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Affective Agents

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lightbulbAbout this topic
Affective agents are computational entities designed to recognize, simulate, and respond to human emotions. They utilize affective computing techniques to enhance human-computer interaction by adapting their behavior based on emotional cues, thereby improving user experience and engagement in various applications such as virtual assistants, gaming, and therapy.
lightbulbAbout this topic
Affective agents are computational entities designed to recognize, simulate, and respond to human emotions. They utilize affective computing techniques to enhance human-computer interaction by adapting their behavior based on emotional cues, thereby improving user experience and engagement in various applications such as virtual assistants, gaming, and therapy.
Change is at the core of conflict resolution. Conflicts provoke changes in other people's behaviours, beliefs or goals, and changes influence the state of conflict between the parties, making it a dynamic process over time. In this... more
Our proposed software system, SceneMaker, aims to facilitate the production of plays, films or animations by automatically interpreting natural language film scripts and generating multimodal, animated scenes from them. During the... more
This paper presents our experience of designing the educational collaborative role-play game ORIENT with a special focus on the multimodal interaction used in the game. The idea behind ORIENT is to try increasing a user's... more
The paper reports work to increase the believability of Non Player Characters in Video games in general and educational role play games in particular. It aims to increase their ability to respond appropriately to the player's actions both... more
This demo concerns a recently developed prototype of an emotionally-sensitive autonomous HiFi Spoken Conversational Agent, called NEMOHIFI. The baseline agent was developed by the Speech Technology Group (GTH) and has recently been... more
This paper provides a high level overview of a game called ORIENT which aims at cultural and emotional learning by engaging adolescents in a role-play with virtual characters in a virtual world. The paper focuses on defining and... more
The paper reports work to increase the believability of Non Player Characters in Video games in general and educational role play games in particular. It aims to increase their ability to respond appropriately to the player's actions both... more
The paper reports work to increase the believability of Non Player Characters in Video games in general and educational role play games in particular. It aims to increase their ability to respond appropriately to the player's actions both... more
Role-play can be a powerful educational tool, especially when dealing with social or ethical issues. However while other types of education activity have been routinely technology-enhanced for some time, the specific problems of... more
The paper reports work to increase the believability of Non Player Characters in Video games in general and educational role play games in particular. It aims to increase their ability to respond appropriately to the player's actions both... more
The study of the impact of emotion and affect in decision making processes involved in a working team stands for a multidisciplinary issue (e.g. with insights from disciplines such as Psychology, Neuroscience, Philosophy and Computer... more
The paper reports work to increase the believability of Non Player Characters in Video games in general and educational role play games in particular. It aims to increase their ability to respond appropriately to the player's actions both... more
The paper reports work to increase the believability of Non Player Characters in Video games in general and educational role play games in particular. It aims to increase their ability to respond appropriately to the player's actions both... more
Video games in general and educational role play games in particular would increase in believability if Non Player Characters reacted appropriately to the player's actions. Realistic and responsive feedback from game characters is... more
Much research has been carried out to build emotion regulation models for autonomous agents that can create suspension of disbelief in human audiences or users. However, most models up-to-date concentrate either on the physiological... more
This paper provides a high level overview of a game called ORIENT which aims at cultural and emotional learning by engaging adolescents in a role-play with virtual characters in a virtual world. The paper focuses on defining and... more
The paper reports work to increase the believability of Non Player Characters in Video games in general and educational role play games in particular. It aims to increase their ability to respond appropriately to the player's actions both... more
This paper presents the underlying algorithms of an emotion model within a task-independent framework. This model, called NEMO is a task independent model that integrates a module of needs for emotional expressions. We suggest that... more
We describe the work on infusion of emotion into a limited-task autonomous spoken conversational agent situated in the domestic environment, using a need-inspired task-independent emotion model (NEMO). In order to demonstrate the... more
Video games in general and educational role play games in particular would increase in believability if Non Player Characters reacted appropriately to the player's actions. Realistic and responsive feedback from game characters is... more
This paper presents the introduction of emotion based mechanisms in the Triple ECA model. Triple is a hybrid cognitive model consisting of three interacting modules – the reasoning, the connectionist, and the emotion engines – running in... more
This paper presents the underlying algorithms of an emotion model within a task-independent framework. This model, called NEMO is a task independent model that integrates a module of needs for emotional expressions. We suggest that... more
