Although many different human characteristics have been put forth as the key to making humanoid agents lifelike (eg. emotional expression, fluid body movement, face and hand gestures, realistic skin color) the young field of synthetic computer characters has not seen much research comparing these different putatively "most important" characteristics of lifelike computer characters. Of course,
... [Show full abstract] research on the effectiveness of natural language based, humanoid agent systems, and on the role of believability in the construction of such systems, has to date been hampered by the lack of real computer systems capable of sustaining and supporting spoken dialogue with a human user. In this paper we describe a comparison of two commonly discussed features: emotional facial icons and non-verbal communicative behavior. This comparison was made possible by a platform that supports the construction of humanoid agents and allows various features of those agents to be "turned off". We used a fully automated character generation system, capable of real-time, multimodal, face-to-face interaction with a user [Thórisson 1996], to assess users' reactions to two commonly discussed human characteristics: facial emotional icons and non-verbal feedback about the interaction. We tested users' reactions by way of a questionnaire assessing comfort with the interaction, but also by looking at the efficiency of the interaction, as measured by how many times users repeated themselves. Specifically, we compared users' questionnaire responses to, and efficiency with a {1} content-only character (CONT), {2} a content + emotional facial icons character (EMO), and {3} a content + non-verbal communicative support character (ENV).