Academic literature on the topic 'Agenti virtuali'
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Journal articles on the topic "Agenti virtuali"
Schmidt, Susanne, Oscar Ariza, and Frank Steinicke. "Intelligent Blended Agents: Reality–Virtuality Interaction with Artificially Intelligent Embodied Virtual Humans." Multimodal Technologies and Interaction 4, no. 4 (November 27, 2020): 85. http://dx.doi.org/10.3390/mti4040085.
Full textNelson, Kay M., Alex Kogan, Rajendra P. Srivastava, Miklos A. Vasarhelyi, and Hai Lu. "Virtual auditing agents: the EDGAR Agent challenge." Decision Support Systems 28, no. 3 (May 2000): 241–53. http://dx.doi.org/10.1016/s0167-9236(99)00088-3.
Full textVoth, D. "Practical agents help out [virtual agent system." IEEE Intelligent Systems 20, no. 2 (March 2005): 4–6. http://dx.doi.org/10.1109/mis.2005.35.
Full textTanaka, Hiroki, and Satoshi Nakamura. "The Acceptability of Virtual Characters as Social Skills Trainers: Usability Study." JMIR Human Factors 9, no. 1 (March 29, 2022): e35358. http://dx.doi.org/10.2196/35358.
Full textAylett, R., and D. Ballin. "Guest editorial — Applying agent technology to Virtual Reality: Intelligent virtual agents." Virtual Reality 5, no. 2 (June 2000): 55–56. http://dx.doi.org/10.1007/bf01424336.
Full textBosse, Stefan, and Uwe Engel. "Real-Time Human-In-The-Loop Simulation with Mobile Agents, Chat Bots, and Crowd Sensing for Smart Cities." Sensors 19, no. 20 (October 9, 2019): 4356. http://dx.doi.org/10.3390/s19204356.
Full textMaestro-Prieto, Jose Alberto, Sara Rodríguez, Roberto Casado, and Juan Manuel Corchado. "Agent organisations: from independent agents to virtual organisations and societies of agents." ADCAIJ: Advances in Distributed Computing and Artificial Intelligence Journal 9, no. 4 (December 12, 2020): 55–70. http://dx.doi.org/10.14201/adcaij2020945570.
Full textRandhavane, Tanmay, Aniket Bera, and Dinesh Manocha. "F2FCrowds: Planning Agent Movements to Enable Face-to-Face Interactions." Presence: Teleoperators and Virtual Environments 26, no. 2 (May 1, 2017): 228–46. http://dx.doi.org/10.1162/pres_a_00294.
Full textZhang, Hao Lan, Clement H. C. Leung, and Gitesh K. Raikundalia. "Matrix-agent framework: A virtual platform for multi-agents." Journal of Systems Science and Systems Engineering 15, no. 4 (December 2006): 436–56. http://dx.doi.org/10.1007/s11518-006-5028-0.
Full textPérez Marco, Joaquín, Francisco José Serón Arbeloa, and Eva Cerezo Bagdasari. "Combining cognition and emotion in virtual agents." Kybernetes 46, no. 06 (June 5, 2017): 933–46. http://dx.doi.org/10.1108/k-11-2016-0340.
Full textDissertations / Theses on the topic "Agenti virtuali"
FERRARI, AMBRA. "DIGITAL HUMANITY. Do Users' Gaming Habits Affect the Perceived Human-Likeness of Virtual Agents in a Simulated Human Interaction?" Doctoral thesis, Università degli Studi di Milano-Bicocca, 2021. http://hdl.handle.net/10281/315494.
