WorldCat Identities

Cassell, Justine 1960-

Works: 19 works in 78 publications in 2 languages and 6,660 library holdings
Genres: Conference papers and proceedings 
Roles: Author, Editor
Publication Timeline
Most widely held works by Justine Cassell
From Barbie to Mortal Kombat : gender and computer games by Justine Cassell( )

28 editions published between 1997 and 2000 in English and Undetermined and held by 3,047 WorldCat member libraries worldwide

"Many parents worry about the influence of video games on their children's lives. The game console may help to prepare children for participation in the digital world, but at the same time it socializes boys into misogyny and excludes girls from all but the most objectified positions. The new "girls' games" movement has addressed these concerns." "The contributors to From Barbie to Mortal Kombat explore how assumptions about gender, games, and technology shape the design, development, and marketing of games as industry seeks to build the girl market. They describe and analyze the games currently on the market and propose tactical approaches for avoiding the stereotypes that dominate most toy store aisles. The lively mix of perspectives and voices includes those of media and technology scholars, educators, psychologists, developers of today's leading games, industry insiders, and girl gamers."--Jacket
Embodied conversational agents( )

12 editions published in 2000 in English and held by 2,118 WorldCat member libraries worldwide

"This book describes research in all aspects of the design, implementation, and evaluation of embodied conversational agents as well as details of specific working systems. Many of the chapters are written by multidisciplinary teams of psychologists, linguists, computer scientists, artists and researchers in interface design."--Jacket
Gesture and the dynamic dimension of language : essays in honor of David McNeill( )

16 editions published in 2007 in English and Spanish and held by 1,439 WorldCat member libraries worldwide

Each of the 21 chapters in this volume reflects a view of language as a dynamic phenomenon with emergent structure, and in each, gesture is approached as part of language, not an adjunct to it. In this, all of the authors have been influenced by David McNeill's methods for studying natural discourse and by his theory of the human capacity for language. The introductory chapter by Adam Kendon contextualizes McNeill's research paradigm within a history of earlier gesture studies. Chapters in the first section, Language and Cognition, emphasize what McNeill refers to as the intrapersonal plane. M
Proceedings of the 7th International Conference on Interaction Design and Children June 11-13, 2008, Chicago, Illinois by Justine Cassell( )

4 editions published in 2008 in English and held by 35 WorldCat member libraries worldwide

The development of the expression of time and event in narrative by Justine Cassell( )

2 editions published in 1991 in English and held by 3 WorldCat member libraries worldwide

Modeling the interaction between speech and gesture( Book )

2 editions published in 1994 in English and held by 3 WorldCat member libraries worldwide

Abstract: "This paper describes an implemented system that generates spoken dialogue, including speech, intonation, and gesture, using two copies of an identical program that differ only in knowledge of the world and which must cooperate to accomplish a goal. The output of the dialogue generation is used to drive a three-dimensional interactive animated model -- two graphic figures on a computer screen who speak and gesture according to the rules of the system. The system is based upon a formal, predictive and explanatory theory of the gesture-speech relationship. A felicitous outcome is a working system to realize autonomous animated conversational agents for virtual reality and other purposes, and a tool for investigating the relationship between speech and gesture."
Creating Interactive Virtual Humans: Some Assembly Required( Book )

2 editions published in 2002 in English and held by 2 WorldCat member libraries worldwide

Science fiction has long imagined a future populated with artificial humans- human-looking devices with human-like intelligence. Although Asimov's benevolent robots and the Terminator movies' terrible war machines are still a distant fantasy, researchers across a wide range of disciplines are beginning to work together toward a more modest goal building virtual humans. These software entities look and act like people and can engage in conversation and collaborative tasks, but they live in simulated environments. With the untidy problems of sensing and acting in the physical world thus dispensed, the focus of virtual human research is on capturing the richness and dynamics of human behavior. This broad range of requirements poses a serious problem. Researchers working on particular aspects of virtual humans cannot explore their component in the context of a complete virtual human unless they can understand results across this array of disciplines and assemble the vast range of software tools (for example, speech recognizers, planners, and animation systems) required to construct one. Moreover, these tools were rarely designed to interoperate and, worse, were often designed with different purposes in mind. For example, most computer graphics research has focused on high fidelity offline image rendering that does not support the fine-grained interactive control that a virtual human must have over its body. In the spring of 2002, about 30 international researchers from across disciplines convened at the University of Southern California to begin to bridge this gap in knowledge and tools. Our ultimate goal is a modular architecture and interface standards that will allow researchers in this area to reuse each other's work. This goal can only be achieved through a close multidisciplinary collaboration. Towards this end, the workshop gathered a collection of experts representing the range of required research areas. Here we discuss some of the key issues
Animated conversation : rule-based generation of facial expression, gesture & spoken intonation for multiple conversational agents( Book )

