CATE: An Embodied Conversational Agent for the Elderly
Sean Latrelle Bravo, Cedric Jose Herrera, Edward Carlo Valdez, Klint John Poliquit, Jennifer Ureta,
Jocelynn Cu, Judith Azcarraga and Joanna Pauline Rivera
College of Computer Studies, De La Salle University, Manila, Philippines
Keywords:
Embodied Conversational Agent, Elderly Companionship.
Abstract:
Social isolation and loneliness affect one-third to one-half of the elderly population, and these have a very
negative impact on the physical and mental health of the elderly. Cate is an Embodied Conversational Agent
designed to alleviate social isolation and loneliness of the elderly. It takes in user inputs through buttons and
responds through text-to-speech and emotion animations developed with the use of SmartBody. Interviews
were conducted to identify what the elders like to talk about and how elders interact in general. An end-user
evaluation form and an observation checklist were used to see what the elders thought of the application. Cate
achieved an overall satisfaction score of 3.98 on a scale of 1 (lowest) to 5 (highest). Based on the results,
elders generally like interacting with Cate and can see Cate as a possible companion.
1 INTRODUCTION
Over the past two decades, the number of elderly peo-
ple in the Philippines grew to 9.4 million constituting
8.6% of the population (ABS-CBN, 2018). Elderly
people in the Philippines are traditionally cared by the
family members or relatives. However, as many Fil-
ipinos try to find work abroad in an attempt to have a
better paying job, their collective effort to care for the
elderly dwindles (Antonio, 2015). Nowadays, tradi-
tional families are separated by distance, time, and/or
lack of understanding (Jones, 2017).
One-third to one-half of the elderly population are
affected by social isolation and loneliness. These have
negative impact on the physical and mental health of
the elderly. Social isolation have been identified as a
risk factor for morbidity and mortality with outcomes
comparable to smoking, obesity, and hypertension.
It has also been linked to decrease in resistance to
infection, cognitive decline, and mental health con-
ditions such as depression and dementia (Landeiro
et al., 2017).
To reduce social isolation and loneliness, two
main types of interventions were identified by Lan-
deiro et al (2017): group-based interventions (e.g.,
support groups, reminiscence therapy, and videocon-
ferencing) and one-to-one interventions (e.g., com-
puter use training, animal companionship, and vis-
itor volunteers). These interventions can either be
technology-assisted or not (Landeiro et al., 2017).
There are already numerous assistive technologies
for elderly. Some of these are CareZone for medica-
tion (Carezone, 2018), and Elderly Care for motiva-
tion, inspiration, pharmaceutical store locating, and
socializing (AB, 2017). Among these, only a few
deals with the emotional state of elderly.
Embodied Conversational Agents (ECA) are con-
versational agents which can be in a form of a ma-
chine or a software application, and has a virtual rep-
resentation of a human (Bevacqua et al., 2007). These
can be designed to provide support and counseling to
a person. There are several ECAs that are used mainly
for conversing and interacting. Some of these are El-
lie (DeVault et al., 2014), Rea (Bickmore and Cas-
sell, 2005), Greta (Niewiadomski et al., 2009), and
Justin/Justina (Kenny et al., 2008). However, very
few ECAs cater to elderly people despite its potential
as a virtual companion.
A conversational agent can be of help in alleviat-
ing social isolation and loneliness of elderly in three
ways (Ring et al., 2013). First, to reduce their loneli-
ness, an agent could serve as a companion and social
support by engaging them to small talk and/or to so-
cial activities such as games (Bickmore and Cassell,
2005). Second, to reduce their social isolation, an
agent can connect them to their friends and relatives
through electronic communication, visit and chat co-
ordination, and interventions in their social behavior.
Third, an agent can perform a talk therapy (Colby,
1995).
Bravo, S., Herrera, C., Valdez, E., Poliquit, K., Ureta, J., Cu, J., Azcarraga, J. and Rivera, J.
CATE: An Embodied Conversational Agent for the Elderly.
DOI: 10.5220/0009174009410948
In Proceedings of the 12th International Conference on Agents and Artificial Intelligence (ICAART 2020) - Volume 2, pages 941-948
ISBN: 978-989-758-395-7; ISSN: 2184-433X
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
941
This work focuses on developing a virtual com-
panion for elderly people through the use of ECA to
help alleviate their social isolation and loneliness. In
this paper, we discuss the dialogue design of Cate
which includes the dialogue types and the conversa-
tion topics derived from the interviews with the el-
derly. The other activities in the system are also de-
scribed. Lastly, we show our evaluation metrics and
analysis of results.
