisenstein, Sergei Pudovkin, Vlasevold I. Alexandrov, G. V.s 1928 (1985)i A statementm "Weis, Elizabeth Belton, John&Film sound. Theory and practice "University of Columbia Press 113E CINEMA cinema soundXp}http://lavender.fortunecity.com/hawkslane/575/statement.htm http://www.columbia.edu/cu/cup/catalog/data/023105/0231056370.HTMvEkman, P. Friesen, W. V. 19740)Detecting deception from the body or facel2,Journal of Personality and Social Psychology29288298/COGNTIVE SCIENCES1PJcognitive sciences believability human characters coherence uncanny valleyjdcited by Nass 2000 about the problem of consistency between cues that indicate personality in humans<5Ekman, P. Friesen, W. V. O'Sullivan, M. Scherer, K.  1980\URelative importance of face, body, and speech in judgments of personality and affect.w2,Journal of Personality and Social Psychology382i270277}COGNTIVE SCIENCESPJcognitive sciences believability human characters coherence uncanny valleyb[cited by Nass 2000 relatively to the importance of personality in character's believability\ Ellis, S. R. 1991HBNature and origins of virtual environments: A biblographical essay& Computing Systems in Engineering25321-347VRVR cited by Stoffregen, 2003c,&Ellis, H. D. Whitley, J. Luaute, J. P. 1994Delusional misidentification. The three original papers on the Capgras, Fregoli and intermetamorphosis delusions. (Classic Text No. 17)Hist Psychiatry517 117-46uncanny valley2+misidentification psychology uncanny valleylehttp://www.ncbi.nlm.nih.gov/entrez/query.fcgi?cmd=Retrieve&db=PubMed&list_uids=11639277&dopt=Abstract;). Three conditions were randomized in a repeated measures within-subject design: No sound, mono sound, and spatialized sound using a generic head-related transfer function (HRTF). Adding mono sound to the visual vection stimulus increased convincingness ratings marginally, but did not affect vection onset time, vection buildup time, vection intensity, or rated presence. Spatializing the fountain sound such that it moved in accordance with the fountain in the visual scene, however, improved vection significantly in terms of convincingness, vection buildup time, and presence ratings. The effect size for the vection measures was, however, rather small (<16%). This might be related to a ceiling effect, as visually induced vection was already quite strong without the spatialized sound (10s vection onset time). Despite the small effect size, this study shows that HRTF-based auralization using headphones can be employed to improve visual VR simulations both in terms of self-motion perception and overall presence. Note that facilitation was found even though the visual stimulus was of high quality and realism, and known to be quite powerful in inducing vection. These findings have important implications both for the understanding of cross-modal cue integration and for optimizing VR simulations.Xhttp://www.kyb.mpg.de/publications/attachments/Riecke_05_TR-138__Spatialized%20auditory%20cues%20enhance%20the%20visually-induced%20self-motion%20illusion%20(circular%20vection)%20in%20Virtual%20Reality_%5B0%5D.pdf#rFp:XRPLKA\S Psotka, J. 1995RLImmersive Tutoring Systems: Virtual Reality and Education and TrainingInstructional Sciencep23COMPUTER SCIENCES}*$computer sciences presence education$cited by Gerhard, et al., 2001Pudovkin, Vlasevold I. 1949 (1985)s0*Anacronysm as a principle of sound in film "Weis, Elizabeth Belton, John&Film sound. Theory and practiceu "University of Columbia Press CINEMAcinema sound film soundXhttp://lavender.fortunecity.com/hawkslane/575/asynchronism.htm http://www.columbia.edu/cu/cup/catalog/data/023105/0231056370.HTM Jennie Puntero 2002Film's unsung heroThe Globe and MailR1 CINEMA$cinema sound film sound foleyX4.http://www.filmsound.org/foley/unsung-hero.htmRadford, Colin 197581How Can We Be Moved by the Fate of Anna Karenina?B.'Proceedings of the Aristotelian Societya49 67-80c PHILOSOPHYB;Philosophy make believe fiction paradox of fiction emotions("seminal work on paradox of fictionRadford, Colin 1977Tears and Fictions Philosophy52208-213e PHILOSOPHY4.Philosophy emotions fiction paradox of fictionRadford, Colin 1994.(Fiction, Make-Believe and Quasi Emotions$British Journal of Aesthetics34 25-34n PHILOSOPHY<5PHHI paradox of fiction fiction emotions make believeiRadford, Colin 1995(!Fiction, Pity, Fear, and Jealousyi.'Journal of Aesthetics and Art Criticisml531a 71-75 PHILOSOPHY4.Philosophy paradox of fiction fiction emotionsRadford, Colin 2001& Paradoxes of Emotion and FictionPhilosophical Review PHILOSOPHY4.Philosophy fiction paradox of fiction emotions:4Ramachandran, V. S. Rogers-Ramachandran, D. Cobb, S. 1995 Touching the phantom limbo"Nature Reviews Neuroscience   377489-490iCOGNITIVE SCIENCESXRcognitive sciences perception illusion proprioceptive illusion illusion of realitycited by Holmes, 2004',%http://psy.ucsd.edu/chip/ramabio.htmlc2+Ramachandran, V. S. Rogers-Ramachandran, D.t 199682Synaesthesia in phantom limbs induced with mirrors0*Proceedings of the Royal Society of LondonSeries B 263377-386COGNITIVE SCIENCESXRcognitive sciences illusion proprioceptive illusion illusion of reality perceptionX cited by Holmes, 2004dB;http://psy.ucsd.edu/chip/pdf/Synsth_Phant_Lmb_P_Roy_Soc.pdf',%http://psy.ucsd.edu/chip/ramabio.html("Ramachandran, V. S. Blackeslee, S. 1998D>Phantoms in the brain: Probing the mysteries of the human mind William Morrow & CompanyCOGNITIVE SCIENCESXRcognitive sciences illusion perception proprioceptive illusion illusion of realityX',%http://psy.ucsd.edu/chip/ramabio.html_Ramachandran, V. S.t 1998>7The perception of phantom limbs. The D. O. Hebb Lectures Brain 121 1603-1630COGNITIVE SCIENCESXRproprioceptive illusion perception illusion illusion of reality cognitive sciencesXB;http://psy.ucsd.edu/chip/pdf/Percpt_Phantom_Limbs_Brain.pdf',%http://psy.ucsd.edu/chip/ramabio.html81Ramachandran, V. S. Altschuler, E. L. Stone, L.\ 19990)Can mirrors alleviate visual hemineglect?eMedical Hypotheses524303-305eCOGNITIVE SCIENCESXRcognitive sciences illusion proprioceptive illusion perception illusion of reality',%http://psy.ucsd.edu/chip/ramabio.html Ramey, C. H. 2005leThe uncanny valley of similarities concerning abortion, baldness, heaps of sand, and humanlike robots:4IEEE-RAS international conference on humanoid robots Tsukuba, JapanROBOTICSPJuncanny valley believability robotics realism life-likeness human-likeness'<6http://www.flsouthern.edu/Academics/Psy/Ramey/home.htmp>Y0*GZPhB^+W\V0*Schubert, T. Friedmann, F. Regenbrecht, H. 2001:4The experience of presence: Factor analytic insights60Presence: Teleoperators and Virtual Environments10266-281.COMPUTER SCIENCES2+computer sciences presence presence measureTNThe presence research community would benefit from a reliable and valid crossmedia presence measure that allows results from different laboratories to be compared and a more comprehensive knowledge base to be developed. The ITC-Sense of Presence Inventory (ITC-SOPI) is a new state questionnaire measure whose development has been informed by previous research on the determinants of presence and current self-report measures. It focuses on users experiences of media, with no reference to objective system parameters. More than 600 people completed the ITC-SOPI following an experience with one of a range of noninteractive and interactive media. Exploratory analysis (principal axis factoring) revealed four factors: Sense of Physical Space, Engagement, Ecological Validity, and Negative Effects. Relations between the factors and the consistency of the factor structure with others reported in the literature are discussed. Preliminary analyses described here demonstrate that the ITC-SOPI is reliable and valid, but more rigorous testing of its psychometric properties and applicability to interactive virtual environments is required. Subject to satisfactory confirmatory analyses, the ITC-SOPI will offer researchers using a range of media systems a tool with which to measure four facets of a media experience that are putatively related to presence.cited by van Baren, 2004, http://www.presence-research.org/Questionnaires.html; http://www.presence-research.org/AppendixA.html#IPQPJhttp://www.igroup.org/projects/ipq/ http://www.igroup.org/pq/ipq/index.php'http://www.igroup.org/Seabrook, John 2003It came from HollywoodThe New Yorker December 1, 2003fROBOTICS uncanny valleynrobotics uncanny valley;Early in their collaboration, in the spring of 2002, Winston and Breazeal selected a name: Leonardo, "because this creature represents the ideal collaboration of art and sciencean artist and a scientist working together to create something real," Winston said. Then, in Los Angeles, Winston went to work on Leo's body and face. One of the few guidelines from Breazeal was that Leo not look too human, lest he fall into the "uncanny valley," a concept formulated by Masahiro Mori, a Japanese roboticist. Mori tested people's emotional responses to a wide variety of robots, from non-humanoid to completely humanoid. He found that the human tendency to empathize with machines increases as the robot becomes more human. But at a certain point, when the robot becomes too human, the emotional sympathy abruptly ceases, and revulsion takes its place. People began to notice not the charmingly human characteristics of the robot but the creepy zombielike differences. LEshort descriptionn of the phenomenon in relatioship to robot leonardot4.http://www.wordspy.com/words/uncannyvalley.aspSelwyn, Lionel 2003 Stepping outAMPS Newslettert CINEMAcinema sound foleyXe4.http://www.filmsound.org/foley/steppingout.pdfSengers, Phoebed 1999&Designing comprehensible agentstD=sixteenth international conference on artificial intelligencec2t 1227-1232 VR$narration believability agentsCited by Mateas 2002Dr Seuss Scott, Bill 1950Gerald Mc Boing Boingn Cannon, Robert UPAm CINEMA$cinema animation sound fiction*$http://www.bremenonline.org/boing/boingboing.htm http://www.bremenonline.org/boing/boingtoo.htm http://www.bremenonline.org/boing/symphonybroad.htm http://www.bremenonline.org/boing/mootoo.htm http://www.bremenonline.org/boing/boinggoo-2.htm http://www.bremenonline.org/boing/howbroadband.htm$Shapiro, M. A. McDonald, D. G. 1992|uIm not a real doctor, but I play one in virtual reality: Implications of virtual reality for judgments about realityiJournal of Communication42 94-114VR VR presence cited by Stoffregen, 2003Shatkin, Elina 200060Randy Thom, Sound Designer, 'What Lies Beneath' Editors Neti August CINEMA2,sound film sound sound design cinema fictionXa<6http://www.filmsound.org/randythom/whatliesbeneath.htmSheridan, T.B. . 