Full textVirtual Agents have been increasingly used as deliverers of notions in Simulated Human Interactions training effective communication strategies. Nevertheless, replicating the level of human-likeness required to "convince users (…) that a virtual human is the real thing" (Ruhland et al., 2015) remains a challenge. In particular, the Uncanny Valley effect refers to the observer's unpleasant impression of a virtual being with an almost, but not entirely, realistic human form (Seyama & Nagayama, 2007). Previous literature has described several intervening factors in the perception of uncanniness, including the Agent's static and dynamic features, but also individual differences in the degree of predisposition to anthropomorphize an Agent (e.g., Epley, Waytz, & Cacioppo, 2007; Kätsyri, Förger, Mäkäräinen, & Takala, 2015). During the last decades, video games have been representing an entertainment source for a growing number of people, and this dissertation's objective has been to confirm whether game habits might be considered among intervening factors. The video game industry has been driving technological innovation allowing for high-fidelity face and voice synthesis of Virtual Agents in Entertainment products. Such technologies are often not available to smaller research laboratories relying on limited resources. Therefore, the present dissertation has also explored the possibility of identifying "easy wins" on the short development run, essential elements that do not require expensive interventions in terms of money and time but can increase the perception of the Virtual Agent's quality. ENACT (Marocco, Pacella, Dell'Aquila, & Di Ferdinando, 2015), an online Simulated Human Interaction for the training of Negotiation strategies, has been used as the main object of this dissertation. In ENACT, trainees take five conversation turns with a Virtual Agent that communicates through a combination of four different facial expressions, 24 gestures, and ten different body postures and gaze directions. The present dissertation includes two experimental studies, exploring the effectiveness of low budget implementations of Virtual Agent’s features, i.e., random eye blinks and spoken gibberish accompanying written communication. Two samples of, respectively, 50 and 60 male participants, all aged between 18 and 35, have been recruited and preliminarily divided into habitual video game players and non-habitual video game players according to their mean weekly gameplay hours. Once randomly assigned to the experimental or control group, participants interacted with the Virtual Agent and completed the questionnaires related to its uncanniness evaluation and ENACT's perceived quality as an educational product. Results indicate that the mere introduction of eye blinks in random moments of the interaction with a Virtual Agent seems to moderately affect the user's perception of the Agents' realism. Moreover, in cases when modern text-to-speech voice engines are not available, it seems advisable to rely on a text-only form of communication for Virtual Agents instead of a gibberish-based communication. Results also suggest that video game habits might have a mediating role in the perception of Virtual Agents' qualities. Nevertheless, game habits might not simply posit higher standards to players but, instead, they might experience the "too real for comfort" zone differently, consequently assigning different expected social standards and normative expectations to Virtual Agents they interact with. Such results confirm that the perception of an Agent's human-likeness is a complex and dimensional matter, therefore including previous gaming literacy into the factors intervening in the perception of uncanniness.
Lala, Divesh. "The design and implementation of dynamic interactive agents in virtual basketball." 京都大学 (Kyoto University), 2015. http://hdl.handle.net/2433/199434.
Full textSchanche, Anders. "Human - Virtual Agent Interaction." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-17181.
Full textTrescak, Tomás. "Intelligent Generation and Control of Interactive Virtual Worlds." Doctoral thesis, Universitat Autònoma de Barcelona, 2012. http://hdl.handle.net/10803/117675.
Full textThis thesis advocates the use of non-‐gaming virtual worlds as a significant future technology for the domain of ``serious games’’ and in particular e-‐* applications (e-‐ learning, e-‐commerce, e-‐government) and social simulations. In such systems, a 3D virtual environment is populated by a large number of inhabitants that can be either human-‐ controlled avatars or intelligent virtual agents who engage in complex interactions with their virtual environment and other participants. One significant problem that impedes wide adoption of the virtual worlds technology for these problem domains is that virtual worlds in general are difficult to build, and significant effort has to be put into designing the 3D virtual environment and programming virtual agents; but it is even harder to ensure the validity of participant so that unauthorized behavior can be prevented. To address this problem, we have developed a comprehensive technological solution that automates the design of such virtual worlds and its population with virtual agents. Our approach is based on the utilization of virtual institutions, which are virtual worlds with normative regulation of participant interactions. The key focus of the thesis is on explaining how existing methods of formal specification of virtual institutions can be extended to automatically translate the institutional specification into an interactive 3D environment using the shape grammars approach and automatically populating such environments with virtual agents. Shape grammars represent a powerful visual technique for creating procedural 2D and 3D designs, but existing work was not immediately suitable for our problem. Thus, we have extended existing work and developed the Shape Grammar Interpreter framework, which addresses the limitations of existing solutions. This framework was further utilized for developing the concept of Virtual World Grammar, which is a sub-‐set of shape grammars targeting automatic generation of normative virtual worlds. As the result of this dissertation, Virtual Worlds Grammars constitute a strong formalization and a development environment not only enabling automatic generation of normative virtual worlds, but also their platform independent deployment (using the VIXEE infrastructure that has been developed as an important part of this dissertation). Another significant contribution of this thesis is developing a mechanism of automatic population of the generated environments with large numbers of software agents, which are capable of intelligent interactions with 3D objects placed in the environment. Moreover, these agents are able to collaborate with human-‐controlled avatars, facilitate their problem-‐solving and ensure that all their actions strictly adhere to social norms of the given institution. For this purpose, we have developed a general-‐purpose virtual agent model that enables an agent to be situated within any normative virtual world, generate its own goals based on its current physiological and psychological needs, as well as to dynamically generate plans for satisfying these goals using the underlying institutional specification. To illustrate the usefulness of the developed technology, we have applied it to the domain of historical simulation, where we show how virtual world grammars and automatically generated virtual agents can be used for re-‐enacting everyday life of ancient people in one of humanity's first cities, the city of Uruk. We showed how our approach allows to create a large number of visually and behaviorally diverse agents, as well as dynamically generating food, tools and other items that they can utilize to satisfy their goals, while acting in a historically correct way.
