Arno Hartholt

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We present a model of negotiation for virtual agents that extends previous work to be more human-like and applicable to a broader range of situations, including more than two negotiators with different goals, and negotiating over multiple options. The agents can dynamically change their negotiating strategies based on the current values of several(More)
Gunslinger is an interactive-entertainment application of virtual humans that transforms an iconic Wild West movie scene into a vivid semblance of reality. The project combines virtual humans technology with Hollywood storytelling and set building into an engaging, mixed-reality, story-driven experience, where a single participant can interact verbally and(More)
While virtual humans are proven tools for training, education and research, they are far from realizing their full potential. Advances are needed in individual capabilities, such as character animation and speech synthesis, but perhaps more importantly, fundamental questions remain as to how best to integrate these capabilities into a single framework that(More)
Virtual reality (VR) technology is rapidly evolving to support prolonged exposure (PE) therapy, a proven treatment for combat-related posttraumatic stress disorder. Building on the successful 2007 Virtual Iraq/Afghanistan VRET system, a team of behavioral scientists, software engineers, and virtual artists has created Bravemind, a flexible VR system that(More)
We present SimSensei Kiosk, an implemented virtual human interviewer designed to create an engaging face-to-face interaction where the user feels comfortable talking and sharing information. SimSensei Kiosk is also designed to create interactional situations favorable to the automatic assessment of distress indicators, defined as verbal and nonverbal(More)
When dealing with large, distributed systems that use state-of-the-art components, individual components are usually developed in parallel. As development continues, the decoupling invariably leads to a mismatch between how these components internally represent concepts and how they communicate these representations to other components: representations can(More)
The incidence of post-traumatic stress disorder (PTSD) in returning Operation Enduring Freedom and Operation Iraqi Freedom military personnel has created a significant behavioral health care challenge. One emerging form of treatment for combat-related PTSD that has shown promise involves the delivery of exposure therapy using immersive virtual reality (VR).(More)
The stressful experiences that have been characteristic of the combat environments in Iraq and Afghanistan have produced significant numbers of returning service members at risk for developing posttraumatic stress disorder and other psychosocial/behavioral health conditions. This paper describes a set of projects that are expanding the content for inclusion(More)
Virtual humans (VHs) are digital anthropomorphic characters that exist within virtual worlds but are designed to perceive, understand and interact with real-world humans. Although typically conceived as practical tools to assist in a range of application (e.g., HCI, training and entertainment), the technology is gaining interest as a methodological tool for(More)
The Immersive Naval Officer Training System (INOTS) is a blended learning environment that merges traditional classroom instruction with a mixed reality training setting. INOTS supports the instruction, practice and assessment of interpersonal communication skills. The goal of INOTS is to provide a consistent training experience to supplement interpersonal(More)