19922,Musings on Telepresence and Virtual Presence81Presence: Teleoperators and Virtual Environments51r& 120-126 COMPUTER SCIENCESn>8presence telepresence computer sciences presence measurecited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htm cited by Gerhard, et al., 2001: benefits of presence for learning applicationsSheridan, T. B.e 1992>7Telerobotics, Automation, and Human Supervisory Controlp  Cambridge, MA  The MIT PressCOMPUTER SCIENCES2+computer sciences presence presence measuree~wcited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htmSheridan, T. B.  2000@:Interaction, imagination and immersion some research needs>8ACM symposium on Virtual reality software and technology  ACM Pressa 1-7}VR believabilitycited by Kim, 2004Sheurer, Timothy 1998*#The score for 2001: A Space Odisseyi,&Journal of popular film and television CINEMA$cinema sound film sound musictXf^Whttp://www.findarticles.com/cf_0/m0412/n4_v25/20573310/p1/article.jhtml?term=film+music Simon, Mark 2003TMProducing Independent 2D Character Animation: Making and Selling a Short Film\ urlington, Massachusetts  Focal Press,82cinema fiction animation illusion of reality soundXHAhttp://mag.awn.com/index.php?ltype=all&sort=date&article_no=1914#aSinger, Philip Rodrigues Art of Foley CINEMA$sound film sound cinema foleyX& http://www.marblehead.net/foley/Slater, M. Usoh, M.e 19934-Presence in Immersive Virtual Environments,/82IEEE Conference Virtual Reality Annual Symposium  Seattle, USAmCOMPUTER SCIENCESs computer sciences presenceSlater, M. Usoh, M. 1994F@Body Centred Interaction in Immersive Virtual Environments "Thalmann, D. Thalmann, N.M.n*#Artificial Life and Virtual Realityo John Wiley & SonsCOMPUTER SCIENCES2+presence presence measure computer sciences$cited by Gerhard, et al., 2001$Slater, M. Usoh, M. Steed, A.h 19940)Depth of Presence in Virtual Environments60Presence: Teleoperators and Virtual Environments3130144COMPUTER SCIENCES2+computer sciences presence presence measurelz5cited by Stoffregen, 2003 cited by Kim & Biocca, 1997()60Slater, M. Steed, A. McCarthy, J. Maringelli, F. 1996JCThe Influence of Body Movement on Presence in Virtual EnvironmentsuCOMPUTER SCIENCES} presence computer sciencesD>Slater, Mel Steed, Anthony McCarthy, John Marinelli, Francesco 1997PJThe Virtual Ante-Room: Assessing Presence through Expectation and SurpriseVR& presence expectation surprise vrXhttp://citeseer.ist.psu.edu/rd/0%2C512984%2C1%2C0.25%2CDownload/http://citeseer.ist.psu.edu/cache/papers/cs/26094/http:zSzzSzwww.cs.ucl.ac.ukzSzstaffzSzA.SteedzSzanteroom.pdf/the-virtual-ante-room.pdf &&  &`Npg("Riedl, Mark O. Young, R. Michael 2005hbAn Objective Character Believability Evaluation Procedure for Multi-Agent Story Generation Systems(!Lecture Notes in Computer ScienceVR(!vr agents narrative believabilityThe ability to generate narrative is of importance to computer systems that wish to use story effectively for entertainment, training, or education. One of the focuses of intelligent virtual agent research in general and story generation research in particular is how to make agents/characters more lifelike and compelling. However, one question that invariably comes up is: Is the generated story good? An easier question to tackle is whether a reader/viewer of a generated story perceives certain essential attributes such as causal coherence and character believability. Character believability is the perception that story world characters are acting according to their own beliefs, desires, and intentions. We present a novel procedure for objectively evaluating stories generated for multiple agents/characters with regard to character intentionality an important aspect of character believability. The process transforms generated stories into a standardized model of story comprehension and then indirectly compares that representation to reader/viewer mental perceptions about the story. The procedure is illustrated by evaluating a narrative planning system, Fabulist.X believable stor/believable characters definition of believability not necessarily VR but storytelling generators in general and hence believable narration in generalJDhttp://www.ict.usc.edu/publications/riedl-objectivecharacter-iva.pdfRiva, G. Alcaiz, M. Anolli, L. Bacchetta, M. Baos, R. Beltrame, F. Botella, C. Galimberti, C. Gamberini, L. Gaggioli, A. Molinari, E. Mantovani, G. Nugues, P. Optale, G. Orsi, G. Perpia, C. Troiani, R. 2001HAThe VEPSY Updated Project: Virtual Reality in Clinical Psychology CyberPsychology & Behavior44449-455*$COMPUTER SCIENCES COGNITIVE SCIENCES4-computer sciences cognitive sciences presence.'Riva, G. Davide, F. Ijsselsteijn, W. A.a 2003`ZBeing There. Concepts, effects and measurements of user presence in synthetic environments  Amsterdams  IOS PresssVR presence VR Riva, G. Waterworth, J.A. 2003>8Presence and the Self: a cognitive neuroscience approachPresence-Connect3T3E*$COMPUTER SCIENCES COGNITIVE SCIENCES4-presence computer sciences cognitive sciencesThis paper proposes a neurobiology-based theory of presence based on four different positions related to the role and structure of presence, as follows. First, presence is a defining feature of self and it is related to the evolution of a key feature of any central nervous system: the embedding of sensory-referred properties into an internal functional space. Without the emergence of the sense of presence it is impossible for the nervous system to identify the separation between an external world and the internal one. Second, even if the experience of the sense of presence is an unitary feeling, conceptually it can be divided in three different layers, phylogenetically different and strictly related to the three levels of self identified by Damasio (Damasio, 1999). In particular we can make conceptual distinctions between proto presence, core presence, and extended presence. Third, given that each layer of presence solves a particular facet of the internal/external world separation, it is characterized by specific properties. Finally, in humans the sense of presence is a direct function of these three layers: the more they are able to differentiate the self from the external world, and the more they are integrated, the more we experience a sense of presence.Xuvohttp://presence.cs.ucl.ac.uk/presenceconnect/articles/Apr2003/jwworthApr72003114532/jwworthApr72003114532.html.2,Riva, G. Waterworth, J. A. Waterworth, E. L. 2004tnThe Layers of Presence: A Bio-cultural Approach to Understanding Presence in Natural and Mediated Environments Cyberpsychology & Behavior74402-416*$COMPUTER SCIENCES COGNITIVE SCIENCES4-computer sciences cognitive sciences presence82Rizzo, Paola Veloso, M. V. Miceli, Maria Cesta, A. 1997>8Personality-Driven Social Behaviors in Believable Agents>8AAAI 1997 Fall Symposium on "Socially Intelligent Agents Menlo Park (CA, USA)109-114VR COGNITIVE SCIENCES0*VR cognitive sciences believability agents'VPhttp://www.dsi.uniroma1.it/~rizzo/ http://www.istc.cnr.it/iamci/pb/index-pmm.htm0)Rizzo, P. Veloso, M. Miceli, M. Cesta, A.b 1999HBGoal-based personalities and social behaviors in believable agents&Applied Artificial Intelligencee13239-271eVR COGNITIVE SCIENCES0*believability agents cognitive sciences vr'TNhttp://www.istc.cnr.it/iamci/p/index-mm.htm http://www.dsi.uniroma1.it/~rizzo/ Rizzo, P.\ 2000hbRealizing believable agents: An integration of the author-based and the model-based approachesAI Communications\13145-168;VR COGNITIVE SCIENCESm0*agents vr cognitive sciences believability'("http://www.dsi.uniroma1.it/~rizzo/81Rizzolatti, G. Fadiga, L. Gallese, V. Fogassi, L.t 1996:4Premotor cortex and the recognition of motor actionsCognitive brain research3 131-141COGNITIVE SCIENCES empathy motion perception,&Rizzolatti, G. Fogassi, L. Gallese, V. 2001ZSNeurophysiological mechanisms underlying the understanding and imitation of action."Nature Reviews Neuroscience2661-670.COGNITIVE SCIENCES empathy motion perceptionzRKhttp://www.unipr.it/arpa/mirror/pubs/pdffiles/Rizzolatti-Fogassi%202001.pdfz'@:http://www.unipr.it/arpa/mirror/english/staff/rizzolat.htm robotjohnnyn 2004"Pixar and the uncanny valleyCINEMA ANIMATIONXRuncanny valley believability realism human-likeness life-likeness cinema animationIn addition to their focus on a well-told story over a star-studded, a-list cast, an article in the New York Times, A Part-Human, Part-Cartoon Species, illustrates why Pixars latest film, The Incredibles, aesthetically rises above the rest of Hollywoods 3D animated fare. The article discusses director Brad Birds dedication to refining the look and movement of the movies characters to be, ultimately, cartoonish in nature. One of the reasons I dont like Shrek is that the human characters have no, well, character to them. They look too human, and not like cartoons at all, and so have a stiff, dead doll quality to them. The same goes for the human characters in the Toy Story movies.aX cites CannemanJChttp://www.robotjohnny.com/2004/10/04/pixar-and-the-uncanny-valley/b "Rousseau, D. Hayes-Roth, B.  19972,Interacting with personality-rich characters  Stanford, CA VPStanford University knowledge Systems Laboratory, Department of Computer Science*$Sept. Technical Report No. KSL 97-06 believability believability human figure tp&NN?`W]\d"0 Heeter, C. 199282Being There: the Subjective Experience of Presence81 Presence: Teleoperators and Virtual Environmentsk1e 262-71COMPUTER SCIENCESs computer sciences presenceXRcited by Cho 2003 cited by Kim & Biocca, 1997 introduces the notion of being thereHeld, R.M. Durlach, N.I. 1992 Telepresence60Presence: Teleoperators and Virtual Environments1i109-112COMPUTER SCIENCESe.'computer sciences presence telepresenceTNcited by Gerhard, et al., 2001: benefits of presence for learning applicationsHendrix, C. Barfield, W. 1996VOPresence within virtual environments as a function of visual display parameterse60Presence: Teleoperators and Virtual Environments5n3COMPUTER SCIENCES:3computer sciences presence presence measure realismiD>cited by http://www.presence-research.org/Questionnaires.htmlcHendrix, C. Barfield, W. 1996>8The sense of presence with auditory virtual environments>8The sense of presence with auditory virtual environments53d290-301COMPUTER SCIENCES computer sciences presencecited by Dihn, 1999eHiltzik, Michael A.r 2001Synthetic Actors GuildLos Angeles Timesu May 8, 2001cCINEMA ANIMATIONXRuncanny valley cinema animation believability realism human-likeness life-likenessPeople generally relate better to animated figures that are distinctly outlandish than those that begin to approach the ideal. This is a phenomenon known to robotics researchers as "the uncanny valley"that point where a robot is so close to lifelike yet still so short of ideal that people become focused on its imperfections. "That's where every neuron is focused on what's wrong with the robot, on how its motion is not quite right," said Bruce Blumberg, head of the synthetic character program at the MIT Media Lab. "The uncanny valley is a very bad place to be." "We're giving people something they've never seen before," said Andy Jones, the lead animator for Square Pictures, the producers of the film. "We have the ability to make our actors do what we want, but still make it look believable. We're able to create an entirely new world with no limitations. We can put characters in more dangerous situations, make them superhuman."