Lebrun, Yoann. "Architecture multi-agent pour la gestion d'objets tangibles et virtuels sur Table Interactive." Phd thesis, Université de Valenciennes et du Hainaut-Cambresis, 2012. http://tel.archives-ouvertes.fr/tel-00718624.
Full textVinayagamoorthy, Vinoba. "Participant responses to virtual agents in immersive virtual environments." Thesis, University College London (University of London), 2006. http://discovery.ucl.ac.uk/1445140/.
Full textLucca, Ricardo Rodrigues. "MARO : um modelo de emoções usando ontologia." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/108987.
Full textThis work presents a framework built on top of the Jason platform (BORDINI et al., 2004) to allow the development of software agents that have emotional states. The framework was developed in Java and extends the belief base of Jason agents so as to use an ontology for the OCC affective model (ORTONY; COLLINS; CLORE, 1988) that has been created as part of this work. The developed belief base allows an agent to perceive its own emotions throw inferring new beliefs based on the agent’s appraisal of the state of the environment. In addition, a model of agents’ routine tasks was defined, as was a model for agents’ preferences about aspects of environment, helping automate the ascription of emotional states. Finally, in order to validate the developed framework, two applications were developed. The first demonstrates the use of various different emotions from the affective model and the second uses in a single application all the ontologies and models developed as part of this work.
Boukhris, Mehdi. "Modélisation et évaluation de la fidélité d'un clone virtuel." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS177/document.
Full textFace identification plays a crucial role in our daily social interactions. Indeed, our behavior changes according to the identification of the person with whom we interact. Moreover, several studies in Psychology and Neurosciences have observed that our cognitive processing of familiar faces is different from the cognitive processing of unfamiliar faces.Creating photorealistic an animated human-like face of a real person is now possible thanks to recent advances in Computer Graphics and 3D scan systems. Recent rendering techniques are challenging our ability to distinguish between computer generated faces and real human faces. Besides, the current trend to model virtual humans is to involve real data collected using scans and motion capture systems. Research and applications in virtual humans have experienced a growing interest in so-called virtual clones (agents with a familiar aspect or at least recognizable). Virtual clones are therefore increasingly used in human-machine interfaces and in the audiovisual industry. Studies about the perception and interaction with virtual clones are therefore required to better understand how we should design and evaluate this kind of technology. Indeed, very few studies have tried to evaluate virtual clones' fidelity with respect to the original human (hereafter called “the referent”). The main goal of this thesis is to explore this line of research. Our work rises several research questions: What are the features of the virtual clone that enable us to evaluate the resemblance between a virtual clone and its referent? Among several possibilities of rendering, animation and data acquisition techniques offered by Computer Graphics, what is the best combination of techniques to ensure the highest level of perceived fidelity?However, visual appearance is not the only component that is involved in recognizing familiar people. The other components include facial expressiveness but also the possible knowledge that we have about the referent (e.g. his particular way of assessing an emotional situation and expressing it through his face).Our contributions provide answers to these questions at several levels. We define a conceptual framework identifying the key concepts which are relevant for the study of the fidelity of a virtual face. We explore different rendering techniques. We describe an experimental study about the impact of familiarity in the judgment of fidelity. Finally, we propose a preliminary individual computational model based on a cognitive approach of emotions that could drive the animation of the virtual clone.This work opens avenues for the design and improvement of virtual clones, and more generally for the human-machine interfaces based on expressive virtual agents
Berkovich, Aleksandr 1979. "IVAN : Integrated Virtual Agent Network." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/87189.
Full textIncludes bibliographical references (leaves 70-71).
by Aleksandr Berkovich.
M.Eng.and S.B.
Rimkus, Edvardas. "ALGORITMŲ INTELEKTUALAUS PROGRAMINIO AGENTO BŪSENAI ATPAŽINTI TYRIMAS." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2006. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20060614_101100-19191.
Full textBooks on the topic "Agenti virtuali"
Pelachaud, Catherine, Jean-Claude Martin, Elisabeth André, Gérard Chollet, Kostas Karpouzis, and Danielle Pelé, eds. Intelligent Virtual Agents. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-74997-4.
