From PETS to StoryRooms 211own StoryRoom experiences [18]. For more information on this work, seehttp://www.umiacs.umd.edu/ allisond/block/blocks.html.AcknowledgmentsThis work has been funded by the European Union’s i3 Experimental SchoolEnvironments initiative, DARPA, and the Institute for Advanced ComputerStudies. We would also like to acknowledge current members of our designteam: Jack Best, Angela Boltman, Gene Chipman, Cassandra Cosans, AllisonFarber, Joe Hammer, Alex Kruskal, Abby Lal, Jade Matthews, ThomasPlaisant–Schwenn, Michele Platner, Jessica Porteous, Emily Rhodes, Lisa Sherman,and Sante Simms.References[1] Houman Alborzi, Allison Druin, Jaime Montemayor, Michele Platner, Jessica Porteous,Lisa Sherman, Angela Boltman, Gustav Taxen, Jack Best, Joe Hammer, Alex Kruskal,Abby Lal, Thomas Plaisant-Schwenn, Lauren Sumida, Rebecca Wagner, and JamesHendler. Designing storyrooms: Interactive storytelling spaces for children. In Proceedingsof Designing Interactive Systems (DIS-2000), pages 95–104. ACM Press, 2000.[2] Hugh Beyer and Karen Holtzblatt. Contextual design: defining customer–centered systems.Morgan Kaufmann, San Francisco, California, 1998.[3] Aaron Bobick, Stephen S. Intille, James W. Davis, Freedom Baird, Claudio S. Pinhanez,Lee W. Campbell, Yuri A. Ivanov, Arjan Schutte, and Andrew Wilson. The kidsroom: Aperceptually-based interactive and immersive story environment. In PRESENCE: Teleoperatorsand Virtual Environments, pages 367–391, August 1999.[4] R. Peter Bonasso, R. James Firby, Erann Gat, David Kortenkamp, David Miller, andM Slack. Experiences with architecture for intelligent, reactive agents. Journal of Experimentaland Theoretical Artificial Intelligence, pages 237–256, 1997.[5] Cynthia Breazeal. A motivational system for regulating human-robot interaction. InProceedings of AAAI’98, pages 126–131. AAAI Press, 1998.[6] Joseph Bruchac. Survival this way: Interviews with American Indian poets. Universityof Arizona Press, Tuscson, Arizona, 1987.[7] Allison Druin. Cooperative inquiry: Developing new technologies for children with children.In Proceedings of Human Factors in Computing Systems (CHI 99). ACM Press,1999.[8] Allison Druin. The role of children in the design of new technology. Technical ReportUMIACS–TR–99–53, UMIACS, 1999.[9] Allison Druin, Ben Bederson, Juan Pablo Hourcade, Lisa Sherman, Glenda Revelle,Michele Platner, and Stacy Weng. Designing a digital library for young children: Anintergenerational partnership. In Proceedings of ACM/IEEE Joint Conference on DigitalLibraries (JCDL 2001), 2001.[10] Allison Druin, Jaime Montemayor, James Hendler, Britt McAlister, Angela Boltman,Eric Fiterman, Aurelie Plaisant, Alex Kruskal, Hanne Olsen, Isabella Revett, ThomasPlaisant-Schwenn, Lauren Sumida, and Rebecca Wagner. Designing pets: A personal
212 Socially Intelligent Agentselectronic teller of stories. In Proceedings of Human Factors in Computing Systems(CHI’99). ACM Press, 1999.[11] Allison Druin and Ken Perlin. Immersive environments: A physical approach to thecomputer interface. In Proceedings of Human Factors in Computing Systems (CHI 94),volume 2, pages 325–326. ACM Press, 1994.[12] Phil Frei, Victor Su, Bakhtiar Mikhak, and Hiroshi Ishii. Curlybot: Designing a newclass of computational toys. In Proceedings of Human Factors in Computing Systems(CHI 2000), pages 129–136. ACM Press, 2000.[13] Masahiro Fujita and Hiroaki Kitano. Development of an autonomous quadruped robotfor robot entertainment. Autonomous Robots, 5(1):7–18, 1998.[14] Theodore Geisel. The Sneetches, and Other Stories. Random House, New York, 1961.[15] Robert Franklin Gish. Beyond bounds: Cross–Cultural essays on Anglo, American Indian,and Chicano literature. University of New Mexico Press, Albuquerque, NM, 1996.[16] Fred Martin, Bakhtiar Mikhak, Mitchel Resnick, Brian Silverman, and Robbie Berg. Tomindstorms and beyond: Evolution of a construction kit for magical machines. In AllisonDruin and James Hendler, editors, Robots for kids: New technologies for learning.Morgan Kaufmann, San Francisco CA, 2000.[17] Fred G. Martin. The handy board technical reference. URLhttp://el.www.media.mit.edu/projects/handy-board/techdocs/hbmanual.pdf, 1998.[18] Jaime Montemayor. Physical programming: Software you can touch. In Proceedings ofHuman Factors in Computing Systems, Extended Abstracts of Doctoral Consortium (CHI2001). ACM Press, 2001.[19] Jaime Montemayor, Allison Druin, and James Hendler. Pets: A personal electronic tellerof stories. In Allison Druin and James Hendler, editors, Robots for kids: New technologiesfor learning, pages 367–391. Morgan Kaufmann, San Francisco CA, 2000.[20] Simon J. Ortiz. Speaking for generations: Native writers on writing. University of ArizonaPress, Tuscson, AR, 1998.[21] Seymour Papert. Mindstorms: Children, computers and powerful ideas. Basic Books,New York, 1980.[22] Catherine Plaisant, Allison Druin, Cori Lathan, Kapil Dakhane, Kris Edwards,Jack Maxwell Vice, and Jaime Montemayor. A storytelling robot for pediatric rehabilitation.In Proceedings of ASSETS’2000. ACM Press, 2000.[23] Mitchel Resnick, Fred Martin, Robbie Berg, Rick Borovoy, Vanessa Colella, KwinKramer, and Brian Silverman. Digital manipulatives: New toys to think with. In Proceedingsof Human Factors in Computing Systems (CHI 98), pages 281–287. ACM Press,1998.[24] R. J. Semper. Science museums as environments for learning. Physics Today, pages50–56, November 1990.[25] Erik Strommen. When the interface is a talking dinosaur: Learning across media withactimates barney. In Proceedings of Human Factors in Computing Systems (CHI 98),pages 288–295. ACM Press, 1998.[26] Marina Umaschi. Soft toys with computer hearts: Building personal storytelling environments.In Proceedings of Extended Abstracts of Human Factors in Computing Systems(CHI 97), pages 20–21. ACM Press, 1997.