2 RELATED WORK
There are a few studies that focuses on providing so-
cial support for older adults using agents.
A preliminary study was conducted by Mival et
al (2004). They made use of AIBO, a robotic dog,
as a companion for elder adults during a chess game.
They have concluded that the agent has to be proac-
tive in starting a conversation. Users find an agent
that initiates a conversation more desirable. Another
conclusion is that utility is more important to the el-
derly than micro level details of the agent like physi-
cal characteristics, behaviours, and personality. Once
its usefulness is established, users get engaged to the
interaction and will start to notice the micro level de-
tails (Mival et al., 2004).
Another preliminary study was conducted by Var-
doulakis et al (2012). They deployed an Embodied
Conversational Agent (ECA) in a home for the elderly
to be tested by 12 elderly. The ECA can be controlled
remotely by the research assistants. The satisfaction
rate of their system is 6 on a scale of 1 (lowest) to 7
(highest). From the interactions, they have identified
conversation topics (e.g. storytelling, family, friends,
music, news, fashion, wheather, activity planning,
and attitude towards aging) and general design princi-
ples for an ECA for the elderly. The main limitation
of their system is the in-home video recording that
made several participants very uncomfortable. The
in-home video recording was necessary since the re-
search assistants need to see and hear the participants
for them to respond appropriately. Thus, their rec-
ommendation is to create an autonomous agent that
would not need a support of a human (Vardoulakis
et al., 2012).
Following the aforementioned studies is the work
of Ring et al (2013). They developed an ECA to pro-
vide automated social support for elderly. The user
selects responses from multiple choices provided by
the ECA. Then, the ECA responds by nodding its
head, speaking, and/or gesturing. Its dialogue design
has two components: (a) companionship and social
support which assesses user’s affect state then pro-
vides empathetic feedback, and (b) loneliness and de-
pressive symptom interventions which provides mo-
tivation and inspiration. The ECA was evaluated by
12 elderly. It has a satisfaction rate of 4.4 on a scale
of 1 (lowest) to 7 (highest) and an ease-of-use rate of
1.9 on a scale of 1 (highest) to 7 (lowest). Their re-
sults suggest that their system is effective in assessing
and managing user’s affect state, and that making the
agent proactive in starting a conversation highly in-
creased the effectiveness of the system. However, the
agent being a social support needs to be improved by
facilitating social connectivity (Ring et al., 2013).
3 CATE: CONVERSATIONAL
AGENT FOR THE ELDERLY
Cate is an ECA that can converse with elderly users.
She is embedded in a mobile application that is avail-
able on smartphones running Android 5.0 and above.
The user can communicate with Cate through but-
tons and text fields that are displayed on the screen.
Cate, in turn, responds through SmartBody’s text-to-
speech module. Depending on the choices of the user,
the kind of dialogue is selected from the dialogue tem-
plates, and the appropriate emotion (i.e. happy, con-
cerned, or worried) is expressed.
Cate’s age range from late twenties to early thir-
ties. Her upper body is shown. Her eyes, eyebrows,
mouth, neck, and hair are used to show Cate em-
pathizing with the user. SmartBody, a character an-
imation platform, is used for the facial animations. A
woman’s voice, who is fluent in the English language,
is used as the voice of Cate. Both the animation and
the speech are synchronized when Cate’s response is
delivered.
3.1 Dialogue Design
An interview was conducted at a house for the elderly.
There were a total of three interviewees. During the
interview with the elderly, they talked about family at
some point. However, it seemed like a sensitive topic
for them as some of them were wondering why they
were left there by their family. This is the reason why
family is not one of the preset topics, which are topics
always suggested by Cate when the user wants to talk
about something in the application. When the elderly
were asked what they usually talk about, all of them
said they liked talking about what they watched on the
television in the house.