Full textBickmore, Timothy, Stacy Marsella, and Candace Sidner, eds. Intelligent Virtual Agents. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-09767-1.
Full textVilhjálmsson, Hannes Högni, Stefan Kopp, Stacy Marsella, and Kristinn R. Thórisson, eds. Intelligent Virtual Agents. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8.
Full textde Antonio, Angélica, Ruth Aylett, and Daniel Ballin, eds. Intelligent Virtual Agents. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-44812-8.
Full textAylett, Ruth, Brigitte Krenn, Catherine Pelachaud, and Hiroshi Shimodaira, eds. Intelligent Virtual Agents. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40415-3.
Full textTraum, David, William Swartout, Peter Khooshabeh, Stefan Kopp, Stefan Scherer, and Anton Leuski, eds. Intelligent Virtual Agents. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47665-0.
Full textPanayiotopoulos, Themis, Jonathan Gratch, Ruth Aylett, Daniel Ballin, Patrick Olivier, and Thomas Rist, eds. Intelligent Virtual Agents. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11550617.
Full textBeskow, Jonas, Christopher Peters, Ginevra Castellano, Carol O'Sullivan, Iolanda Leite, and Stefan Kopp, eds. Intelligent Virtual Agents. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67401-8.
Full textBrinkman, Willem-Paul, Joost Broekens, and Dirk Heylen, eds. Intelligent Virtual Agents. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-21996-7.
Full textAllbeck, Jan, Norman Badler, Timothy Bickmore, Catherine Pelachaud, and Alla Safonova, eds. Intelligent Virtual Agents. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15892-6.
Full textBook chapters on the topic "Agenti virtuali"
O’Hare, Gregory M. P., Brian R. Duffy, Bianca Schön, Alan N. Martin, and John F. Bradley. "Agent Chameleons: Virtual Agents Real Intelligence." In Intelligent Virtual Agents, 218–25. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-39396-2_37.
Full textManner, Marie D., and Maria Gini. "Improving Agent Team Performance through Helper Agents." In Cognitive Agents for Virtual Environments, 89–105. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-36444-0_6.
Full textJonker, Catholijn M., Joost Broekens, and Aske Plaat. "Virtual Reflexes." In Intelligent Virtual Agents, 222–31. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-09767-1_28.
Full textGratch, Jonathan, Anna Okhmatovskaia, Francois Lamothe, Stacy Marsella, Mathieu Morales, R. J. van der Werf, and Louis-Philippe Morency. "Virtual Rapport." In Intelligent Virtual Agents, 14–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11821830_2.
Full textJan, Dusan, Antonio Roque, Anton Leuski, Jacki Morie, and David Traum. "A Virtual Tour Guide for Virtual Worlds." In Intelligent Virtual Agents, 372–78. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04380-2_40.
Full textEndrass, Birgit, Yukiko Nakano, Afia Akhter Lipi, Matthias Rehm, and Elisabeth André. "Culture-Related Topic Selection in Small Talk Conversations across Germany and Japan." In Intelligent Virtual Agents, 1–13. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_1.
Full textBarange, Mukesh, Pierre De Loor, Vincent Louis, Ronan Querrec, Julien Soler, Thanh-Hai Trinh, Éric Maisel, and Pierre Chevaillier. "Get Involved in an Interactive Virtual Tour of Brest Harbour: Follow the Guide and Participate." In Intelligent Virtual Agents, 93–99. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_10.
Full textRoque, Antonio, Dusan Jan, Mark Core, and David Traum. "Using Virtual Tour Behavior to Build Dialogue Models for Training Review." In Intelligent Virtual Agents, 100–105. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_11.
Full textSchulman, Daniel, and Timothy Bickmore. "Posture, Relationship, and Discourse Structure." In Intelligent Virtual Agents, 106–12. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_12.
Full textKipp, Michael, Alexis Heloir, and Quan Nguyen. "Sign Language Avatars: Animation and Comprehensibility." In Intelligent Virtual Agents, 113–26. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_13.
Full textConference papers on the topic "Agenti virtuali"
Sudo, Yasuhiro, Keisuke Kasiwase, and Michiko Matsuda. "Verification of Scheduling Efficiency of an Autonomous Assembly System Using the Multi-Agent Manufacturing Simulator." In ASME/ISCIE 2012 International Symposium on Flexible Automation. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/isfa2012-7231.
Full textApostol, Silviu, Loredana Manasia, Catalin Stefan, and Oana Soica. "VIRTUAL PEDAGOGICAL AGENTS IN THE CONTEXT OF VIRTUAL EDUCATIONAL ENVIRONMENTS: FRAMEWORK AND THEORETICAL MODELS." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-194.
