Jeroen Linssen

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Automatically generated social behaviour is important for human-like interaction with virtual agents (Vinciarelli et al. 2012). Models of human behaviour can be used to make the behaviour of artificial agents more believable to humans (Steunebrink et al. 2012). Believable agents are being employed in systems for training the skills required for successfully(More)
As games are continuously assessing the player, this assessment can be used to adapt the complexity of a game to the proficiency of the player in real time. We performed an experiment to examine the role of dynamic adaptation. In one condition, participants played a version of our serious game for triage training that automatically adapted the complexity(More)
This discussion paper presents ideas for designing a serious game for tutoring police officers in training to conduct non-cooperative dialogue in police interviews. The system teaches social interactions. It simulates the social interactions of suspects in police interviews through a virtual suspect agent. These interactions can be non-cooperative as(More)
In live action role play, so-called meta-techniques are used, in which meta-information (information outside of the enacted world setting, such as learning goals) is taken into account and used during play. We show how we intend to include two such meta-techniques in LOITER, a serious game about social interaction. In this game, players can interact with(More)
In the emergent narrative approach to Interactive Storytelling, narratives arise from the interactions between player-or computer-controlled characters in a simulated story world. This approach offers much freedom to the players, but this freedom may come at the cost of narrative structure. In this paper we study stories created by children using a(More)
To reconcile storytelling and educational meta-goals in the context of a serious game, we propose to make use of out-of-character reasoning in virtual agents. We will implement these agents in a serious game of our design, which will focus on social interaction in conflict scenarios with the meta-goal of improving social awareness of users. The agents will(More)
—Serious games can be used to improve people's social awareness by letting them experience difficult social situations and learn from these experiences. However, we assert that, when moving beyond the strict realism that social simulations offer, techniques from role play may be used that offer more possibilities for feedback and reflection. We discuss the(More)
In this paper, we contend that interpersonal circumplex theories and politeness strategies may be combined to inform the generation of social behaviours for virtual agents. We show how stances from the interpersonal circumplex correspond to certain politeness strategies and present the results of a small pilot study that partially supports our approach. Our(More)