*#X Final Fantasy and uncanny valley.:4http://www.simplytaty.com/broadenpages/synthetic.htmHjort, M. Laver, S.r 1997Emotion and the Arts  Oxford UP PHILOSOPHY ARTSmarts Philosophy emotions Hochberg, J. 1986HBRepresentation of motion and space in video and cinematic displays ("Boff, K. R. Kaufman, Philip Thomas2,Handbook of perception and human performance New York John Wiley & Sons CINEMA COGNITIVE SCiENCES>8cinema cognitive sciences perception ecological approach,&cited by May cited by Stoffregen, 2003'F?http://www.columbia.edu/cu/psychology/indiv_pages/hochberg.htmldHochberg, J. Brooks, V.e 1996(!The perception of motion picturese (!Friedman, M. P. Carterette, E. C.Cognitive ecology  San Diego Academic Press205-292 CINEMA COGNITIVE SCIENCES>8perception cinema ecological approach cognitive sciencesCited by Cutting, 2005'F?http://www.columbia.edu/cu/psychology/indiv_pages/hochberg.html0)Hodgins, J. K. O'Brien, J. F. Tumblin, J.\ 1997<5Do Geometric Models Affect Judgments of Human Motion?o,%Proceedings of Graphics Interface '97 Kelowna, B.C., Canada 17-25l VR motionL(!animation motion believability VRtJDhttp://www.gvu.gatech.edu/animation/Areas/RenderComp/renderComp.html0)Hodgins, J. K. O'Brien, J. F. Tumblin, J. 1998@:Perception of Human Motion with Different Geometric Models@:IEEE: Transactions on Visualization and Computer Graphics,44 VR motionL(!motion believability animation VRJDhttp://www.gvu.gatech.edu/animation/Areas/RenderComp/renderComp.html2,Hoffman, H.G., Prothero, J. D. Wells, M. J. 1998VPVirtual Chess: Meaning Enhances Users' Sense of Presence in Virtual Environments:3International Journal of HumanComputer Interaction010251263COMPUTER SCIENCES*$computer sciences presence narrationHoffner, C. Cantor, J. 198182Perceiving and responding to mass media characters J. Bryant D. ZillmannTB; Responding to the screen: Reception and reaction processes5 Hillsdale, N.J Erlbaum MEDIA0)human characters believability perceptionTMcited by Nass 2000 role of personality in perception of mass media characters81Holmes, nicholas P. Crozier, Gemma Spence, Chaless 2004VOWhen mirrors lie: Visual capture of arm position impairs reaching performancea4.Cognitive, affective & behavioral neuroscience42193-200COGNITIVE SCIENCESXRcognitive sciences perception illusion proprioceptive illusion illusion of realityIf we stand at a mirrors edge, we can see one half of our body reflected in the mirror, as if it were the other half of our body, seen through the mirror. We used this mirror illusion to examine the effect of conflicts between visually and proprioceptively specified arm positions on subsequent reaching movements made with the unseen right arm. When participants viewed their static left arm in the mirror (i.e., as if it were their right arm), subsequent right-arm reaching movements were affected significantly more when there was conflict between the apparent visual and the proprioceptively specified right-arm positions than when there was no conflict. This result demonstrates that visual capture of arm position can occur when individual body parts are viewed in the mirror and that this capture has a measurable effect on subsequent reaching movements made with an unseen arm. The result has implications for how the brain represents the body across different sensory modalities.eX mirror illusionsPJhttp://www.pubmedcentral.nih.gov/picrender.fcgi?artid=1314973&blobtype=pdf'2,http://staff.bath.ac.uk/pssgc/msg/staff.html ^:Dj Ramey, C. H. 2006An Inventory of Reported Characteristics for Home Computers, Robots, and Human Beings: Applications for Android Science and the Uncanny ValleyROBOTICSPJrobotics realism believability uncanny valley human-likeness life-likenessThe uncanny valley refers to a state of perceptual or cognitive experience at which an increasingly humanlike figure becomes strange, rather than increasingly more familiar or acceptable. This formulation, however, is predicated upon a clear notion of what human likeness is. Human likeness is a vague term that requires clarification if it is to be used as an independent variable in experimentation in android science. This paper inventories various reported characteristics of home computers, robots, and human beings. The purpose of this is to delimit empirical research in android science on those robot features necessary for the experience of the uncanny and for the formation of social relationships.X LEhttp://www.androidscience.com/proceedings2006/7Ramey2006Inventory.pdfl'<6http://www.flsouthern.edu/Academics/Psy/Ramey/home.htm("Reeves, B. Lombard, M. Melwani, G. 1992:4Faces on the screen: Pictures or natural experience?D=Annual meeting of the International Communication Association  Miami, FLCOMPUTER SCIENCES MEDIA&computer sciences media measure>7cited by Kim & Biocca, 1997 measure of effects of media("Reeves, B. Detenber, B. Steuer, J. 1993b\New televisions: the effects of big pictures and big sound on viewer responses to the screenD=Annual meeting of the International Communication Association} Washington, DCCOMPUTER SCIENCES MEDIA>8computer sciences media measure sound film sound fiction>7cited by Kim & Biocca, 1997 measure of effects of mediaReeves, B. Nass, C.s 1996leThe media equation: How people treat computers, television, and new media like real people and places  Stanford, CA CSLI Publications.COGNITIVE SCIENCES.'cognitive sciences media human-likenessd0*Regenbrecht, H. Schubert, T. Friedmann, F. 1998d]Measuring the Sense of Presence and its Relations to Fear of Heights in Virtual Environments.:3International Journal of HumanComputer Interaction10233249COMPUTER SCIENCES2+computer sciences presence presence measure]Reichardt, Jasia 1978,%Robots: Fact, Fiction, and Predictions Thames and HudsontROBOTICS uncanny valleyeuncanny valley robotics\ "Reilly, W. Scott Bates, J.u 1992 Building Emotional Agentsr Pittsburgh, PA <6School of Computer Science, Carnegie Mellon University CMU-CS-92-143pVR.(believability agents human characters OZXtRKhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/CMU-CS-92-143.psf'F?http://www.cs.cmu.edu/afs/cs.cmu.edu/user/wsr/Web/homepage.html\Reilly, W. Scott 1995F?The Art of Creating Emotional and Robust Interactive Characters NGAAAI Spring Symposium on Interactive Story Systems, Stanford UniversitymVR.(believability agents human characters OZ X considerations about believability of agents importance of lowering expectations of the spectators: no simulation of hadult, bormal human beings role of emotions: no realistic reproduction of behaviors but exxageration, simplification and appropriate timingoPIhttp://www.cs.cmu.edu/afs/cs.cmu.edu/user/wsr/Web/research/oz-papers.html 'F?http://www.cs.cmu.edu/afs/cs.cmu.edu/user/wsr/Web/homepage.htmla &Reilly, W. Scott Bates, Josephh 19950)Natural Negotiation for Believable AgentsL Pittsburgh, PA <6School of Computer Science, Carnegie Mellon University CMU-CS-95-164VR.(believability agents human characters OZrkbelievable social behaviors not necessarily lifelike or realistic agents requirements for believable agentseRKhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/CMU-CS-95-164.pse'F?http://www.cs.cmu.edu/afs/cs.cmu.edu/user/wsr/Web/homepage.html w(|}H R"4.Meyer, W.-U. Reisenzein, R. Schtzwohl, A. (). 1997B8X uncanny valley in animation movies cites Final Fantasy<5http://www.wired.com/wired/archive/10.06/face_pr.htmlo0)Whittlesea, Bruce W. A. Williams, Lisa D. 2001rlThe discrepancy-attribution hypothesis: II. Expectation, uncertainty, surprise, and feelings of familiarity.JCJournal of Experimental Psychology: Learning, Memory, and Cognition271 14-33COGNITIVE SCIENCES.'cognitive sciences surprise expectation82Wilson, T. D. Lisle, D. J. Kraft, D. Wetzel, C. G. 1989nhPreferences as expectation-driven inferences: Effects of affective expectations on affective experiences2,Journal of Personality and Social Psychology56519530COGNITIVE SCIENCES$cognitive sciences expectationB;cited by Geers & Lassiter, 1999 affective expectation model g  C. Babski, T.C., Castelfranchi C., Nass.Cacioppo, J. T.Caird Callear, D. Calvert, G. Campanella Bracken, CherylCampanella, C. M. Campbell, L. Canamero, D Canamero, D. Canamero, L.Canemaker, JohnCaniard, FranckCannemaker, JohnCannon, Robert Cantor, J. Cantor, N. Caamero, L.Capin Cardoso, A.Cardoso, AmilcarCarlsmith, J. M.Carlsson, Sven Caro, P.W.Carofiglio, V.Carofiglio, ValeriaCarofiglio, Vittoria Carr, K.Carroll, J. S. Carroll, NoelCarterette, E. C.Casati, RobertoCashill, Robert Cassell, J.Cassell, JustineCastelfranchi, C.Castelfranchi, C..Castelfranchi, Cristiano Cater, J.P.Cavalcanti, AlbertoCavalluzzi, A.Cavell, Stanley0,Center_for_cognitive_studies_of_moving_image Cesta, A. Chaminade, T. Chan, DarleneChatting, DavidChen, JenniferChevrier, Joel Chion, Michel Cho, D. Choi, IncheolCholodenko, AlanChristodouloun, G. N. Christou, C.Chrysler, S. T. Churchill, E.Cistheri, Raymond Clair, Ren Clark, M. S. Clore, G. L. Cobb, S. Cohen, J. Collins, A.Collins, RichardConnor, Steven Conway, M. Cooper, J. Cordier, F. Covino, M.Cozby, Paul C. Crane, D. Craver, K. D. Crea, T.Crozier, GemmaCurrie, GregoryCutting, J. E. Cutting, J.E.Cutting, James E. D., Rousseau Danas, E.Dapena, Peter-Valdes Dautenhahn, K Davide, F. Davidoff, J. Davidson, D.Davidson, Donald Davis, B. Davis, DaneDe Carolis, Berardina de Gelder, B. de Ridder, H.De Rosis, FiorellaDeGelder, Beatrice Delaney, B.Dennett, D. C.Dennett, Daniel C. Detenber, B.Di Giacomo, T. Dieng, R. Dimov, A. Dinh, H. Q. Ditton, T. Ditton, T. B. DiZio, PaulDouglas, S. D. Doyle, P.. Draper, J. V. Drewing, K. Driver, J.Durlach, N. I. Durlach, N.I.Durlach, NathanielDurlach, Paula J. Eaton, D. Ebert, Roger Edmonds:, BEgenhofer, Max J.Egges Egges, A. Egges, ArianEhrrson, H. Henrick Eich, E.Eisenstein, Sergei Ekman, P. Ellis, H. D. Ellis, S. Ellis, S. R. England, R. Enns, J. T. Ernst, M. O. EthicNetEysenck, S. B. G. Fadiga, L. Falcone, R. Falcone, Rino Fazio, R. H.Feather, N. T. Ferber, Dan Fernandez, R. Ferrara, AbelFestinger, L. A. Field, S.Film_philosophy Findl, R. Finney, JackFirozabadi, B. S.Fisher Anderson, Barbara Fiske, S. T.FlachFlueckiger, BarbaraFlynn Fogassi, L. Foni, A. Fontaine, G.Forbus, Kenneth D. Foster, C.