Integrating Models of Personality and Emotions into Lifelike Characters
Author(s) -
Elisabeth André,
Martin Klesen,
Patrick Gebhard,
Stephen Allen,
Thomas Rist
Publication year - 2000
Publication title -
lecture notes in computer science
Language(s) - English
Resource type - Book series
SCImago Journal Rank - 0.249
H-Index - 400
eISSN - 1611-3349
pISSN - 0302-9743
DOI - 10.1007/10720296_11
Subject(s) - affect (linguistics) , metaphor , argument (complex analysis) , character (mathematics) , psychology , personality , interface (matter) , human–computer interaction , social psychology , cognitive psychology , computer science , communication , biochemistry , linguistics , philosophy , chemistry , geometry , mathematics , bubble , maximum bubble pressure method , parallel computing
A growing number of research projects in academia and industry have recently started to develop lifelike agents as a new metaphor for highly personalised human-machine communication. A strong argument in favour of using such characters in the interface is the fact that they make human-computer interaction more enjoyable and allow for communication styles common in human-human dialogue. In this paper we discuss three ongoing projects that use personality and emotions to address different aspects of the affective agent-user interface: (a) Puppet uses affect to teach children how the different emotional states can change or modify a character's behaviour, and how physical and verbal actions in social interactions can induce emotions in others; (b) the Inhabited Market Place uses affect to tailor the roles of actors in a virtual market place; and (c) Presence uses affect to enhance the believability of a virtual character, and produce a more natural conversational manner.
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