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UID:http://www.northeastern.edu/games/?post_type=ai1ec_event&#038\;p=767&#0
 38\;instance_id=
DTSTAMP:20130522T222729Z
CONTACT:
DESCRIPTION:<div><b style='font-size: 16px\;'>Abstract</b><span style='font
 -size: 16px\;'>:</span></div>\n<div>\n<p>With the increasing prevalence of
  behavioral issues (obesity\, alcoholism\, substance use)\, healthcare and
  medicine have recently focussed on finding health-promoting lifestyle int
 erventions for health and well-being\, in addition to their traditional fo
 cus on treating contracted diseases.</p>\n<p>At the same time\, embodied c
 onversational characters (ECAs) are emerging as having the potential to pr
 ovide natural human-computer interactions in a variety of contexts\, e.g. 
 intelligent tutoring systems\, serious games\, and computer-based health p
 romotion interventions.  ECAs dialog and multimodal expressiveness abiliti
 es render them innately accessible to interact with &#8211\; for technical
  and non-technical users alike.</p>\n<p>In this talk we describe some of t
 he promises and challenges of building ECAs who can deliver behavior chang
 e interventions.  We discuss the design and implementation of the prototyp
 e of an avatar-based health system aimed at increasing people access to an
  effective evidence-based intervention that supports motivation toward beh
 avior change.  We focus particularly on the need for the ECA to express so
 me level of empathy during these interactions\, and present early evaluati
 on results regarding user&#8217\;s acceptance of the ECA&#8217\;s\, and of
  the ECA&#8217\;s perceived empathic ability.</p>\n<p><b>Bio</b>:</p>\n<p>
 Christine Laetitia Lisetti is a faculty at <a href='http://www.fiu.edu/'>F
 lorida International University</a> in the <a href='http://cis.fiu.edu/'>S
 chool of Computing and Information Sciences</a>. She conducts research in 
 Affective Computing\, which lies at the intersection of Artificial Intelli
 gence (AI) and Human-Computer Interaction (HCI) in Computer Science\, of e
 motion and personality theories in Psychology\, and of social interaction 
 in Communication.  Her long-term research goal is to create digital and en
 gaging socially intelligent agents who can interact naturally with humans 
 via expressive multi-modalities in a variety of contexts involving socio-e
 motional content (e.g. empathetic health coach\, social companion\, cyber-
 therapy\, intelligent tutoring system\, serious/educational game). She is 
 on the founding Editorial Board of the <a href='http://www.computer.org/po
 rtal/web/tac/home'>IEEE Transactions on Affective Computing</a>\, and rece
 ntly\, she has become interested in applying Affective Computing technique
 s to develop novel applications in <a href='http://ascl.cis.fiu.edu/projec
 ts.html'>health informatics for health promotion</a> and health interventi
 ons.</p>\n</div>\n<div><strong><a href='http://ascl.cis.fiu.edu/'>http://a
 scl.cis.fiu.edu/</a></strong></div>\n
DTSTART;TZID=America/New_York:20130221T150000
DTEND;TZID=America/New_York:20130221T160000
LOCATION:366 WVH
SUMMARY:Christine Lisetti – Behavioral issues epidemics\, can virtual chara
 cters come to the rescue?
URL:http://www.northeastern.edu/games/ai1ec_event/cristine-lessetti-tbd/?in
 stance_id=
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