<9Foundation, Radio-Television News Directors association &Fowlkes, Jennifer Fox, T. Frank, A. U.Freeland, Cynthia Freeman, J.Freud, Sigmund Frcon, E.Friedman, D. A.Friedman, M. P. Friedmann, F.Friesen, W. V.Furness III, T. A.Furness, T. A.Furness, T. A.V Gabbay, D. Gaggioli, A. Galasko, D.Galimberti, C. Gallese, V. Gamberini, L. Garau, M. Garchery, S.Garcia-Palacios, A. Gaut, B. Gaver, W. W. Gazzaniga, M. Gazzola, V.Grdenfors, P.Geers, Andrew L.Geisler, MichaelGendler, T. S.Gentner, Dedre Gerhard, M. Gerrig, R. Gerrig, R. J. Giardini, F. Gibson, J. J.Gibson, James J. Gil-Egui, G. Gilkey, R. H. Gillam, B.6U`gNz69)<]. C<Kalinak, Kathryn 1992@:Settling the Score: Music and the Classical Hollywood Film Madisonw $University of Wisconsin Pressc CINEMA$sound film sound cinema musicXpjhttp://web.archive.org/web/19970516041818/http://citd.scar.utoronto.ca/VPAB93/course/readings/kalinak.htmlKaufman, J. B. 1997B8http://www.awn.com/mag/issue2.1/articles/kaufman2.1.html<6Kaur, K. Tromp, J. Hand, C. Istance, H. Steed, A. 199881Usability Evaluation for Virtual Environments,UEVE '98 Workshop  Leicester, UKbCOMPUTER SCIENCES NGcomputer sciences presence usability presence measure usability measureacited by Gerhard, 2001Kellegan, FIona  199681Sound Effects in science fiction and horror filmscKongressbok ConFuse 96 44650 CINEMA4.cinema sound film sound horror science fictionXD=http://www.filmsound.org/articles/horrorsound/horrorsound.htm60Kelso, Margaret Thomas Weyrauch, Peter Bates, J. 1992Dramatic PresencecF?PRESENCE: The Journal of Teleoperators and Virtual Environmentss2r1lVR*$believability presence dramatic artsXRKhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/CMU-CS-92-195.ps Kenny, Tom 1998<6Walter Murch - The Search for Order in Sound & Picture Mix Magazine CINEMA& cinema sound film sound fictionX 4.http://www.filmsound.org/murch/waltermurch.htmKeysers, C. Gazzola, V., 2005TMThe neural basis of social cognitions and their responses to non-human agentspiProceedings of Views of the Uncanny Valley Workshop: IEEE-RAS International Conference on Humanoid Robots Tsukuba, Japan"ROBOTICS COGNITIVE SCIENCES\d]robotics cognitive sciences realism human-likeness life-likeness believability uncanny valley\'D>http://www.bcn-nic.nl/txt/people/people_Christian-Keysers.html"Kieran, M. Lopes, D. McIver 2003*$Imagination, philosophy and the arts London  Routledged PHILOSOPHY"Philosophy imagination artsKim, T. Biocca, F. 1997zsTelepresence via television: Two dimensions of telepresence may have different connections to memory and persuasionr0*Journal of Computer Mediated Communication32COMPUTER SCIENCESE2+computer sciences presence presence measurew`YTo be truly useful for media theory, the concept of presence should be applicable to all forms of virtual environments including those of traditional media like television and traditional content such as advertising. This study reports the results of an experiment on the effects of the visual angle of the display (sensory saturation) and room illumination (sensory suppression) on the sensation of telepresence during normal television viewing. A self-report measure of presence yielded two factors. Using [Gerrig's (1993)] terminology for the sense of being transported to a mediated environments, we labeled the two factors "arrival," for the feeling of being there in the virtual environment, and "departure," for the feeling of not being there in the in physical environment. It appears that being in the virtual environment is not equivalent to not being in the physical environment. A path analysis found that these two factors have very different relationships to viewer memory for the experience and for attitude change (i.e., buying intention and confidence in product decision). We theorize that the departure factor may be measuring the feeling that the medium has disappeared and may constitute a deeper absorption into the virtual environment. The study did not find evidence that visual angle and room illumination affected the sensation of telepresence|ucited by http://www.presence-research.org/Questionnaires.html notion of presence for all media definition of presence2,http://jcmc.indiana.edu/vol3/issue2/kim.htmlTMKim, H. Di Giacomo, T. Egges, A. Lyard, E. Garchery, S. Magnenat-Thalmann, N.u 2004JDBelievable Virtual Environment: Sensory and Perceptual Believability*$Believability in Virtual EnvironmentVRVr believability.(Believability is a term to measure a level of realism in the interactive virtual environment. In this paper, the believability is described in two layered manner. The elementary layer consists of fundamental aspect of the system including immersion, presentation and interaction. These aspects are discussed in uniand multi-sensory channel including visual, auditory and haptic. In a higher layer, emotion and personality is one of the main issues to provoke believability. The effects of elements are described in perception and generation of motions.X0)http://miralabwww.unige.ch/papers/329.pdf'"http://miralabwww.unige.ch/*$Klatzky, R. Lederman, S. J. Reed, C. 1987voThere's more to touch than meets the eye: The salience of object attributes for haptics with and without vision 2+Journal of Experimental Psychology: General 11643566369COGNITIVE SCIENCES0)cognitive sciences exploratory proceduresx Kosloff, S. Greenberg, J.i 2006@:Android science by all means, but lets be canny about it!Interaction Studiesa7u3t"ROBOTICS COGNITIVE SCIENCEStvpbelievability uncanny valley realism robotics cognitive sciences human-likeness life-likeness cognitive sciences4-reply to Macdorman 2006 expected october 2006HAhttp://www.benjamins.com/cgi-bin/t_bookview.cgi?bookid=IS%207%3A3@9Kozak, J. J. Hancock, P. A. Arthur, E. J. Chrysler, S. T.h 19930)Transfer of training from virtual reality Ergonomics36777-784 VRVR action fidelitycited by Stoffregen 2003 Khler, W. 1947Gestalt Psychology New York  LiverightaCOGNITIVE SCIENCEScognitive sciencesKracauer, Siegfriedt 1985Dialogue and sound "Weis, Elizabeth Belton, John&Film sound. Theory and practice Columbia University Press CINEMA cinema sound X extracthttp://lavender.fortunecity.com/hawkslane/575/dialogue-and-sound.htm http://www.columbia.edu/cu/cup/catalog/data/023105/0231056370.HTM Kraft, R. N. 19870)Rules and Strategies of Visual Narrativesr"Perceptual and Motor Skillsf64 3-140)VISUAL REPRESENTATIONS COGNITIVE SCIENCESn:4perception cognitive sciences visual representationsref by Cutting, 2005T@.ca 8 Vorderer, P. Wirth, W. Saari, T. Gouveia, F. R. Biocca, F. Jncke, F. Bcking, S. Hartmann, T. Klimmt, C. Schramm, H. Laarni, J. Ravaja, N. Gouveia, L. B. Rebeiro, N. Sacau, A. Baumgartner, T. Jncke , P.f 2003\UConstructing Presence: Towards a two-level model of the formation of Spatial Presencea 0)Hannover, Munich, Helsinki, Porto, Zurich @:European Community, Project Presence: MEC (IST-2001-37661)JCcomputer sciences presence presence measure suspension of disbeliefgB;theoretical bases of the MEC Spatial Presence Questionnaire Vorderer, P. Wirth, W. Saari, T. Gouveia, F. R. Biocca, F. Jncke, F. Bcking, S. Hartmann, T. Klimmt, C. Schramm, H. Laarni, J. Ravaja, N. Gouveia, L. B. Rebeiro, N. Sacau, A. Baumgartner, T. Jncke , P. 2004F?Development of the MEC Spatial Presence Questionnaire (MEC-SPQ)R 0)Hannover, Munich, Helsinki, Porto, Zurich. B;European Community, Project Presence: MEC (IST-2001-37661).aCOMPUTER SCIENCESnJCcomputer sciences presence presence measure suspension of disbelief Beyond conceptual problems and issues of theoretical integration, the contemporary debate on Spatial Presence research is focused on measurement. Different approaches to operationalize the experience of Spatial Presence have been introduced, most of them questionnaires (e.g., Witmer and Singer, 1998; Lessiter, Freeman, Keogh & Davidoff, 2001). However, most of the available instruments lack a sufficient theoretical foundation. Therefore, one important goal of Presence: MEC is the development of a new Spatial Presence questionnaire derived from a solid theory of Spatial Presence. In January and February 2004, an English version of MEC-SPQ was administered to N = 290 subjects at University of Southern California, Los Angeles, and at international schools in Helsinki and Porto. The participants mean age was 21.4 years (SD=5.2), ranging from 15 to 54 years (both the youngest and oldest student in Porto. Almost three-fourths of participants were female (n=212, 73.6%). The initial item pool included 103 items that represented nine constructs of the MEC Two-Level Model of Spatial Presence (Vorderer et al., 2003; see figure on next page), including process factors (Attention Allocation, Spatial Siuation Model, Spatial Presence: Self Location, Spatial Presence: Possible Actions), variables referring to states and actions (Higher Cognitive Involvement, Suspension of Disbelief), and variables addressing enduring personality factors (i.e. the trait-like constructs Domain Specific Interest, Visual Spatial Imagery, and Absorption1).nHBX cited by http://www.presence-research.org/Questionnaires.html#PQ^Whttp://www.ijk.hmt-hannover.de/presence http://www.presence-research.org/papers/MEC.pdft60Vroomen, Jean Bertelson, Paul DeGelder, Beatrice 2001^WThe ventriloquist effect does not depend on the direction of automatic visual attentionl Perception & Psychophysics634f651-659sCOGNITIVE SCIENCESXRsound sound perception illusion cognitive sciences psychology ventriloquist effectPreviously, we showed that the visual bias of auditory sound location, or ventriloquism, does not depend on the direction of deliberate, or endogenous, attention (Bertelson, Vroomen, de Gelder, & Driver, 2000). In the present study, a similar question concerning automatic, or exogenous, attention was examined. The experimental manipulation was based on the fact that exogenous visual attention can be attracted toward a singletonthat is, an item different on some dimension from all other items presented simultaneously. A display was used that consisted of a row of four bright squares with one square, in either the left- or the rightmost position, smaller than the others, serving as the singleton. In Experiment 1, subjects made dichotomous leftright judgments concerning sound bursts, whose successivelocations were controlled by a psychophysical staircase procedure and which were presented in synchrony with a display with the singleton either left or right. Results showed that the apparent location of the sound was attracted not toward the singleton, but instead toward the big squares at the opposite end of the display. Experiment 2 was run to check that the singleton effectively attracted exogenous attention. The task was to discriminate target letters presented either on the singleton or on the opposite big square. Performance