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942
3.1.1 Dialogue Types
Cate’s responses are based on four dialogue types:
immediate feedback (i.e. positive, negative, and neu-
tral), pumping, suggestion, and summarizing. These
dialogue types are used as templates for the genera-
tion of responses. Cate can provide positive, neutral,
and negative feedback. She can also ask the user for
more information (e.g. “What else?” or “What more
can you tell me?”). She can also suggest some activ-
ities found in Section 3.2. Since the users’ inputs are
mostly limited to buttons, dialogue types are usually
pre-determined when a user makes a choice. An ex-
ample of a dialogue with Cate can be seen at Figure
1.
Figure 1: A sample draft of conversation with Cate.
3.1.2 Conversation Topics
Cate has ten conversation topics: getting to know,
feeling, jokes, food, reading, television, pets, cat or
dog pictures, family, and social media. The first topic
is getting to know. The preset topics are food and
reading, while the random topics are feeling, jokes,
television, pets, cat or dog pictures, family, and social
media.
a. Getting to Know
Cate will ask for the user’s first and last name, birth-
day, gender, and hobby. Then, Cate will start a con-
versation by asking the user how they currently feel.
The conversation topic will then be changed to feel-
ings. Afterwards, Cate will ask if the user wants to
continue talking. If the user agrees, Cate will suggest
a different conversation topic, or an activity.
b. Feeling
Whenever Cate asks how the user is feeling, there
are always 3 choices which will lead the conversa-
tion to three different paths: happy, sad, and angry.
The happy path is where Cate encourages the user to
continue whatever made them happy as shown in Fig-
ure 1. The sad path is where Cate tries to sympathize
with the user, and tries to make them happy. The an-
gry path is where Cate will try to calm down the user
first, then will ask them if they want to talk about it.
Cate will not pry as it might add more fuel to the fire,
but will try her best to make them calm down and talk
about the issue at hand.
c. Jokes
A good humor or joke may ease the struggles that they
are going through in life. It may also help them forget
about their sadness (Flores, 2018). Cate can tell them
a joke to hopefully uplift their mood.
d. Food
The topics for food are about two of the famous fast-
food chains in the Philippines. One is a long-time
establishment, while the other is a relatively modern
fast-food restaurant. These two restaurants represent
the past and the present. Talking about the past gives
the elderly people nostalgia making them feel better
(Gergov and Stoyanova, 2013).
e. Reading
Scientific studies show that reading helps with en-
hancing memory and sharpening decision skills. It
can also help reduce an elderly person’s stress to the
point that they sleep better than usual (HomeInstead,
nd).
Cate will start by asking what the user usually
reads (i.e. books, magazines, or newspapers), then
she will ask about the title and genre. If they choose
books, she will also ask if they like fiction or non-
fiction. Cate will also share her preferences to the
user. Afterwards, she will recommend the user to
read more and will motivate them by citing benefits
of reading.
f. Television
The volunteers in the participating house for the el-
derly said that elderly love watching television (TV).
Most of the time, the random topics they talk about
with one another include what they recently watched
on TV (Vardoulakis et al., 2012).
Cate will ask about the title of their favorite show,
their purpose of watching TV (i.e. information, or en-
tertainment), and their favorite TV channel. If they
answered that they watch TV for information, they
will be asked if they usually watch news or TV series.
On the other hand, if they answered entertainment,
they will be asked if they usually watch sports or TV
series. Afterwards, Cate will ask how long they usu-
ally watch TV and will cite effects of watching TV.
g. Pets
Studies have shown that having pets have poten-
tial health improvements, both physical and men-
CATE: An Embodied Conversational Agent for the Elderly
943
tal health, for the elderly (Cherniack and Cherniack,
2014).
Cate will ask about the user’s pet, the name of the
pet, and their sentiment about their pet. She then asks
how they got the pet. If the user says it was given a
family or friend, Cate will suggest to the user get in
touch, and thank them through phone.
h. Cat or Dog Pictures
Looking at animal pictures tends to make people
happy due to their cuteness (Nittono et al., 2012).
