Guilherme Raimundo

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Stories and storytelling are a constant presence in our lives since very early childhood. Who does not remember a story narrated by a good storyteller? However, real human storytellers do not always tell the story the same way. They observe their ”audience” and adapt the way they are telling the story to better respond to their reactions. This paper focuses(More)
Storytellers do not always tell the story the same way. They observe their ”audience”, see their reactions and adapt the way, the gestures, the posture and the content of the story, to better respond to the audience’s reactions. Clearly, this adaptation is however not only in the content of the story but also on the way the story is told, thus the facial(More)
The emerging new applications of synthetic characters, as a way to achieve more natural interactions, puts new demands on the synthetic voices, in order to fulfill the expectations of the user. The work presented in this paper evaluates a synthetic voice used by a synthetic character in a storytelling situation. To allow for a better comparison, a real(More)
Computer games make learning fun and support learning through doing. Edutainment software tries to capitalize on this however, it has failed in reaching the levels of motivation and engagement seen in mainstream games. In this context, we have integrated a mainstream first-person shooter game, Counter-Strike, into the curriculum of our Autonomous Agents and(More)
Agents that interact in complex social situations need to take the social context in consideration in order to perform believably. We argue that social identity is an important factor; therefore, agents should incorporate social identity theory in their behaviour, which implies the ability to categorize others (and themselves) into social groups. In(More)
Can we create a virtual storyteller that is expressive enough to convey in a natural way a story to an audience? What are the most important features for creating such character? This paper presents a study where the influence of different modalities in the perception of a story told by both a synthetic storyteller and a real one are analyzed. In order to(More)
It has been pointed that public goods games lack experimental research in topics such as the study of the interaction of groups versus the interaction of individuals and effects of social identity and decision framing. Furthermore, the number of computational frameworks proposed to date to deploy these type of experiments is reduced. In this context, we(More)
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