deteriorated when the target was on the big square opposite the singleton, in comparison with control trials with no singleton, thus showing that the singleton attracted attention away from the target location. In Experiment 3, localization and discrimination trials were mixed randomly so as to control for potential differences in subjects strategies in the two preceding experiments. Results were as before, showing that the singleton attracted attention, whereas sound localization was shifted away from the singleton. Ventriloquism can thus be dissociated from exogenous visual attention and appears to reflect sensory interactions with little role for the direction of visual spatial attention.XPIhttp://www.beatricedegelder.com/documents/Vroomen2001Theventriloquist.pdf Vroomen, J. de Gelder, B.tin presslePerceptual effects of cross-modal stimulation: The cases of ventriloquism and the freezing phenomenono & G. Calvert C. Spence B. E. Stein("Handbook of multisensory processes  Cambridge, MA  MIT PressrCOGNITIVE SCIENCESd]cognitive sciences psychology perception sound perception sound illusion ventriloquist effect$review of ventriloquist effectWalton, Kendallv 1973 Pictures and make believegThe philosophical review823283-319 PHILOSOPHYRLPhilosophy imagination visual arts narration make believe paradox of fictionX3'*#http://sitemaker.umich.edu/klwaltonrWalton, Kendalli 1978Fearing FictionsJournal of Philosophyl751v  5-27l PHILOSOPHYB;Philosophy fiction emotions make believe paradox of fiction0)debate about Radford's paradox of fictionWalton, Kendall 1997(!Spelunking, Simulation, and Slimen M. Hjort S. LaverEmotion and the Arts  Oxford UPf 37-49d PHILOSOPHY4.Philosophy fiction emotions paradox of fiction r ~np5P N: *Anderson, Joseph D.  1996NHThe Reality of Illusion: An Ecological Approach to Cognitive Film Theory "Carbondale and Edwardsvillei ("Southern Illinois University Press CINEMA COGNITIVE SCIENCES~cinema cognitive sciences illusion believability realism perception ecological approach illusion of reality paradox of fictionsummarized by Freeland 1997, reviewed by Stoffregen 1997 first attept toward a cognitive sciences approach to film theory: Application of some of the tenets of ecological theories of perception to the understanding of films, and in particular directed to answering the question: "Why movies seems so real?": stress upon the evolutionary character of vision, upon the role of exploration and action in perception, critical attitude toward the use of the notion of representation in perception. Nevertheless, other elements that are normally considered as incompatible with ecological theories are present, such as the recourse to neurophysiological data in order to explain psychological phenomena and to internal computations in order to explain perception.r'BAusten, E. L. Soto-Faraco, S. Pinel, J. P. J. Kingstone, A. F. 2001JCVirtual body effect: Factors influencing visualtactile integrationi*$Abstracts of the Psychonomic Society62COGNITIVE SCIENCESvpcognitive sciences perception illusion illusion of reality perception proprioceptive illusion fake hand illusioncited by Holmes, 2004JCAusten, E. L. Soto-Faraco, S. Eich, E. Enns, J. T. Kingstone, A. F.f 2003@:Limits to body schema remapping in the fake hand illusion.*$Abstracts of the Psychonomic Society8 112COGNITIVE SCIENCESlecognitive sciences perception illusion proprioceptive illusion fake hand illusion illusion of realitycited by Holmes, 2004 $V(=fr8$Fiske, S. T. Taylor, S. E. . . 1991Social cognition New York  McGraw-HillCOGNITIVE SCIENCESPJhuman characters coherence cognitive sciences believability uncanny valleyjdcited by Nass 2000 about the problem of consistency between cues that indicate personality in humansFlueckiger, Barbarat 2001F?Sound Design Die virtuelle Klangwelt des Films. Marburg, 2001r CINEMA sound cinemaX2,http://www.zauberklang.ch/uso_flueckiger.pdf Fontaine, G. 1992ZSThe experience of a sense of presence in intercultural and international encounterse60Presence: Teleoperators and Virtual Environments1i4mCOMPUTER SCIENCESc presence computer sciencescited by Dihn, 1999 Forbus, Kenneth D. 1981NHA study of qualitative and geometric knowledge in reasoning about motion  MIT AI Lab 615 AI4-naive physics knowledge commonsense knowledgeFreeland, Cynthia/ 1997(!Cognitive Science and Film Theorye\UPanel on Cognitive Science and the Arts For American Society for Aesthetics, Santa Fe CINEMA COGNITIVE SCIENCESPIcinema cognitive sciences illusion illusion of reality paradox of fictionvX defends the approach of cognitive sciences to cinema addresses the question if cinema is an illusion biblio references: Currie, Carroll, Anderson, Tan Freeland is the author of a bibliography on cognitive sciences and the arts, see URLLFURL for this page: http://www.hfac.uh.edu/cogsci/CogsciFilmTheory.html'LEhttp://www.uh.edu/~cfreelan/ http://www.hfac.uh.edu/cogsci/index.html\Freeland, Cynthia 2000The Naked and the Undead WestviewCINEMA PHILOSOPHYdF@cinema Philosophy paradox of fiction fiction illusion of reality'LEhttp://www.uh.edu/~cfreelan/ http://www.hfac.uh.edu/cogsci/index.htmlf@:Freeman, J. Avons, S. E. Pearson, D. E. Jsselsteijn, W. A. 1999d^ Effects of sensory information and prior experience on direct subjective ratings of presence.Presence81 11-13COMPUTER SCIENCES2+computer sciences presence presence measure~wcited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htmbLFFreeman, J. Avons, S. E. Meddis, R. Pearson, D. E. IJsselsteijn, W. A. 2000tnUsing behavioural realism to estimate presence: A study of the utility of postural responses to motion-stimuli60Presence: Teleoperators and Virtual Environments92149-165COMPUTER SCIENCES2+computer sciences presence presence measure~wcited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htmvFreeman, J. Avons, S. E. 2000NHFocus group exploration of presence through advanced broadcast services.2+SPIE, Human Vision and Electronic Imaging V\ 39593976VCOMPUTER SCIENCES2+computer sciences presence presence measureFreud, Sigmund 1955@9The Uncanny [Das Unheimliche trans. James Strachey 1919].n :3Hogarth Press and The Institute of Psycho Analysis. London17COGNITIVE SCIENCES(!cognitive sciences uncanny valleyPIFriedman, D. A. Slater, M. Steed, A. Leeb, R. Pfurtscheller, G. Guger, C. 2004LFUsing a brain-computer-interface in a highly immersive virtual realityRKIEEE Virtual Reality 2004 Workshop: Beyond Wand and Glove Based Interactione  Chicago, ILCOMPUTER SCIENCES2+computer sciences presence presence measure}We are in the early stages of investigating the usage of a brain-computer interface in a CAVE-like virtual-reality environment. Our goal is to evaluate how people respond to such an interface, and how their response is related to their sense of presence in the virtual environment. In this presentation we will describe the system we are using and the motivation for this research.iXuBhttp://www.cs.ucl.ac.uk/staff/m.garau/papers/garau_realism.pdf'F?http://www.cs.ucl.ac.uk/staff/m.garau/research.htm#publicationsr bdJzX> bj&Bedford, F. L. 2007NGCan a space perception conflict be solved using three sense modalities? Perception36 508-515COGNITIVE SCIENCESTNcognitive sciences perception illusion intersensory bias multimodal perceptionA cross-modal conflict over location was resolved in an unexpected way. When vision and proprioception provide conflicting information, which modality should dominate is ambiguous. A visual-propioceptive conflict was created with a prism and to logically disambiguate the problem, auditory information was added that either agreed with vision (Group 1), agreed with proprioception (Group 2), or was absent (Group 3). While a scarcity of research addresses the interaction of three modalities, we predicted error should be attributed to the modality in the minority. Instead, the opposite was found: Adaptation consisted of a large change in arm proprioception and a small change affecting vision in Group 2, and the reverse in Group 1. Group 1 was not different than Group 3. Findings suggested adaptation to separate two-way conflicts, possibly influenced by direction of attention, rather than a direct solution to a three-way modality problem.X>7http://www.u.arizona.edu/~bedford/papers/Perception.htm'("http://www.u.arizona.edu/~bedford/"Belton, John Weis, Elizabeth 1985&Film Sound: Theory and Practicet New York Columbia University Presse CINEMA cinema sound Benedetti, F.s 1985D>Processing of tactile spatial information with crossed fingersJDJournal of Experimental Psychology: Human Perception and Performance114;517-525COGNITIVE SCIENCESnhillusion haptic illusion Aristotle's illusion cognitive sciences knowledge expectation motion perception photocopyf Benedetti, F. 1985<5Tactile diplopia (diplesthesia) on the human fingersd Perception & Psychophysics15 83-91COGNITIVE SCIENCESnhillusion haptic illusion Aristotle's illusion cognitive sciences knowledge expectation motion perception Benedetti, F. 1988Localization of tactile stimuli and body parts in space: two dissociated perceptual experiences revealed by a lack of constancy in the presence of position sense and motor activityhJDJournal of Experimental Psychology: Human Perception and Performance141 69-76ACOGNITIVE SCIENCESnhillusion haptic illusion Aristotle's illusion cognitive sciences knowledge expectation motion perception photocopy Benedetti, F. 19880)Exploration of a rod with crossed fingerst Perception & Psychophysics44281-284hCOGNITIVE SCIENCESnhillusion haptic illusion Aristotle's illusion cognitive sciences knowledge expectation motion perception Benedetti, F. 1990b\Goal directed motor behavior and its adaptation following reversed tactile perception in man"Experimental brain research81 70-76lCOGNITIVE SCIENCESnhillusion haptic illusion Aristotle's illusion cognitive sciences knowledge expectation motion perception Benedetti, F. 1991D=Perceptual learning following a long-lasting tactile reversal;HBJournal of experimental psychology: Human perception & performance1715267-277_COGNITIVE SCIENCESnhillusion haptic illusion Aristotle's illusion cognitive sciences knowledge expectation motion perceptionXBernds, Edward 1999zsMr. Bernds Goes to Hollywood : My Early Lifeand Career in Sound Recording at Columbia With Frank Capra and Othersa  Scarecrowr CINEMA&cinema fiction sound film soundX:3http://www.filmsound.org/film-sound-history/#Bernds4-Berry, D. C. Butler, L. T. De Rosis, Fiorellat in press.e<5Evaluating a realistic agent in an advice-giving task\6/International Journal of Human-Computer StudiesVR COGNITIVE SCIENCES0*vr cognitive sciences agents believabilityThe aim of this study was to empirically evaluate an embodied conversational agent called GRETA in an effort to answer two main questions: 1) What are the benefits (and costs) of presenting information via an animated agent, with certain characteristics, in a persuasion task, compared to other forms of display? 