Thus, Cate will sometimes, show pictures of cute
dogs and cats which are two of the most common do-
mesticated pets.
i. Family
Elderly always talk about how their families take care
of them and love them (Vardoulakis et al., 2012). For
this topic, Cate will ask if the user talked to their fam-
ily recently. If they do, she will ask about what they
talked about and how they talked (i.e. thru phone or
in person). Otherwise, she will encourage the user to
talk to their family, and suggest the user to call them,
or set a reminder when to call them.
j. Social Media
Social media strengthens ties between friends and
family by making them engage with one another
(Cornejo et al., 2013). When the users pick the so-
cial media topic, Cate will ask them if they use social
media. If they do, Cate will ask them what social me-
dia platform they use and for what purpose do they
use it for (i.e. social interaction, or news and events
updates). If they use social media to interact with peo-
ple, Cate will ask who they usually talk to (i.e. family
or friends), how often, and will they meet soon. She
will then suggest to the user to set a reminder to talk
to their family or friends.
3.2 Activities
Cate features three different activities, aside from
conversations, for the elderly users to help alleviate
their social isolation and loneliness, or to assist them.
3.2.1 Calls
Cate could suggest to make a call for the user. For
example, at the end of the pets topic, the user is given
a choice whether to call their family or friend who
gifted them the pet. Another instance of this is in the
getting to know path when the user picks that some-
one made them happy because of a gift. Figure 2
shows that Cate is suggesting to make a call as one
of the other activities. Figure 3 shows that Cate is
suggesting some contacts for the user to call to thank
them through the phone.
Figure 2: Cate suggesting other activities.
Figure 3: Cate listing people to contact.
3.2.2 Reminder (Calendar)
Cate could suggest to the user to set a reminder. The
application will open the calendar application of the
phone, and the user will confirm the contents of the re-
minder. Once set, the Calendar application will close
and will go back to Cate. For example, the user can
set a reminder at the end of the family topic. If the
user says that they are seeing their family soon, Cate
asks if they want to set a reminder to when this meet-
ing will happen. Same as the call, another instance is
when the user is happy because someone gave them
a gift. Figure 2 shows that Cate is suggesting to set a
reminder as one of the activities. Figure 4 shows that
Cate opened the calendar application of the phone for
the user.
3.2.3 Games
Cate will sometimes ask the user if they would want
to do something else. If they do, Cate could suggest to
play a game. There are currently two types of simple
games in the application: trivia and picture game.
a. Trivia
Trivia is a quiz-like game where Cate will ask the user
some questions about history because it is one of the
most exciting trivia game topics for elderly (Super-
Carers, nd). Sample questions are: ”Who waved the
flag during the Philippines independence proclama-
tion in 1898?”, ”Who coined the name of the longest-
running noontime show ”Eat Bulaga!”?”, and ”Is
ICAART 2020 - 12th International Conference on Agents and Artificial Intelligence
944
Figure 4: Setting a reminder.
Manny Pacquiao’s nickname Pac-man based on a
Japanese arcade game of the same name?”.
b. Picture Game
The picture game shows the user some landmarks,
buildings, and churches of the Philippines. It may
give a sense of nostalgia since the landmarks and pho-
tos used were from the past, helping them reminisce
about the good old days. Some of the sample pho-
tos used in the picture game are the old photos of the
Malaca
˜
nang Palace, Manila City Hall, and Araneta
Coliseum (FilipiKnow, 2018).
3.3 Knowledge Base
In Cate’s knowlege base, since the dialogues are
template-based, there are three major stored data:
user profile, questions, and responses. The user pro-
file contains the user’s first and last name, birthday,
gender, and hobby. The name is asked so that Cate can
keep mentioning their name when having their con-
versation to build a sense of companionship. Ques-
tions are what Cate can ask to the user. Responses are
Cate’s reactions and suggestions regarding the user’s
answer. It contains the identifier of the current deci-
sion, a string of decision identifiers that will conse-
quently display the next question/response/dialogue,
the choices that the user will be having next or the
text-field that the user will be answering, and the tag
of the emotion (i.e. happy, concerned, or worried) that
Cate will be executing.
4 METHOD
4.1 Participants
Ten participants aged 60-77 years old were chosen to
test the application. Four of them were from a retire-
ment home and the other four were living with their
family. The elderly from the retirement home were
either abandoned by their family or were placed their
by the government’s social welfare
For some of the elderly who had difficulties with
understanding English, especially those from the re-
tirement home, some of the conversations and evalua-
tion questions had to be translated by the researchers
to the local language. Some of the participants also
had to be assisted because they were technologically
challenged.