Full textFok, S. C., G. L. Thimm, and W. Xiang. "A DAI-Based Framework for the Virtual Prototyping of Fluid Power Systems." In ASME 2002 International Mechanical Engineering Congress and Exposition. ASMEDC, 2002. http://dx.doi.org/10.1115/imece2002-32468.
Full textMell, Johnathan. "Human-Like Agents for Repeated Negotiation." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/754.
Full textMattos, Larissa de, Edson P. Pimentel, Juliana Cristina Braga, and Silvia Dotta. "Contribuições para o Desenvolvimento de Agentes Pedagógicos Conversacionais e sua Integração a Ambientes Virtuais de Aprendizagem." In Simpósio Brasileiro de Informática na Educação. Sociedade Brasileira de Computação - SBC, 2022. http://dx.doi.org/10.5753/sbie.2022.225088.
Full textChen, Bo, Harry H. Cheng, and Joe Palen. "Agent-Based Real-Time Computing and Its Applications in Traffic Detection and Management Systems." In ASME 2004 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2004. http://dx.doi.org/10.1115/detc2004-57707.
Full textRadkowski, Rafael, and Helene Waßmann. "Software-Agent Supported Virtual Experimental Environment for Virtual Prototypes of Mechatronic Systems." In ASME 2010 World Conference on Innovative Virtual Reality. ASMEDC, 2010. http://dx.doi.org/10.1115/winvr2010-3749.
Full textNijholt, Anton. "Towards the Automatic Generation of Virtual Presenter Agents." In InSITE 2006: Informing Science + IT Education Conference. Informing Science Institute, 2006. http://dx.doi.org/10.28945/3018.
Full textWang, Shuying, Weiming Shen, and Qi Hao. "Implementing Inter-Enterprise Workflow Management Using Agent-Based Web Services." In ASME 2005 International Mechanical Engineering Congress and Exposition. ASMEDC, 2005. http://dx.doi.org/10.1115/imece2005-79242.
Full textSoltani, Ali, and Hassan Sayyaadi. "Deployment of Multi-Agent Robotic Systems in Presence of Obstacles." In ASME 2010 10th Biennial Conference on Engineering Systems Design and Analysis. ASMEDC, 2010. http://dx.doi.org/10.1115/esda2010-24026.
Full textReports on the topic "Agenti virtuali"
Kramer, Mitch. IntelliResponse Virtual Agent. Boston, MA: Patricia Seybold Group, May 2013. http://dx.doi.org/10.1571/pr05-10-13cc.
Full textKramer, Mitch. VirtuOz Intelligent Virtual Agent. Boston, MA: Patricia Seybold Group, July 2012. http://dx.doi.org/10.1571/pr07-26-12cc.
Full textLakkaraju, Kiran, Jonathan H. Whetzel, Jina Lee, Asmeret Brooke Bier, Rogelio E. Cardona-Rivera, and Jeremy Ray Rhythm Bernstein. Validating agent based models through virtual worlds. Office of Scientific and Technical Information (OSTI), January 2014. http://dx.doi.org/10.2172/1147200.
Full textJohnson, W. L. Natural Interaction With Pedagogical Agents in Virtual Environments. Fort Belvoir, VA: Defense Technical Information Center, November 2002. http://dx.doi.org/10.21236/ada409186.
Full textBack, David N. Agent-Based Soldier Behavior in Dynamic 3D Virtual Environments. Fort Belvoir, VA: Defense Technical Information Center, March 2002. http://dx.doi.org/10.21236/ada401646.
Full textNissen, Mark E. Virtual Supply Chain Re-Intermediation Through Multi-Agent Systems. Fort Belvoir, VA: Defense Technical Information Center, September 2002. http://dx.doi.org/10.21236/ada408668.
Full textPancerella, C. M. The use of agents and objects to integrate virtual enterprises. Office of Scientific and Technical Information (OSTI), January 1998. http://dx.doi.org/10.2172/588568.
Full textKwon, Wi-Suk, Veena Chattaraman, and Juan Gilbert. Virtual Agent Locus of Control: Cognitive Assistance for Older Consumers’ Online Shopping. Ames: Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-654.
Full textChattaraman, Veena, Wi-Suk Kwon, and Juan Gilbert. Interaction Style of Virtual Shopping Agents: Effects on Social Presence and Older Consumers’ Experience in E-tail Sites. Ames: Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-646.
Full textBalali, Vahid. Connected Simulation for Work Zone Safety Application. Mineta Transportation Institute, July 2022. http://dx.doi.org/10.31979/mti.2021.2137.
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