David J. Moore’s research while affiliated with University of Leeds and other places

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Publications (18)


Informal logic dialogue games in human–computer dialogue
  • Article
  • Full-text available

June 2011

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412 Reads

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25 Citations

The Knowledge Engineering Review

Tangming Yuan

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David J. Moore

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[...]

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Informal logic (IL) is an area of philosophy rich in models of communication and discourse with a heavy focus on argument and ‘dialogue games’. Computational dialectics is a maturing strand of research that is focused on implementing these dialogue games. The aim of this paper is to review research on applying IL dialogue games into human–computer dialogue design. We argue that IL dialogue games tend to have a number of attractive properties for human computer dialogue and that their computational utilization in this area has been increasing recently. Despite the strength of the case for IL, a number of important barriers need to be overcome if the potential of IL is to be fulfilled. These barriers are examined and means of overcoming them discussed.

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Fig. 3 The social distance (3.40 m)  
Fig. 6 Male and female confederate avatars  
Fig. 10 An avatar with a bubble  
Fig. 11 Collision between bubbled and not bubbled avatars  
Human interactions and personal space in collaborative virtual environments

December 2010

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177 Reads

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40 Citations

As humans start to spend more time in collaborative virtual environments (CVEs) it becomes important to study their interactions in such environments. One aspect of such interactions is personal space. To begin to address this, we have conducted empirical investigations in a non immersive virtual environment: an experiment to investigate the influence on personal space of avatar gender, and an observational study to further explore the existence of personal space. Experimental results give some evidence to suggest that avatar gender has an influence on personal space although the participants did not register high personal space invasion anxiety, contrary to what one might expect from personal space invasion in the physical world. The observational study suggests that personal space does exist in CVEs, as the users tend to maintain, in a similar way to the physical world, a distance when they are interacting with each other. Our studies provide an improved understanding of personal space in CVEs and the results can be used to further enhance the usability of these environments.


Evaluation of human interactions in virtual reality environments

December 2008

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27 Reads

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2 Citations

While personal space invasion anxiety has been studied widely in the physical world, little research has been conducted about it in virtual reality environments. This paper, then, discusses and evaluates the anxiety level caused by personal space invasion in a virtual reality environment (VRE) using two different methodologies. The results of the two approached did not straightforwardly parallel each other and possible reasons for that are presented and discussed.


A Human-Computer Dialogue System for Educational Debate: A Computational Dialectics Approach.

January 2008

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57 Reads

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39 Citations

This paper reports research concerning issues involved in adopting a computational dialectics approach to develop a human-computer dialogue system for educational debate. In particular, we propose a dialogue model and a set of computationally usable strategic heuristics to enable the computer to engage its users in debate on a controversial issue. The system operationalising the proposed dialogue model and strategy has been fully implemented. It has also been subject to initial evaluation exercises. The results of the evaluation are essentially favourable. It is anticipated that the work reported in this paper will contribute toward the development of human-computer dialogue in general and of computer-based educational debate in particular, and help to illuminate research issues in the field of dialectics itself.


12. Designing avatars for social interactions

January 2008

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845 Reads

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2 Citations



Fig. 1. The Virtual Messenger Interface 
Emotionally Expressive Avatars for Chatting, Learning and Therapeutic Intervention

July 2007

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496 Reads

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62 Citations

Lecture Notes in Computer Science

We present our work on emotionally expressive avatars, animated virtual characters that can express emotions via facial expressions. Because these avatars are highly distinctive and easily recognizable, they may be used in a range of applications. In the first part of the paper we present their use in computer mediated communication where two or more people meet in virtual space, each represented by an avatar. Study results suggest that social interaction behavior from the real-world is readily transferred to the virtual world. Empathy is identified as a key component for creating a more enjoyable experience and greater harmony between users. In the second part of the paper we discuss the use of avatars as an assistive, educational and therapeutic technology for people with autism. Based on the results of a preliminary study, we provide pointers regarding how people with autism may overcome some of the limitations that characterize their condition.


Figure 1. Material used in Stages 1 and 2 
Teaching severely autistic children to recognise emotions: finding a methodology.

January 2007

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289 Reads

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11 Citations

This paper presents part of our wider research project concerning the design, development and evaluation of computer systems for children with autism. Research currently being carried out concerns how children with autism recognise human facial expressions of emotion and how the use of computer- based animated characters might help them in this recognition. The context for the research is a primary school unit of children with severe autism and moderate to severe learning difficulties. We present results of a preliminary study designed to establish a baseline for the abilities of each child, and describe the methodology considerations that arose during and after the study. The merit of participant observers is discussed, and links to action research are pointed out.


A human-computer debating system prototype and its dialogue strategies

January 2007

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37 Reads

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10 Citations

This paper reports research concerning issues involved in adopting a computational dialectics approach to develop a human-computer debating system for educational debate. In particular, we propose a suitable dialogue model and a set of computationally usable strategic heuristics to enable the computer to engage its users in debate on a controversial issue. The system has been fully implemented. It is anticipated that this work will contribute toward the development of human- computer dialogue in general and of computer-based educational dialogue in particular, and help to illuminate research issues in the field of dialectics itself.