4.2 Privacy and Ethical Issues
Since Cate was evaluated by human participants, an
informed consent form was given to them. For those
who have disabilities, they are assisted by a family
member, or the volunteers in the participating house
for the elderly. The elderly were informed that their
participation is voluntary, and that they may choose
to withdraw anytime without any consequences. The
system, testing procedure, potential risks and discom-
forts, potential benefits to subject or society, and con-
fidentiality were discussed in the informed consent
form. There might be a potential discomfort in deal-
ing with an ECA since they are not really human, but
only has avatar as its human representation. There
are no potential risks or harm that may be posed to
the participants. The information obtained during the
study regarding the user was kept confidential and
their identity was kept anonymous.
4.3 Evaluation
Cate was evaluated by the participants by answering
an evaluation form which is split into 7 categories:
naturalness, embodiment, interaction and affect, joy
of use, ease of use, acceptability, and utility. For each
category, the participants are asked to answer a set of
questions using a Likert scale of 1 (strongly disagree)
to 5 (strongly agree).
The Naturalness category is used to evaluate how
human-like the virtual agent is when interacting with
the elderly. Embodiment deals with evaluating the ex-
ternal appearance and personality of the virtual agent.
It is also used to measure how well the agent is able
to convey itself as likeable through its facial expres-
sion, speech and gestures. Interaction and affect deals
CATE: An Embodied Conversational Agent for the Elderly
945
with how the elderly feel when they interact with Cate
while using the application. It is used to evaluate how
emphatic and comforting the agent is. Joy-of-use is a
subcategory under the interaction and affect caetgory.
It refers to the positive feeling the user has when us-
ing the application. Ease-of-use is used to evaluate
how much mental effort is required from the user to
do a certain task and how user friendly it is. This is
important because we have to consider the cognitive
and physical abilities of the elderly. Acceptability is
used to determine if the user likes using the applica-
tion and if they would recommend it to other people.
Utility is used to evaluate the functionality of the sys-
tem related to the task that the user wants to accom-
plish. The agent must be capable of meeting the end
goals of the user.
The researchers also answered an observation
checklist while the users were talking to Cate, in or-
der to get more insights and data to support the scores
and answers in the end user evaluation.
5 RESULTS AND ANALYSIS
5.1 Overall Results
Table 1: This table shows the average score for each cate-
gory in the end-user evaulation form.
Category Mean
Naturalness 3.8
Embodiment 3.73
Interaction and Affect 4.18
Joy-of-use 3.99
Ease-of-use 4.03
Acceptability 3.68
Utility 4.29
Total Mean 3.98
Table 1 shows the average results for each category.
Utility had the highest score with an average of 4.29
while the lowest score was for acceptability. Un-
der the naturalnes category, the lowest scoring criteria
was the “I can sense emotions through Cate’s voice”,
which is under the naturalness category. It had an av-
erage score of 3 which is neutral. However, this is
caused by a limitation of the system on how Cate pro-
nounces certain words. This limitation made it diffi-
cult to determine the emotion in her speech for some
people. Some also found the voice too robotic for
their liking. “The conversation with Cate is natural”
and “Talking to Cate is similar to/feels like talking to
a human being” both had the highest average score of
4.3. The elderly said that the conversations felt natu-
ral and that they loved talking to Cate because of how
she would keep asking them questions. For embodi-
ment, the criteria with the highest average score was
“I like the way Cate looks” with an average score of
4.2. Based on the observation checklist and the eval-
uation scores, some were amazed by how human-like
she looked while some thought she looked like a car-
toon character. One of the participants initially re-
marked that Cate looked snobbish but she eventually
like talking to her after a while, after seeing how she
looked and acted throughout their conversation.
Interaction and affect had the second highest av-
erage score. The highest average scores under this
category were from the criteria “Cate was friendly”
and “Interaction with Cate is not repetitive”. Over-
all, most of the elderly liked talking to Cate. Although
some of them did not like how she looked, they liked
interacting with her. One elderly said that they were
amazed by how she kept talking to them while an-
other even began to verbally talk to Cate because she
was so immersed in the conversation, that she forgot
that Cate does not accept voice input. There was also
a notable instance with one participant wherein she
was asked by Cate about her first crush, first date and
first kiss and she laughed and smiled and said to the
researchers: “I forgot already, but it is nice to know
that she is curious about me”. The lowest scores en-
countered were for the criteria “The random topics
that Cate offered me were interesting” and “The jokes
that Cate shared were funny”. The scores were 3.7
and 3.6 respectively. The reason for the low scores for
the random topics could be because they got a topic
they did not like . However, for some of them they re-
ally enjoyed the topics that were randomly assigned to
them. One of the elderly participants whose favorite
hobby was reading, was amazed when she saw read-
ing as a topic and when Cate talked about it with her.
