Embodied Conversational Agents

Latest papers

9 papers1 paper in the last four weeks, against 1 the four weeks before. 0.0% of all new papers.

Oct 23, 2026

Whale You Go Green? Immediate and Longitudinal Effects of Embodied Conversational AI Avatars on Sustainable Behavioral Tendencies and Pro-Environmental Attitudes

Embodied conversational AI can be persuasive, but can it motivate people to develop sustainable behavioral tendencies and increase pro-environmental attitudes? We conducted a randomized experiment (N = 576) comparing four embodied avatars--a beluga whale, Greta Thunberg, Emma Watson, and a generic human--with a text chatbot and no-intervention control. All embodied conditions increased immediate sustainable product selection relative to the control (beta = .401-.609, all q <= .0126) and chatbot (beta = .398-.604, all q <= .007), without differing significantly from one another. Only the Beluga condition increased immediate pro-environmental attitudes relative to the control after correction. Among 287 returners assessed two months later, following an intermediate assigned-condition session, Beluga also showed significantly higher pre-booster sustainable product choice compared to the control (beta = .657, q = .0176). Although it did not significantly outperform other embodied agents, these findings establish the immediate potential of nonhuman embodied avatar interfaces as a promising direction for memorable environmental interventions.
Sep 8, 2026

The Living Library: Transforming Archival Collections into Conversational Knowledge Systems -- Lessons from the Theodore Roosevelt Presidential Library

We present the Living Library, an end-to-end framework for transforming fragmented digital archives into governed, conversational, in-person exhibit experiences. Developed and deployed at the Theodore Roosevelt Presidential Library, the framework comprises four layers: digitization and corpus creation, AI-powered processing, retrieval and reasoning, and an optional embodied conversational interface. The first three layers aggregate a 300,000-record collection, apply OCR and structured metadata enrichment for expert curatorial review, and publish records to a hybrid dense/semantic index. Expert review is conducted through the Archivist App, a curator-facing interface that supports correction of AI-generated transcriptions and metadata. The governed corpus powers both a researcher-facing interface and Talk to TR, a continuously operating exhibit that embodies Theodore Roosevelt as a full-scale digital human within a museum environment. To support live, face-to-face interactions, Cross-Era Analogical Grounding reframes contemporary questions through documented historical parallels, allowing Roosevelt to address present-day topics without inventing facts. Dual-path retrieval and end-to-end streaming keep responses grounded and responsive. Layered watchdogs, visitor-session isolation, automated conversation management, and independently restartable services enable reliable unattended operation for hundreds of visitors. Avatar realism, spatial audio, lighting, staging, and conversational design are developed and evaluated as an integrated experience. Rather than report a controlled benchmark, we describe lessons from operating Talk to TR as a public exhibit and offer a transferable model for transforming archival collections into believable, in-person conversational experiences.
Aug 5, 2026

EmpaAva: An Open-source Agentic 3D-Avatar Empathetic Live Chatbot

This paper presents EmpaAva, to our knowledge the first open-source, agentic 3D-avatar empathetic chatbot, which carries empathetic response generation (ERG) from text-only exchanges into live, face-to-face interaction. Through a video-call-like interface, a user speaks to a 3D digital human that reads their affect from speech and optional vision, and replies with emotional speech, lip-synced facial motion, and photorealistic 3D Gaussian rendering. At its core, an LLM coordinates a Tri-Agent Architecture, in which perception, empathetic response planning, and embodied rendering form a closed loop, paired with a Response Planning layer that compiles each reply into an executable multimodal plan, keeping voice, expression, and rendering on one empathetic intent. Building on strong open-source modules, EmpaAva supplies the intelligence that binds them into one controllable, inspectable experience. In automatic and human evaluations, EmpaAva surpasses text-only, 2D talking-face, and multimodal avatar baselines in emotion understanding, response quality, and audio-visual consistency. We open-source EmpaAva with an online live demo.
Jul 24, 2026

Towards Reducing Foreign Language Anxiety Using Level-Appropriate Embodied Conversational Agents

Foreign language anxiety (FLA) can be a major barrier to second language acquisition (SLA), especially in conversational contexts. With the proliferation of large language models (LLMs) throughout all areas of life, recent work suggests that interacting with LLM agents can be instrumental within the field of SLA and foreign language education, especially for reducing FLA. Related work also suggests that linguistic demands and task complexity can be predictors of FLA, implying that the use of demanding, complex language could lead to learners experiencing higher FLA. In this paper, we propose a novel multi-agent embodied conversational system that generates level-appropriate dialogue for English language learners. These levels are based on those defined by the Common European Framework of Reference for Languages (CEFR) to describe non-native listener and speaker proficiency. Using a "generate-evaluate-regenerate" loop with multiple LLM agents and a level classifier, it achieves a desired simplicity that is adaptive to the user's proficiency level. We also share the results of a preliminary small-sample pilot study that tested this system with Japanese university students, to see whether it would yield lower FLA levels than an unsimplified embodied conversational agent. Analysis of conversational output showed that 87.4% of dialogue sentences generated by the proposed multi-agent system fell within one predicted CEFR level of the learner's self-assessed proficiency, compared to 54.1% for the unsimplified agent. This suggests that the novel system is better able to produce output at an appropriate level for the learner. Though this study did not yield statistically significant evidence that the system reduces FLA levels in Japanese learners of English, likely due to a small sample size, it provides usability findings and culturally-informed design insights that will inform future study.
Jun 16, 2026

Talking to Your Data: Exploring Embodied Conversation as an Interface for Personal Health Reflection