2) How important is it that emotional expressions are added in a way that is consistent with the content of the message, in animated agents? To address these questions, a positively framed healthy eating message was created which was variously presented via GRETA, a matched human actor, GRETAs voice only (no face), or as text only. Furthermore, versions of GRETA were created which displayed additional emotional facial expressions in a way that was either consistent or inconsistent with the content of the message. Overall, it was found that although GRETA received significantly higher ratings for helpfulness and likability, presenting the message via GRETA led to the poorest memory performance among users. Importantly, however, when GRETAs additional emotional expressions were consistent with the content of the verbal message, the negative effect on memory performance disappeared. Overall, the findings point to the importance of achieving consistency in animated agents.X@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'4.http://www.di.uniba.it/intint/people/fior.html Bertelson, P.t 1994pjThe cognitive architecture behind auditory-visual interaction in scene anaylisis and speech identificationCah Psycholo Cogn13 69-75COGNITIVE SCIENCESvpillusion sound sound perception ventriloquist effect cognitive sciences visual perception crossmodal interaction Bertelson, P.M 1999>7Ventriloquism: A case of crossmodal perceptual groupingF .(G. Aschersleben T. Bachmann J. MusselerNHCognitive contributions to the perception of spatial and temporal events  Amsterdam Elsevier347363oCOGNITIVE SCIENCESd]cognitive sciences psychology perception sound sound perception illusion ventriloquist effect0$review on ventriloquist effectBerthoz, Alain 2002$The Brain's Sense of Movement Harvard University PressCOGNITIVE SCIENCES$expectation perception motion0xc32J5.uN NPPA 1999>7National Press Photographers Association Code of Ethics\ MEDIAn media ethicshe National Press Photographers Association, a professional society dedicated to the advancement of photojournalism, acknowledges concern and respect for the public's natural-law, right to freedom in searching for the truth and the right to be informed truthfully and completely about public events and the world in which we live. NPPA believes that no report can be complete if it is possible to enhance and clarify the meaning of the words. We believe that pictures, whether used to depict news events as they actually happen, illustrate news that has happened, or to help explain anything of public interest, are indispensable means of keeping people accurately informed, that they help all people, young and old, to better understand any subject in the public domain. NPPA recognizes and acknowledges that photojournalists should at all times maintain the highest standards of ethical conduct in serving the public interest.X..(http://www.asne.org/ideas/codes/nppa.htmO'Donnell, Markh 1994 (1980).Laws of Cartoon MotionIEEE Institute187 12$EsquiremCINEMA ANIMATION& cinema animation cartoon physicsXjdhttp://remarque.org/~doug/cartoon-physics.html http://www.rahul.net/figmo/Archives/toon-physics.htmlO'Regan, Kevin No, Alva 2000Experience is not something we feel but something we do: a principled way of explaining sensory phenomenology, with Change Blindness and other empirical consequencesxZSASSC Conference: THE UNITY OF CONSCIOUSNESS: BINDING, INTEGRATION, AND DISSOCIATIONa BrusselsJune 29-July 2, 2000$PHILOSOPHY COGNITIVE SCIENCESLEPhilosophy cognitive sciences knowledge implicit knowledge perceptionAny theory of experience which postulates that brain mechanisms generate "raw feel" encounters the impassable "explanatory gap" separating physics from phenomenology. A way round the problem is to postulate that experience is not something we feel, but something we do: a kind of give-and-take with the environment, analogous to the "feel" of driving a car. One consequence of such a "sensorimotor" theory of experience is that it provides a way of explaining the differences between seeing, hearing, touch, etc., which is more principled and has more explanatory power than Mller's notion of "specific nerve energy" or its modern counterpart, the notion of sensory pathways or cortical areas. The feasibility of sensory substitution is an empirically verifiable implication of this approach. As applied to visual perception, a consequence of the sensorimotor approach is the idea that seeing does not consist in the creation of a "re-"presentation of the world inside the brain, but rather in knowledge that the outside world is immediately accessible through a flick of the eye or of attention, like an "outside memory". The world-as-an-outside-memory idea has empirically verifiable consequences in the phenomenon of Change Blindness, among others.xcJChttp://cognitrn.psych.indiana.edu/busey/ChangeBlindness/Articles/OReganChangeBlindnessTalk.pdf#search=%22Experience%20is%20not%20something%20we%20feel%20but%20something%20we%20do%3A%20a%20principled%20way%20of%20explaining%20sensory%20phenomenology%2C%20with%20Change%20Blindness%20and%20other%20empirical%20consequences%22'F?http://nivea.psycho.univ-paris5.fr/ socrates.berkeley.edu/~noe//O'Regan, Kevin No, Alva 2001@9A sensorimotor account of vision and visual consciousnessl$Behavioral and Brain Sciencesr245e939-1011"PHILOSPHY COGNITIVE SCIENCESLEknowledge perception implicit knowledge Philosophy cognitive sciencesBJCMany current neurophysiological, psychophysical, and psychological approaches to vision rest on the idea that when we see, the brain produces an internal representation of the world. The activation of this internal representation is assumed to give rise to the experience of seeing. The problem with this kind of approach is that it leaves unexplained how the existence of such a detailed internal representation might produce visual consciousness. An alternative proposal is made here. We propose that seeing is a way of acting. It is a particular way of exploring the environment. Activity in internal representations does not generate the experience of seeing. The outside world serves as its own, external, representation. The experience of seeing occurs when the organism masters what we call the governing laws of sensorimotor contingency. The advantage of this approach is that it provides a natural and principled way of accounting for visual consciousness, and for the differences in the perceived quality of sensory experience in the different sensory modalities. Several lines of empirical evidence are brought forward in support of the theory, in particular: evidence from experiments in sensorimotor adaptation, visual filling in, visual stability despite eye movements, change blindness, sensory substitution, and color perception.xJDhttp://nivea.psycho.univ-paris5.fr/OREGAN-NOE-BBS/ORegan;Noe.BBS.pdf'RKhttp://nivea.psycho.univ-paris5.fr/, http://ist-socrates.berkeley.edu/~noe/ONeill, S. Benyon, D. 20034-A Semiotic Approach To Investigating Presencee COSIGN-2003rCOMPUTER SCIENCESt presence computer sciencesComputers these days are highly complex devices that consist not only of simple computational forms but also of complex cultural forms derived from other media. A good interaction designer understands this media and how combinations of components result in engaging interaction. Presented here is our semiotic model of interaction that considers the computer as a medium. As part of the EU Presence initiative we are contributing to developing measures of presence that will provide designers with a pattern language for designing presence. This new medium needs new approaches to assist designers and the semiotics of interactive systems is such an approach. X cited by Reno 2005D=http://www.cosignconference.org/cosign2003/papers/ONeill.pdf.s4.Oesker, Markus Hecht, Heiko Jung, Bernhard : . 2000piPsychological Evidence for Unconscious Processing of Detail in Real-time Animation of Multiple Characterso6/Journal of Visualization and Computer Animationl112_105-112y BELIEVABILITYubelievability animationezshttp://psycho.sowi.uni-mainz.de/abteil/aep/hecht/pdf/Abstract_Psychological_evidence_for_unconscious_processing.pdf  J   Jh|O. o(!Tsakiris, Manos Haggard, Patrick 2005XQThe Rubber Hand Illusion Revisited: Visuotactile Integration and Self-Attribution JDJournal of Experimental Psychology: Human Perception and Performance311` 8091`COGNITIVE SCIENCESNGcognitive sciences proprioceptive illusion perception intersensory biasWatching a rubber hand being stroked, while ones own unseen hand is synchronously stroked, may cause the rubber hand to be attributed to ones own body, to feel like its my hand. A behavioral measure of the rubber hand illusion (RHI) is a drift of the perceived position of ones own hand toward the rubber hand. The authors investigated (a) the influence of general body scheme representations on the RHI in Experiments 1 and 2 and (b) the necessary conditions of visuotactile stimulation underlying the RHI in Experiments 3 and 4. Overall, the results suggest that at the level of the process underlying the build up of the RHI, bottom-up processes of visuotactile correlation drive the illusion as a necessary, but not sufficient, condition. Conversely, at the level of the phenomenological content, the illusion is modulated by top-down influences originating from the representation of ones own body.Xdhttp://www.google.fr/url?sa=t&ct=res&cd=1&url=http%3A%2F%2Fwww.manostsakiris.googlepages.com%2FTsakirisHaggardJEPHPP_2005.pdf&ei=dievRvD0Bo7AnAOg36HDCA&usg=AFQjCNFC6jiEhYxl753Io79tnVRBkiQjfQ&sig2=0ZvE8OG-Wd6Wi4-fseHW5Q(!Tummolini, Luca Castelfranchi, C. 2003VOPositive and negative expectations and the deontic nature of social conventionsF?9th international conference on Artificial intelligence and law New York, NY, USA  ACM Press119-125COGNITIVE SCIENCES$cognitive sciences expectation0)The general goal of the paper is to show the normative/deontic nature of conventions. Conventions are traditionally defined as regularity of behavior based on expectations evolved to solve coordination problems [14]. The thesis we defend is that the cognitive attitude of expectations is not only characterized by an anticipatory representation (belief) of a future state of affairs but is coupled with a motivational component (a goal on this state). The possible convergence between beliefs and corresponding goals allows the identification of positive and negative expectations. We argue that in positive expectations (differently from the negative ones) lies implicitly an influencing