Zargham, 2024
| Publication | Publication Date | Title |
|---|---|---|
| US20200395008A1 (en) | Personality-Based Conversational Agents and Pragmatic Model, and Related Interfaces and Commercial Models | |
| Bogdanovych et al. | What makes virtual agents believable? | |
| KR20020067592A (en) | User interface/entertainment device that simulates personal interaction and responds to user's mental state and/or personality | |
| KR20020071917A (en) | User interface/entertainment device that simulates personal interaction and charges external database with relevant data | |
| KR20020067591A (en) | Self-updating user interface/entertainment device that simulates personal interaction | |
| KR20020067590A (en) | Environment-responsive user interface/entertainment device that simulates personal interaction | |
| Blackman | Virtual reality and videogames: immersion, presence, and the performative spatiality of ‘being there’in virtual worlds | |
| Dobre et al. | Immersive machine learning for social attitude detection in virtual reality narrative games | |
| Dasgupta et al. | Voice user interface design | |
| JP2006061632A (en) | Emotion data supplying apparatus, psychology analyzer, and method for psychological analysis of telephone user | |
| JP6551793B2 (en) | Dialogue method, dialogue system, dialogue apparatus, and program | |
| Zargham et al. | “I didn’t catch that, but I’ll try my best”: Anticipatory error handling in a voice controlled game | |
| Nass et al. | Socializing consistency: from technical homogeneity to human epitome | |
| Jiang et al. | Beyond audio description: Exploring 360 video accessibility with blind and low vision users through collaborative creation | |
| Papaioannou et al. | Hybrid chat and task dialogue for more engaging hri using reinforcement learning | |
| Prinz | The smiling chatbot: investigating emotional contagion in human-to-chatbot service interactions | |
| Minsky et al. | Voice marketing: Harnessing the power of conversational AI to drive customer engagement | |
| Zargham et al. | Gaming with Etiquette: Exploring Courtesy as a Game Mechanic in Speech-Based Games | |
| Thomson et al. | Conquering digital overload: Leadership strategies that build engaging work cultures | |
| Brusk | Steps Towards Creating Socially Competent Game Characters | |
| Zargham | Expanding speech interaction for domestic activities | |
| Tonini | “Talk to me, Hal”: A Study of Player Experience and Interaction in a Voice Interaction VR Game Featuring AI-driven Non-player Characters | |
| Platz | Design Beyond Devices: Creating Multimodal, Cross-Device Experiences | |
| Marcus et al. | Design, User Experience, and Usability. Design for Contemporary Interactive Environments: 9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II | |
| Rosén et al. | Applying the social robot expectation gap evaluation framework |