1 edition published in 1994 in English and held by 2 WorldCat member libraries worldwide

Abstract: "We describe an implemented system which automatically generates and animates conversations between multiple human-like agents with appropriate and synchronized speech, intonation, facial expressions, and hand gestures. Conversations are created by a dialogue planner that produces the text as well as the intonation of the utterances. The speaker/listener relationship, the text, and the intonation in turn drive facial expressions, lip motions, eye gaze, head motion, and arm gesture generators. Coordinated arm, wrist, and hand motions are invoked to create semantically meaningful gestures. Throughout, we will use examples from an actual synthesized, fully animated conversation."
Embodied Conversational Agents: Representation and Intelligence in User Interfaces by Justine Cassell( )

1 edition published in 2001 in English and held by 1 WorldCat member library worldwide

How do we decide how to represent an intelligent system in its interface, and how do we decide how the interface represents information about the world and about its own workings to a user? This article addresses these questions by examining the interaction between representation and intelligence in user interfaces. The rubric representation covers at least three topics in this context: (1) how a computational system is represented in its user interface, (2) how the interface conveys its representations of information and the world to human users, and (3) how the system's internal representation affects the human user's interaction with the system. I argue that each of these kinds of representation (of the system, information and the world, the interaction) is key to how users make the kind of attributions of intelligence that facilitate their interactions with intelligent systems. In this vein, it makes sense to represent a systmem as a human in those cases where social collaborative behavior is key and for the system to represent its knowledge to humans in multiple ways on multiple modalities. I demonstrate these claims by discussing issues of representation and intelligence in an embodied conversational agent -- an interface in which the system is represented as a person, information is conveyed to human users by multiple modalities such as voice and hand gestures, and the internal representation is modality independent and both propositional and nonpropositional
Gesture and the Dynamic Dimension of Language( Book )

1 edition published in 2007 in English and held by 1 WorldCat member library worldwide

External manifestations of trust worthiness in the interface by Justine Cassell( )

1 edition published in 2000 in English and held by 1 WorldCat member library worldwide

The Development of Metanarrative Speech and Gesture in Children's Storytelling by Justine Cassell( Book )

1 edition published in 1989 in English and held by 1 WorldCat member library worldwide

This study examined interaction between non-referential gesture and discourse-structuring linguistic devices in the development of metanarrative ability. Specifically, the development of the interaction between beat gestures and all metanarrative devices was analyzed in 9 children aged 5-6, 8-9, 11-12, and in 3 adults. Subjects viewed a cartoon and were videotaped recounting the story to listeners of the same age. Results showed that (1) adults produce metanarrative and narrative statements when telling a story, with the beat gestures accompanying metanarrative statements; (2) young children do not produce many metanarrative statements, but the percentage of metanarrative clauses in a story increases with age; (3) young children do produce as many beat gestures as adults, but they do not have the same distribution and do not occur primarily in metanarrative clauses; and (4) young children's beat gestures occur with time words. In conclusion, young children do provide structure, in their speech and gesture, in the stories they tell. This structure, however, exists as a comment on a lower level of organization; the level of links between individual events as opposed to global links between parts of the story seen as a whole. (Mse)
Embodied conversational interface agents by Justine Cassell( )

1 edition published in 2000 in English and held by 1 WorldCat member library worldwide

Beckett's literary bilingualism by Justine Cassell( )

1 edition published in 1982 in English and held by 1 WorldCat member library worldwide

Why Do We Need a Body Anyway?( )

1 edition published in 2000 in Undetermined and held by 1 WorldCat member library worldwide

From Barbie to Mortal Combat gender and computer games( Recording )

1 edition published in 2003 in English and held by 1 WorldCat member library worldwide

Then ... and then ... and then : the acquisition of temporal reference in children's narrative by Justine Cassell( )

1 edition published in 1986 in English and held by 1 WorldCat member library worldwide

Towards a model of face-to-face grounding( )

1 edition published in 2003 in Undetermined and held by 1 WorldCat member library worldwide

Non-verbal cues for discourse structure( )

1 edition published in 2001 in Undetermined and held by 1 WorldCat member library worldwide

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From Barbie to Mortal Kombat : gender and computer games
Embodied conversational agentsGesture and the dynamic dimension of language : essays in honor of David McNeill
Alternative Names
Justine Cassell American linguist, professor and human-computer interaction researcher

Justine Cassell Amerikaans onderzoekster (1960-)

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