For the jokes, the low scores could be due to Cate’s
voice. An essential part of telling the joke is delivery,
and Cate’s robot-like voice is not able to handle this
well.
The category ease of use had a high score. The
only problem that the participants had, especially
those from the retirement home, was that they were
not that knowledgeable about smartphones and appli-
cations. One of the participants had to be assisted
by the researcher in using the application. Most of
the participants also could understand what Cate was
saying despite some not being very fluent in English.
However, one participant had a difficult time because
they were hard of hearing while another forgot to
bring his reading glasses so he could not see prop-
erly. These problems however were minimized be-
cause Cate provide both text and audio versions of
ICAART 2020 - 12th International Conference on Agents and Artificial Intelligence
946
the conversations.
Acceptability had the lowest score among all cat-
egories. Based on the observation checklist, they en-
joyed talking to Cate but they still prefer conversa-
tions with actual humans. One participant even com-
mented that human emotion can never be replace with
robotics. Another participant said that they would
only use Cate again if there was someone who could
assist them, this is because the participant had an ill-
ness that limited her body movement and had bad eye-
sight.
For Utility, the elderly who were able to test the
call and reminder functionalities were amazed that
she could do that and agreed that it was very helpful
to have these features.
5.2 Comparison between the Two
Demographics
Figure 5 shows side by side the average scores for
each category for both demographics. For the partic-
ipants from the retirement home, utility and interac-
tion had the highest scores. Based on the observation
checklist, they found the call function a helpful fea-
ture. They also said that the reminder function would
be help them keep track of events such as taking their
medicine. They mostly gave high scores for their in-
teraction with Cate because they liked talking to her.
Figure 5: Comparison of average scores for each category
for both demographics.
For the elderly living with their family, the highest
score was for joy-of-use which falls under the inter-
action and affect category. Based on the observation
checklist, they found Cate interesting and amusing.
They also found it easier to use the application.
The participants from the retirement home gener-
ally gave higher scores than the participants who lived
with their families. This could be due to the difference
in their living conditions. Those that live with their
families get to talk to them every single day while
those at the retirement home often do not meet their
families at all. Another reason could be due to the
difference in their exposure and familiarity to tech-
nology. The elderly living with their family are more
familiar with smartphones and gadgets compared to
those living in the retirement home. This could also
explain the large difference in scores for the embodi-
ment category.
6 FUTURE WORK
This research is an ongoing work on developing a
conversational agent that can help alleviate the so-
cial isolation and loneliness of elderly people by pro-
viding companionship to them. Based from the re-
sults, the elderly generally liked talking to Cate and
liked the application. However, although they accept
Cate as a companion, it is not to the point that they
would use Cate every day due to certain limitations
in the system and the fact that they would still pre-
fer the companionship of another human over a ma-
chine. Nonetheless, Embodied Conversational Agent
(ECA) like Cate has a potential to alleviate the so-
cial isolation and loneliness of elderly. It is impor-
tant to focus on the activities (e.g. games, setting a
reminder, reminding to call family and friends) first
since it catches the attention of the elderly.
There are still a lot of improvements to be made
as the features of Cate right now are still very basic.
The dialogues must be improved since they are too
static due to the limited templates used. The speech
recognition and natural language processing has to be
improved in order to make the conversation more nat-
ural for the elders because right now their answers are
restricted to the options presented in the buttons. We
also plan to add voice input and facial recognition so
that we can also add other processing techniques like
emotion recognition and adjust the conversations and
the facial expressions of Cate accordingly. We also
plan to look at other models aside from those provided
by SmartBody to address the concerns regarding the
robotic voice of Cate and her appearance. Since we
mentioned that some of the participants also had a
difficulty in understanding English, it would be also
worth exploring the use of the local language instead.
For the evaluation, since one of the focus is combat-
ing loneliness, use of the UCLA Loneliness Scale, the
most widely used self-report measure of loneliness,
will be explored.
CATE: An Embodied Conversational Agent for the Elderly
947
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