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SOCIALLY INTELLIGENT AGENTSCreating
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ContentsContributing Authors1Social
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Contents21Experiences with Sparky,
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Contributing AuthorsAude BillardCom
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Contributing AuthorsxiPeyman Farati
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Contributing AuthorsxiiiBernard Ogd
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Contributing AuthorsxvNell TenhaafD
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Understanding Social Intelligence 2
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Understanding Social Intelligence 2
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Chapter 3MODELING SOCIAL RELATIONSH
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Modeling Social Relationship 31soci
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Modeling Social Relationship 33Figu
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Modeling Social Relationship 35seco
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Chapter 4DEVELOPING AGENTS WHO CANR
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Developing Agents Who Can Relate to
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Developing Agents Who Can Relate to
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Developing Agents Who Can Relate to
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Chapter 5PARTY HOSTS AND TOUR GUIDE
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Party Hosts and Tour Guides 47conve
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Party Hosts and Tour Guides 514. Co
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Chapter 6INCREASING SIA ARCHITECTUR
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Adapting to Affect and Personality
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Adapting to Affect and Personality
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Adapting to Affect and Personality
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Chapter 7COOPERATIVE INTERFACE AGEN
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Cooperative Interface Agents 63cult
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Cooperative Interface Agents 65will
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Chapter 8PLAYING THE EMOTION GAME W
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Playing the Emotion Game with Feeli
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Playing the Emotion Game with Feeli
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Playing the Emotion Game with Feeli
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Chapter 9CREATING EMOTION RECOGNITI
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Emotion Recognition Agents for Spee
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Emotion Recognition Agents for Spee
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Emotion Recognition Agents for Spee
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Chapter 10SOCIAL INTELLIGENCE FOR C
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Social Intelligence for Computers 8
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Chapter 11EGOCHAT AGENTA Talking Vi
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EgoChat Agent 95that members in a g
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Chapter 12ELECTRIC ELVESAdjustable
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Electric Elves 103user in the agent
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Building Empirically Plausible MAS
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Building Empirically Plausible MAS
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Chapter 14ROBOTIC PLAYMATESAnalysin
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Analysing Interactive Competencies
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Analysing Interactive Competencies
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Mobile Robotic Toys and Autism 127m
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Chapter 16AFFECTIVE SOCIAL QUESTEmo
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Affective Social Quest 135Figure 16
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Chapter 17PEDAGOGICAL SOAPSocially
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Pedagogical Soap 1432. IPD Backgrou
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Chapter 18DESIGNING SOCIABLE MACHIN
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Designing Sociable Machines 151Sens
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Designing Sociable Machines 153crit
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Chapter 19INFANOIDA Babybot that Ex
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Enabling Open Agent Institutions 26
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Enabling Open Agent Institutions 26
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Chapter 33EMBODIED CONVERSATIONAL A
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ECA’s In E-Commerce Applications
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ECA’s In E-Commerce Applications
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ECA’s In E-Commerce Applications
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Index"like-me" test 85,89“Giant3
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INDEX 277educational computer games
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INDEX 279mutual selection 243mutual
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INDEX 281theory of dramatic writing