act aimed at prescribing that the expected event will be realized. We consider conventions as analyzed in Game Theory as regularity of behavior based on positive expectations. These conventions entail the deontic component of prescription. Each agent prescribes (and is subject to prescription) conformity to the convention to the others (prescription to do). This is a possible route to the spontaneous emergence of Social Norms. However we hypothesize, differently, that negative expectations too can sustain conventions. Even bad habits share a deontic component but is characterized by the socio-cognitive structure of permission (entitlement to do). We argue that with this analysis is possible to explain the self-organizing and stabilizing effect of conventions that create an equilibrium noxious for all the participants and individually more costly than the individual benefit..XaF@http://www.istc.cnr.it/doc/84a_20060413125658t_Icail03_FINAL.pdf'`Yhttp://www.istc.cnr.it/createhtml.php?nbr=84 http://www.istc.cnr.it/createhtml.php?nbr=62l Turvey, M. 1997PJSeeing Theory: On Perception and Emotional Response in Current Film Theory R. Allen M. Smithi Film Theory and Philosophy Oxford Oxford University Press 431-57CINEMA PHILOSOPHY<5Philosophy cinema fiction paradox of fiction emotionsbPJUsoh, M. Arthur, K. Whitton, M. Bastos, R. Steed, A. Brooks, F. Slater, M. 1999JCThe visual cliff revisited: A virtual presence study on locomotion.D>Second International Workshop on Presence. University of Essex Colchester, UKCOMPUTER SCIENCES2+computer sciences presence presence measure4.http:// www.cs.ucl.ac.uk/staff/m.usoh/bt.html.("van Baren, Joy Ijsselsteijn, W. A. 2004-2005O&Compendium of Presence Measures{COMPUTER SCIENCESf2+computer sciences presence presence measure0D>x COMPENDIUM OF PRESENCE MEASURES FOR IST FET OMNIPRES PROJECT0*http://presence-research.org/Overview.htmlVanhamme, J. . 2002^WThe influence of the emotion of surprise on Consumers' satisfaction: a pilot experimentrF@Proceedings of the 31st Conference of European Marketing Academy PIUniversity of Minho, School of Economics and management, Braga - PortugalCOGNITIVE SCIENCESsurpriseAu cours de ces dernires annes, les recherches dans le domaine du comportement du consommateur ont connu une profonde volution. Des modles traditionnels des annes 70 - 80, largement inspirs de la thorie micro-conomique et de la psychologie cognitive, on est pass progressivement des thories intgrant les tats affectifs, dont les motions (Filser 1996). Les recherches intgrant une dimension affective tudient, cependant, principalement les rponses des consommateurs la publicit (ex.X french versionHAhttp://edoc.bib.ucl.ac.be:83/archive/00000266/01/WP36Vanhamme.pdfe'D=http://www.eur.nl/fbk/dep/dep3/about/members/people/jvanhammecF?Vinayagamoorthy, V. Brogni, A. Gillies, M. Slater, M. Steed, A.A 2004PIAn Investigation of Presence Response across Variations in Visual Realisml4-7th Annual International Workshop on Presencecomputer sciences("computer sciences presence realismXJD.http://www.cs.ucl.ac.uk/research/ equator/papers/VisualRealism.pdf.0*Vinayagamoorthy, V. Steed, A. Slater, M. 2005B7Motor-perceptual interactions: the evolution of an idea Piattelli Palmarini, M.6/Cognitive Sciences in Europe: Issues and trendsi Golem  11-39COGNITIVE SCIENCES4.cognitive sciences motion perception knowledge,&Viviani, P. Baud-Bovy, G. Redolfi, M. 1997f_Perceiving and tracking kinaesthetic stimuli: further evidence of motor-perceptual interactionseHBJournal of experimental psychology: human perception & performance23 1232-1252}COGNITIVE SCIENCES4.cognitive sciences motion perception knowledge'Ml JXD>Radio-Television News Directors Association & Foundation RTNDA 2000.'Code of ethics and professional conduct,%http://www.rtnda.org/ethics/coe.shtmle MEDIA,%media hoax ethics illusion of realitye,%http://www.rtnda.org/ethics/coe.shtml>7Ruttkay, Z. Pelachaud, Catherine Poggi, Isabella No, H.p 2004,&Excercises of Style for Virtual Humans L. Canamero R. Aylett >7Animating Expressive Characters for Social Interactions "John Benjamins Publishing CoVR COGNITIVE SCIENCES81agents believability human-likeness life-likenessThe title is inspired by Raymond Queneaus famous work, Exercises in Style (Queneau, 1981). In this ingenious literary work, the French author takes a few-line banal story happening in a crowded bus, and in 99 exercises, tells it in different styles. He does it so well, that the reader can see the character acting before his eyes: how he gestures, whether he has a happy face or one of a bitter grumbler. Another example of the power of style is Creature comforts, an Oscarwinning animation film (Aardman), in which animals talk and gesture in the wellrecognizable style of some human groups (of certain nationality, social status). Thus the style is a source of information on the speaker, as well as of variety and joy (or annoyance) when communicating with real people. Moreover, a pioneering empirical experiment has shown that such factors as the ethnicity and the personality (introvert/extravert) of a synthetic character even if manifested in a simple, static feature do have consequences on the effect of the character on the user (Nass et. al, 2000). One would like to benefit from style also when confronted with virtual humans, or as also called, embodied conversational agents (ECAs) (Cassell et. al, 2000) in computer applications. Even if one should not expect a virtual human to act like a blood and flesh real person, the current situation of rather puppet-like, styleless virtual characters should be improved, even if step by step.XHBhttp://www.iut.univ-paris8.fr/~pelachaud/AllPapers/aisb-book02.pdf'|vhttp://www.iut.univ-paris8.fr/~pelachaud/ http://host.uniroma3.it/docenti/poggi/ http://wwwhome.cs.utwente.nl/~zsofi//.(Sathian, K. Greenspan, A. I. Wolf, S. L. 2000TNDoing it with mirrors: A case study of a novel approach to neurorehabilitation*#Neurorehabilitation & Neural Repairi14 73-76COGNITIVE SCIENCESXRcognitive sciences perception illusion proprioceptive illusion illusion of realitycited by Holmes, 2004 Schaefer, 2006Fooling your feelings: artificially induced referred sensations are linked to a modulation of the primary somatosensory cortex.v Neuroimage291 67-73COGNITIVE SCIENCESLEcognitive sciences illusion proprioceptive illusion intersensory biasnRecent studies demonstrated tactile illusions in healthy subjects by manipulating visual and tactile information. For example, a rubber hand, lying on a table in front of the subject and not connected with the body, can be felt by the subject as belonging to his or her own body by a simple visuotactile manipulation. Aim of the present study was to create an illusion in which the subject feels touch on a body site which is different from the actual touch, hence showing a referral of touch similar to those reported in phantom limb patients. Since it is known from animal studies that tactile illusions can alter early sensory processing, we were interested in the role of the primary somatosensory cortex (SI) during this kind of illusion. Thus, we manipulated the visual and tactile information in eight healthy subjects. The participants were stimulated on their fifth digit (D5) while watching a video, which showed a life-sized hand where the first digit (D1) was stimulated, hence inducing a conflict in feeling and seeing. The visual and tactile stimulation was in-phase in one condition and out-of-phase in a control condition. The video was presented in the peripersonal space of the subject at the distance where the real hand would be expected. Subjects reported a referred sensation of feeling the stimulation on D1 instead of D5 when the stimulation was in-phase with the video. Neuromagnetic source imaging of the topography of the functional organization of SI related to tactile stimulation of D1 and D5 showed that the source extent of the cortical representation of D5 increased during the illusion. The results suggest that a simple manipulation of visual and tactile information can induce referred sensations in healthy subjects in a very fast manner. Since the amount of the referred sensation was significantly correlated with the modulation in SI, we argue that SI is involved in this kind of artificially induced referred sensation.jdhttp://www.ncbi.nlm.nih.gov/sites/entrez?cmd=Retrieve&db=PubMed&list_uids=16054839&dopt=AbstractPlus Schaper, E.A 1978.'Fiction and the Suspension of Disbeliefs$ British Journal of Aesthetics18 31-44a PHILOSOPHYLFPhilosophy paradox of fiction fiction suspension of disbelief emotionsScholl, BJ Tremoulet, Pa 2000& Perceptual causality and animacy$Trends in Cognitive Sciences, 4s8f299-309h BELIEVABILITYd&believability causality animacy0*Schubert, T. Friedmann, F. Regenbrecht, H. 1999B;Decomposing the sense of presence: Factor analytic insightsc,&2nd International Workshop on Presence *#University of Essex, Colchester, UKCOMPUTER SCIENCES2+computer sciences presence presence measureyX cited in Tools to Measure Presence bt International Society for Presence Research http://www.temple.edu/ispr/index.htmb2,http://www.uni-jena.de/~sth/vr/insights.html0*Schubert, T. Friedmann, F. Regenbrecht, H. 19990)Embodied Presence in Virtual Environmentsu Ray Paton Irene Neilsona0*Visual Representations and Interpretations London Springer-Verlagv269-278`COMPUTER SCIENCES2+computer sciences presence presence measurePresence, the sense of being in a virtual environment (VE), is analysed in an embodied cognition framework. We propose that VEs are mentally represented as meshed sets of patterns of actions and that presence is experienced when these actions include the perceived possibility to navigate and move the own body in the VE. A factor analyses of survey data shows 3 different presence components: spatial presence, involvement, and judgement of realness. A path analysis shows that spatial presence is mostly determined by sources of meshed patterns of actions: interaction with the VE, understanding of dynamics, and perception of dramatic meaning.Xj6/http://www2.uni-jena.de/%7Esth/papers/vri98.pdf k ""\BF Reilly, W. Scott 1996,&Believable Social and Emotional Agents Pittsburgh, PA <6School of Computer Science, Carnegie Mellon University CMU-CS-96-138oVR.