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Modèle d'interaction sociale pour des agents conversationnels animés : Application à la rééducation de patients cérébro-lésés

Maria Lucila Morales-Rodríguez 1
1 IRIT-GRIC - Groupe de Recherche en Ingénierie Cognitive
IRIT - Institut de recherche en informatique de Toulouse
Abstract : Social interaction in virtual universe opens new horizons in the field of information technologies, and particularly, in the use of video games for professional purposes (a.k.a. serious game). Introducing a certain level of realism in the social and emotional interactions of virtual characters makes it possible to consider many professional applications, which could have only been developed until now in the field of human-human interaction. The main difficulty of this approach is to produce a human interaction dynamic that makes sense for the tasks and actions that must be achieved by the characters. In order to develop this kind of dynamics, we have referred to (i) the approaches of situated cognition (so as to take into account the role of the objects of the environment), and (ii) representational approaches for the production of speech acts. We focus on the production of verbal, nonverbal and paraverbal interactions between a human and a virtual character in the context of virtual therapy . Initially, we were interested in the description of the dynamics of the visual, gesture and verbal interactions between a patient and a real therapist. This study enabled us to categorize the phases of dialogue and to elaborate a model of the dynamics of the interaction, taking into account the personality of the actors, their intentions, and their verbal and gesture behaviours. From this model, we have elaborated a generic architecture, which is articulated around a behavioural model and a kinesics model. The behavioural model selects the speech acts and the attitude of the character (empathic, neutral, etc). The kinesics model selects and integrates the facial, posture and gesture expressions related to the results of the behavioural model. From a theoretical point of view, we were interested in the concept of presence in order to identify which was the nature of the relevant couplings making it possible to produce a feeling of social presence (i.e. a feeling of living a social interaction not mediated by the elements of the technical device for the human actors which animate their characters). Finally, the device was used within the framework of a research program on the concept of mirror neurons. The assumption is that the presentation of a virtual image of its handicapped member to the patient would enable him to better recover. For this purpose, IRMf tests associated with each experiment would allow to confirm or to invalidate the role of these mirror neurons in the process of recovery.
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Submitted on : Monday, January 16, 2012 - 5:10:13 AM
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  • HAL Id : tel-00660114, version 1



Maria Lucila Morales-Rodríguez. Modèle d'interaction sociale pour des agents conversationnels animés : Application à la rééducation de patients cérébro-lésés. Informatique. Université Paul Sabatier - Toulouse III, 2007. Français. ⟨tel-00660114⟩



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