Close Encounters of the Virtual Kind: Agents Simulating Copresence

March 2005

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29 Reads

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13 Citations

Results of a field study of an open-access collaborative virtual environment in actual use suggested that awareness of others significantly increases the level of presence experienced by participants. Given the importance of copresence, this paper argues that, in the absence of other human collaborators in a collaborative virtual environment, copresence can potentially be simulated using agent technology. A controlled experiment deploying a prototype embodied conversational agent was conducted to investigate the potential of such agents to simulate copresence. This paper briefly introduces the concepts of presence and copresence, summarizes experiences drawn from the field study, reports on the controlled experiment, and discusses its results. Results suggest that even limited copresence as provided by the current prototype agent is sufficient to help users feel presence in the environment.


Citations (17)


... In general, autistic centers use books that consist of pictures and text simplifying activities which keep the autistic student fully engaged for a long period of time, and without direct supervision of the instructor. On the other hand, scheduled activities are used by most teachers to teach self-reliance to students with autism [1], [5]. ...

Reference:

The Extent to which Autistic Student’s Special Education Centers Use Computer Software
Teaching severely autistic children to recognise emotions: Finding a methodology

... The term nonverbal communication is used to describe all human communication and interaction that does not include the spoken or written word. Recent work in analyzing and defining nonverbal communication has come from the field of animation linked to the creation of virtual environments as described, for example, by Fabri, Moore, and Hobbs (2008). Much of this is based on Argyle's (1996) classification of nonverbal communication. ...

12. Designing avatars for social interactions

... ng standards and can run over various platforms. OnLive platform supports only audio conferencing but its client can be used as plug-in in a web page. RealNetworks solution can facilitate prerecorded streaming multimedia delivery and synchronisation. User-system interaction in computer based learning systems is provided through intelligent agents (Fabri et. al. 1999). In INVITE a set of functions, like avatar and object handling, mobile communication interaction and collaboration will be programmed through intelligent agents. Also agents can be reminders, guides, guards and translators of the users. The use of declarative language implementations provide more advantages than procedural ones and for ...

Agents for Networked Virtual Learning Environments
  • Citing Article

... Banos et al. [3] 1998 319 77 Barfield & Weghorst [5] 1995 378 5+1 Cho et al. [17] 2003 47 4 Dinh et al. [16] 1999 725 13+1 Gerhard et al. [21] 2001 125 19+4 Hartman et al. [24] 2015 228 20 Kim & Biocca [30] 1997 [60] 1994 1692 3/6 Witmer & Singer (WS) [76] 1998 7473 32 relative to another. However, we are lacking a solution to assess and observe where the reported values are located in the general distribution of presence scores across the academic literature. ...

Continuous Presence in Collaborative Virtual Environments: Towards a Hybrid Avatar-Agent Model for User Representation
  • Citing Conference Paper
  • August 2001

Lecture Notes in Computer Science

... This ability involves making a distinction between the real world and the mental representation of the world. ToM can be explained as the ability to understand other people as mindful beings who have their own mental states that are different from self (Lantz, 2002;Elzouki et al., 2007). ...

Teaching severely autistic children to recognise emotions: finding a methodology.

... There is a lot of research on avatars and the social responses they generate on these platforms [3,19,21]. In particular, how users use spatial relationships with each other and with objects [18] and how users use non-verbal behavior [11,29,40] have been studied extensively. In addition, in recent years, there has been a progressive exploration of topics such as supporting long-term relationships [24], the impact of avatar expression on trust formation [29], the requirements for preventing harassment [4], and the user's own perceptions of their avatars [12]. ...

The Emotional Avatar: Non-verbal Communication Between Inhabitants of Collaborative Virtual Environments

Lecture Notes in Computer Science

... There is evidence that points to an optimistic view of using VRT. In an experiment conducted by Fabri and colleagues (2007), they gathered patients suffering from autism and had them play an interactive online game with emotionally expressive avatars, in order to help them understand and express emotions (31). At the end of the process, the participants were asked to complete a questionnaire, and the results showed that 30 of 34 participants were able to adequately understand the emotions of the avatars and use them properly, something that is often a struggle for those diagnosed with ASD.. ...

Emotionally Expressive Avatars for Chatting, Learning and Therapeutic Intervention

Lecture Notes in Computer Science

... Personal space has boundaries, which are affected by several factors including demographics, interpersonal relationships, personality, context, and cultural and background factors. People's gender and age affect the scope of their personal space [21][22][23]. Different interpersonal relationships between two people, such as friends, colleagues, or strangers, influence their comfortable interaction distances [23]. For example, cheerful people are more willing to interact with others at a closer distance than introverts [24,25]. ...

Avatar gender and personal space invasion anxiety level in desktop collaborative virtual environments
  • Citing Article
  • June 2004

... themselves [23,24,5] since mirror interfaces can deliver higher levels of personalization and immersion [35,43,31]. Further, this design consideration can enable a sense of competence through immediate visual feedback of observing how users interact with virtual artifacts with respect to their body, thus making interaction and orientation easier for them [5,54]. ...

Human interactions and personal space in collaborative virtual environments

... Interaction appears to increase presence in VR (Choi et al., 2001;Gerhard et al., 2005;IJsselsteijn et al., 2006;Lin et al., 2004;Persky et al., 2009) and has been proposed to be an important element in VRE environments for SAD (Emmelkamp et al., 2020). This study points to the fact that noninteractive VR that prompts interaction can lead to an acute sense of artificiality. ...

Close Encounters of the Virtual Kind: Agents Simulating Copresence
  • Citing Article
  • March 2005