(believability human characters agents OZX PhD theSIS general discussion about believability and complete presentation of the different themes of oz project plenty of indications about how to build believable characters bibliographynRKhttp://www.cs.cmu.edu/afs/cs.cmu.edu/project/oz/web/papers/CMU-CS-96-138.psl'F?http://www.cs.cmu.edu/afs/cs.cmu.edu/user/wsr/Web/homepage.html\Reisz, K. Millar, G. 1968$The technique of film editingl New York Hastings HouseCINEMA TECHNIQUES *#cinema cinema techniques perception}cited by Cutting, 2005Reno', Lucia A.t 2005,&Presence and Mediated Spaces: a ReviewPsychNology Journaly3c2 181 199rCOGNITIVE SCIENCES82cognitive sciences media presence presence measure The aim of this work is to present a review of presence in mediated spaces, namely those spaces experienced through the use of technologies. First, a distinction will be proposed between studies focused either on physical or human space, single or multiple inhabitation. Then, the way in which spatial issues are connected to presence will be described. Finally, some controversies on the nature of Mediated Space (MS) will be briefly mentioned, and how they are connected to the research areas previously identified. $X review of presence measures2+International Society for Presence Research 20004.The Concept of Presence: Explication Statement4-Retrieved <2007-15-08> from http://ispr.info/rXfhttp://ispr.info/c'"http://www.temple.edu/ispr/ Reuters, Adam  2007&FBI probes Second Life gambling2&Reuters Second Life News Center2April 3S MEDIAamedia Second Life vrX\XQhttp://secondlife.reuters.com/stories/2007/04/03/fbi-probes-second-life-gambling/Reuters" 20074.Jesuits urged to take God's word to Secod Life CNETNews.com MEDIA}Second Life vr mediaX 2,http://news.com.com/2100-1043_3-6199285.html Riccio, G. E. 1995|Coordination of postural control and vehicular control: Implications for multimodal perception and simulation of self-motion "Hancock Flach Caird VicenteLELocal applications of the ecologial approach to human-machine systems  Hillsdale, NJ "Lawrence Erlbaum Associates.122-181VR"presence vr action fidelitycited by Stoffregen, 2003: introduces terms experiential fidelity and action fidelity; experiential fidelity is coincident with teh feeling of being thereRickel, J. Johnson, W. 1999leAnimated agents for procedural training in virtual reality: Perception, cognition, and motor controll&Applied Artificial Intelligenceo13 4-5343-382hCOMPUTER SCIENCESh(!computer sciences presence agents\vi TNRiecke, Bernhard E. Schulte-Pelkum, Jorg Caniard, Franck Bulthoff, Heinrich H. 2005xrSpatialized auditory cues enhance the visually- induced self-motion illusion (circular vection) in Virtual Reality Tubingen Max Plank InstituteCOGNITIVE SCIENCESJDcognitive sciences perception illusion proprioceptive illusion soundAbstract. Circular vection refers to the illusion of self-motion induced by rotating visual or auditory stimuli. Visually induced vection can be quite compelling, and the illusion has been investigated extensively for over a century. Rotating auditory cues can also induce vection, but only in about 25-60% of blindfolded participants (Lackner, 1977; Larsson et al., 2004). Furthermore, auditory vection is much weaker and far less compelling than visual vection, which can be indistinguishable from real motion. Here, we investigated whether an additional auditory cue (the sound of a fountain that is also visible in the visual stimulus) can be utilized to enhance visually induced self-motion perception. To the best of our knowledge, this is the first study directly addressing audio-visual contributions to vection. Twenty observers viewed rotating photorealistic pictures of a natural scene projected onto a curved projection screen (FOV: 54x45). Three conditions were randomized in a repeated measures within-subject design: No sound, mono sound, and spatialized sound using a generic head-related transfer function (HRTF). Adding mono sound to the visual vection stimulus increased convincingness ratings marginally, but did not affect vection onset time, vection buildup time, vection intensity, or rated presence. Spatializing the fountain sound such that it moved in accordance with the fountain in the visual scene, however, improved vection significantly in terms of convincingness, vection buildup time, and presence ratings. The effect size for the vection measures was, however, rather small (<16%). This might be related to a ceiling effect, as visually induced vection was already quite strong without the spatialized sound (10s vection onset time). Despite the small effect size, this study shows that HRTF-based auralization using headphones can be employed to improve visual VR simulations both in terms of self-motion perception and overall presence. Note that facilitation was found even though the visual stimulus was of high quality and realism, and known to be quite powerful in inducing vection. These findings have important implications both for the understanding of cross-modal cue integration and for optimizing VR simulations.Xhttp://www.kyb.mpg.de/publications/attachments/Riecke_05_TR-138__Spatialized%20auditory%20cues%20enhance%20the%20visually-induced%20self-motion%20illusion%20(circular%20vection)%20in%20Virtual%20Reality_%5B0%5D.pdfbdJzX> bj&xBBCNews 2006(!Viewers fooled by 'Belgium split'N4-http://news.bbc.co.uk/2/hi/europe/6178671.stm MEDIA hoax mediaXs4-http://news.bbc.co.uk/2/hi/europe/6178671.stmrBedford, F. L. 2007NGCan a space perception conflict be solved using three sense modalities? Perception36 508-515COGNITIVE SCIENCESTNcognitive sciences perception illusion intersensory bias multimodal perceptionA cross-modal conflict over location was resolved in an unexpected way. When vision and proprioception provide conflicting information, which modality should dominate is ambiguous. A visual-propioceptive conflict was created with a prism and to logically disambiguate the problem, auditory information was added that either agreed with vision (Group 1), agreed with proprioception (Group 2), or was absent (Group 3). While a scarcity of research addresses the interaction of three modalities, we predicted error should be attributed to the modality in the minority. Instead, the opposite was found: Adaptation consisted of a large change in arm proprioception and a small change affecting vision in Group 2, and the reverse in Group 1. Group 1 was not different than Group 3. Findings suggested adaptation to separate two-way conflicts, possibly influenced by direction of attention, rather than a direct solution to a three-way modality problem.X>7http://www.u.arizona.edu/~bedford/papers/Perception.htm'("http://www.u.arizona.edu/~bedford/"Belton, John Weis, Elizabeth 1985&Film Sound: Theory and Practicet New York Columbia University Presse CINEMA cinema sound Benedetti, F.s 1985D>Processing of tactile spatial information with crossed fingersJDJournal of Experimental Psychology: Human Perception and Performance114;517-525COGNITIVE SCIENCESnhillusion haptic illusion Aristotle's illusion cognitive sciences knowledge expectation motion perception photocopyf Benedetti, F. 1985<5Tactile diplopia (diplesthesia) on the human fingersd Perception & Psychophysics15 83-91COGNITIVE SCIENCESnhillusion haptic illusion Aristotle's illusion cognitive sciences knowledge expectation motion perception Benedetti, F. 1988Localization of tactile stimuli and body parts in space: two dissociated perceptual experiences revealed by a lack of constancy in the presence of position sense and motor activityhJDJournal of Experimental Psychology: Human Perception and Performance141 69-76ACOGNITIVE SCIENCESnhillusion haptic illusion Aristotle's illusion cognitive sciences knowledge expectation motion perception photocopy Benedetti, F. 19880)Exploration of a rod with crossed fingerst Perception & Psychophysics44281-284hCOGNITIVE SCIENCESnhillusion haptic illusion Aristotle's illusion cognitive sciences knowledge expectation motion perception Benedetti, F. 1990b\Goal directed motor behavior and its adaptation following reversed tactile perception in man"Experimental brain research81 70-76lCOGNITIVE SCIENCESnhillusion haptic illusion Aristotle's illusion cognitive sciences knowledge expectation motion perception Benedetti, F. 1991D=Perceptual learning following a long-lasting tactile reversal;HBJournal of experimental psychology: Human perception & performance1715267-277_COGNITIVE SCIENCESnhillusion haptic illusion Aristotle's illusion cognitive sciences knowledge expectation motion perceptionXBernds, Edward 1999zsMr. Bernds Goes to Hollywood : My Early Lifeand Career in Sound Recording at Columbia With Frank Capra and Othersa  Scarecrowr CINEMA&cinema fiction sound film soundX:3http://www.filmsound.org/film-sound-history/#Bernds4-Berry, D. C. Butler, L. T. De Rosis, Fiorellat in press.e<5Evaluating a realistic agent in an advice-giving task\6/International Journal of Human-Computer StudiesVR COGNITIVE SCIENCES0*vr cognitive sciences agents believabilityThe aim of this study was to empirically evaluate an embodied conversational agent called GRETA in an effort to answer two main questions: 1) What are the benefits (and costs) of presenting information via an animated agent, with certain characteristics, in a persuasion task, compared to other forms of display? 2) How important is it that emotional expressions are added in a way that is consistent with the content of the message, in animated agents? To address these questions, a positively framed healthy eating message was created which was variously presented via GRETA, a matched human actor, GRETAs voice only (no face), or as text only. Furthermore, versions of GRETA were created which displayed additional emotional facial expressions in a way that was either consistent or inconsistent with the content of the message. Overall, it was found that although GRETA received significantly higher ratings for helpfulness and likability, presenting the message via GRETA led to the poorest memory performance among users. Importantly, however, when GRETAs additional emotional expressions were consistent with the content of the verbal message, the negative effect on memory performance disappeared. Overall, the findings point to the importance of achieving consistency in animated agents.X@:http://www.di.uniba.it/intint/people/fior_file/pubfio.html'4.http://www.di.uniba.it/intint/people/fior.html Bertelson, P.t 1994pjThe cognitive architecture behind auditory-visual interaction in scene anaylisis and speech identificationCah Psycholo Cogn13 69-75COGNITIVE SCIENCESvpillusion sound sound perception ventriloquist effect cognitive sciences visual perception crossmodal interaction Bertelson, P.M 1999>7Ventriloquism: A case of crossmodal perceptual groupingF .(G. Aschersleben T. Bachmann J. MusselerNHCognitive contributions to the perception of spatial and temporal events  Amsterdam Elsevier347363oCOGNITIVE SCIENCESd]cognitive sciences psychology perception sound sound perception illusion ventriloquist effect0$review on ventriloquist effectBerthoz, Alain 2002$The Brain's Sense of Movement Harvard University PressCOGNITIVE SCIENCES$expectation perception motion0xc