In 2001, the EU-funded project VICTEC pioneered the concept of an Empathic Agent. This was reported at AAMAS in 2004 in a well-cited paper 'Caring for Agents and Agents that Care: Building Empathic Relations with Synthetic Agents'... more
This interactive demo features MIXER, a Virtual Learning Environment (VLE) consisting of synthetic characters representing the various actors in a scenario group difference scenario. MIXER creates virtual dramas by using interactive... more
The links between emotions and rationality have been extensively studied and discussed. Several computational approaches have also been proposed to model these links. However, is it possible to build generic computational approaches and... more
The paper reports work to increase the believability of Non Player Characters in Video games in general and educational role play games in particular. It aims to increase their ability to respond appropriately to the player's actions both... more
More than a decade has passed since the development of FearNot!, an application designed to help children deal with bullying through role-playing with virtual characters. It was also the application that led to the creation of FAtiMA, an... more
With the increase in the development of autonomous agents, there is a bigger demand on their capability of interacting with other agents and users in ways that are natural and inspired by how humans interact. However, cultural aspects... more
Modelling real persons or virtual agents motivations, personality and emotions is a key feature of many useroriented applications. Most of the previous work has defined rich cognitive models of motivations, personality and emotions, but... more
In this paper we review different techniques which can be used to achieve interactive storytelling in games, most notably the employment of planning algorithms to decide which and how events should be presented to the player at a given... more
Orphibs II is an Artificial Life game where the player takes the role of a caretaker of alien-like creatures called Orphibs. Each orphib is an autonomous agent that has its own personality, given by internal utility functions that can be... more
Role-play can be a powerful educational tool, especially when dealing with social or ethical issues. However, while other types of educational activity have been routinely technology-enhanced for some time, the specific problem of... more
We propose ParleE, a quantitative, flexible and adaptive model of emotions for a conversational agent in a multi-agent environment capable of multimodal communication. ParleE appraises events based on learning and a probabilistic planning... more
Non-player characters (NPCs) in games are traditionally hard-coded or dependent on pre-specified goals, and consequently struggle to behave sensibly in ever-changing and possibly unpredictable game worlds. To make them fit for new... more
The paper reports work to create believable autonomous Non Player Characters in Video games in general and educational role play games in particular. It aims to increase their ability to respond appropriately to the player's actions... more
With the widespread use of software agents, comes the requirement for more advanced features [Ören et al. 2007]. Understanding is an important feature of agents with situation awareness and many other capabilities. In this paper, we... more
A new trend that has emerged in the field of applied artificial intelligence in the past few years is the incorporation of emotion emulation mechanisms in situated agent systems. Several researchers in the field of psychology and neural... more
Technology-enhanced role-play for social and emotional learning ... Mei Yii Lim a,* , Karin Leichtenstern b, Michael Kriegel a, Sibylle Enz c, Ruth Aylett a, Natalie Vannini d, Lynne Hall e, Paola Rizzo f ... Article history: Received 7... more
R esearch on virtual characters has been ongoing for the past 20 years. Early efforts focused mostly on making the characters move and speak-that is, on body and facial animation. Simultaneously, researchers worked on making characters... more
by J Dias
The paper reports work to create believable autonomous Non Player Characters in Video games in general and educational role play games in particular. It aims to increase their ability to respond appropriately to the player's actions... more
Cognitive architectures are subset of general agent architectures, which try to model human cognitive process for intelligent agents. Modeling emotional process in these architectures was followed by many researchers. Ortony et al. [1]... more
We describe a hybrid agent architecture capable of simulating emotional behaviour. Agents have certain fixed personality traits, which influence emotion levels as well as relationships with other agents. Changes in emotions are modelled... more
Cognitive architectures are subset of general agent architectures, which try to model human cognitive process for intelligent agents. Modeling emotional process in these architectures was followed by many researchers. Ortony et al. [1]... more
With the widespread use of software agents, comes the requirement for more advanced features [Ören et al. 2007]. Understanding is an important feature of agents with situation awareness and many other capabilities. In this paper, we... more
This work investigates the trade-off between individual and collective behavior, to dynamically satisfy the requirements of the system through self-organization of its activities and individual (agent) adaptability. For this purpose, it... more
by Karin Bee and 
1 more
Role-play can be a powerful educational tool, especially when dealing with social or ethical issues. However, while other types of educational activity have been routinely technology-enhanced for some time, the specific problem of... more
We propose ParleE, a quantitative, flexible and adaptive model of emotions for a conversational agent in a multi-agent environment capable of multimodal communication. ParleE appraises events based on learning and a probabilistic planning... more
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