AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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You can use the tag cloud to select only the papers dealing with specific research topics.
You can expand the Abstract, Links and BibTex record for each paper.
2024
Hubal, R.
Rethinking some Virtual Human Applications Journal Article
In: Annual Review of CyberTherapy and Telemedicine, vol. 22, pp. 28–33, 2024, ISSN: 15548716 (ISSN).
Abstract | Links | BibTeX | Tags: Article, Artificial intelligence, character and application fidelity, ChatGPT, Consequential conversations, conversation, Engagement, human, Large language model, Learning, responsibility, responsive virtual humans, social competence, telehealth, Virtual Reality
@article{hubal_rethinking_2024,
title = {Rethinking some Virtual Human Applications},
author = {R. Hubal},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85215435480&partnerID=40&md5=4526a7d54606ef0f1cc6234099eb4aae},
issn = {15548716 (ISSN)},
year = {2024},
date = {2024-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
volume = {22},
pages = {28–33},
abstract = {Increasingly realistic virtual environments incorporating virtual characters have been used to train or assess actual behavior, such as of people at risk, and identify reasons to remediate or intervene. Technology has improved so rapidly that today’s capabilities to create situations to focus training and intervention outshine past efforts. To name just a few current examples, tools like Unreal’s MetaHuman Creator for creating characters, Midjourney for creating environments, OpenAI’s ChatGPT for scripting, and GIFT for tutoring have enormous potential, as these tools promise to reduce simulation costs and increase realism. This paper, in contrast, discusses some movement in the other direction: Recent efforts suggest that increased realism may not always have resulting cost-benefit for training and assessment. Lessons learned and recommendations are presented to guide future developers. © 2024, Interactive Media Institute. All rights reserved.},
keywords = {Article, Artificial intelligence, character and application fidelity, ChatGPT, Consequential conversations, conversation, Engagement, human, Large language model, Learning, responsibility, responsive virtual humans, social competence, telehealth, Virtual Reality},
pubstate = {published},
tppubtype = {article}
}
Increasingly realistic virtual environments incorporating virtual characters have been used to train or assess actual behavior, such as of people at risk, and identify reasons to remediate or intervene. Technology has improved so rapidly that today’s capabilities to create situations to focus training and intervention outshine past efforts. To name just a few current examples, tools like Unreal’s MetaHuman Creator for creating characters, Midjourney for creating environments, OpenAI’s ChatGPT for scripting, and GIFT for tutoring have enormous potential, as these tools promise to reduce simulation costs and increase realism. This paper, in contrast, discusses some movement in the other direction: Recent efforts suggest that increased realism may not always have resulting cost-benefit for training and assessment. Lessons learned and recommendations are presented to guide future developers. © 2024, Interactive Media Institute. All rights reserved.