Personal health data from wearables are typically presented through dashboards of charts and summary statistics, requiring users to actively interpret patterns and implications. We explore an alternative interaction paradigm: engaging with personal health data through an embodied conversational agent that facilitates objective data reflection in dialogue with the user. We present a system that combines lightweight preprocessing of wearable data with a Unity-based embodied character. Internally, the system follows a dual-agent design in which an Observer agent extracts descriptive statistics and temporal trends, and a Presenter agent communicates these findings through "spoken statistics," intentionally refraining from clinical advice to isolate the impact of the interaction modality. We evaluate this approach through a simulated-self user study (N=5) using a within-subject design. Participants adopted health personas and goals derived from the LifeSnaps dataset to compare traditional dashboard exploration with embodied conversational reflection. Our evaluation focuses on perceived understanding, the specificity of generated actions, and the cognitive shift from passive viewing to active sensemaking. The paper contributes a functional prototype, a design pattern for objective health data narrative generation, and early empirical insights into how embodiment affects the interpretation of personal health metrics.
Apr 19, 2026

EmbodiedHead: Real-Time Listening and Speaking Avatar for Conversational Agents

We present EmbodiedHead, a speech-driven talking head framework that equips LLMs with real-time visual avatars for conversation. A practical embodied avatar must achieve real-time generation, unified listening-speaking behavior, and high rendered visual quality simultaneously. Our framework couples the first Rectified-Flow Diffusion Transformer (DiT) for this task with a differentiable renderer, enabling diverse, high-fidelity generation in as few as four sampling steps. Prior listening-speaking methods rely on dual-stream audio, introducing an interlocutor look-ahead dependency incompatible with causal user--LLM interaction. We instead adopt a single-stream interface with explicit per-frame listening-speaking state conditioning and a Streaming Audio Scheduler, suppressing spurious mouth motion during listening while enabling seamless turn-taking. A two-stage training scheme of coefficient-space pretraining and joint image-domain refinement further closes the gap between motion-level supervision and rendered quality. Extensive experiments demonstrate state-of-the-art visual quality and motion fidelity in both speaking and listening scenarios. Project page: https://vpx-ecnu.github.io/EmbodiedHead-Website/.
Apr 10, 2026

From Instructor to Collaborator: What a 90-Participant Study Reveals about Human-Agent Collaboration in a Mobile Serious Game

This position paper reflects empirical data collected during my PhD from a large-scale within-subjects study (N = 90). The study compared a highly human-like, spoken embodied conversational agent (ECA) against a low human-like text base agent (no embodiment, text bubble only) within a mobile, Unity-developed game about pre-decimal UK currency. The game included two agents with different roles-an Instructor (Alex) and a Shopkeeper/Collaborator. Users interacted using voice and mouse input. The quantitative data I collected included a usability questionnaire (CCIR MINERVA) and the Agent Persona Instrument. Data was analyzed using paired t-test, repeated measures ANOVA and multiple linear regression to identify correlations between the persona and usability. The results showed a statistically significant preference for the version of highly human-like agents, with a large effect size. This is further discussed alongside qualitative findings from observations and exit interviews. The results are framed for Human-Agent collaboration, especially for how roles, mixed-initiative dialogue, and breakdowns/repairs become apparent in goal-oriented tasks. I conclude with questions on timing, user expectations, and role-specific interactions. This submission does not propose new frameworks; it reports empirical findings and questions I hope to workshop with the community.
Mar 10, 2026

Reading the Mood Behind Words: Integrating Prosody-Derived Emotional Context into Socially Responsive VR Agents

In VR interactions with embodied conversational agents, users' emotional intent is often conveyed more by how something is said than by what is said. However, most VR agent pipelines rely on speech-to-text processing, discarding prosodic cues and often producing emotionally incongruent responses despite correct semantics. We propose an emotion-context-aware VR interaction pipeline that treats vocal emotion as explicit dialogue context in an LLM-based conversational agent. A real-time speech emotion recognition model infers users' emotional states from prosody, and the resulting emotion labels are injected into the agent's dialogue context to shape response tone and style. Results from a within-subjects VR study (N=30) show significant improvements in dialogue quality, naturalness, engagement, rapport, and human-likeness, with 93.3% of participants preferring the emotion-aware agent.
Mar 3, 2026

MIBURI: Towards Expressive Interactive Gesture Synthesis

Embodied Conversational Agents (ECAs) aim to emulate human face-to-face interaction through speech, gestures, and facial expressions. Current large language model (LLM)-based conversational agents lack embodiment and the expressive gestures essential for natural interaction. Existing solutions for ECAs often produce rigid, low-diversity motions, that are unsuitable for human-like interaction. Alternatively, generative methods for co-speech gesture synthesis yield natural body gestures but depend on future speech context and require long run-times. To bridge this gap, we present MIBURI, the first online, causal framework for generating expressive full-body gestures and facial expressions synchronized with real-time spoken dialogue. We employ body-part aware gesture codecs that encode hierarchical motion details into multi-level discrete tokens. These tokens are then autoregressively generated by a two-dimensional causal framework conditioned on LLM-based speech-text embeddings, modeling both temporal dynamics and part-level motion hierarchy in real time. Further, we introduce auxiliary objectives to encourage expressive and diverse gestures while preventing convergence to static poses. Comparative evaluations demonstrate that our causal and real-time approach produces natural and contextually aligned gestures against recent baselines. We urge the reader to explore demo videos on https://vcai.mpi-inf.mpg.de/projects/MIBURI/.