An autonomous emotion model for virtual human

Author(s):  
Zhen Liu
Keyword(s):  
2013 ◽  
Vol 859 ◽  
pp. 602-607
Author(s):  
Nan Xiang ◽  
Li Li Yang

Affective computing had been widely used in computer engineering and applications fields. Emotion generation is an important research component in affective computing field and there were a lot of works had been put into generating lifelike emotion reaction and emotional behaviors [1-. OCC model is the most common used emotion model and can be integrated with other component to generate virtual humans emotion states. However


2010 ◽  
Vol 30 (11) ◽  
pp. 3084-3086
Author(s):  
Qian LI ◽  
Xiao-min JI ◽  
Ming-liang WANG

2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Aaron Frederick Bulagang ◽  
James Mountstephens ◽  
Jason Teo

Abstract Background Emotion prediction is a method that recognizes the human emotion derived from the subject’s psychological data. The problem in question is the limited use of heart rate (HR) as the prediction feature through the use of common classifiers such as Support Vector Machine (SVM), K-Nearest Neighbor (KNN) and Random Forest (RF) in emotion prediction. This paper aims to investigate whether HR signals can be utilized to classify four-class emotions using the emotion model from Russell’s in a virtual reality (VR) environment using machine learning. Method An experiment was conducted using the Empatica E4 wristband to acquire the participant’s HR, a VR headset as the display device for participants to view the 360° emotional videos, and the Empatica E4 real-time application was used during the experiment to extract and process the participant's recorded heart rate. Findings For intra-subject classification, all three classifiers SVM, KNN, and RF achieved 100% as the highest accuracy while inter-subject classification achieved 46.7% for SVM, 42.9% for KNN and 43.3% for RF. Conclusion The results demonstrate the potential of SVM, KNN and RF classifiers to classify HR as a feature to be used in emotion prediction in four distinct emotion classes in a virtual reality environment. The potential applications include interactive gaming, affective entertainment, and VR health rehabilitation.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Thomas Treal ◽  
Philip L. Jackson ◽  
Jean Jeuvrey ◽  
Nicolas Vignais ◽  
Aurore Meugnot

AbstractVirtual reality platforms producing interactive and highly realistic characters are being used more and more as a research tool in social and affective neuroscience to better capture both the dynamics of emotion communication and the unintentional and automatic nature of emotional processes. While idle motion (i.e., non-communicative movements) is commonly used to create behavioural realism, its use to enhance the perception of emotion expressed by a virtual character is critically lacking. This study examined the influence of naturalistic (i.e., based on human motion capture) idle motion on two aspects (the perception of other’s pain and affective reaction) of an empathic response towards pain expressed by a virtual character. In two experiments, 32 and 34 healthy young adults were presented video clips of a virtual character displaying a facial expression of pain while its body was either static (still condition) or animated with natural postural oscillations (idle condition). The participants in Experiment 1 rated the facial pain expression of the virtual human as more intense, and those in Experiment 2 reported being more touched by its pain expression in the idle condition compared to the still condition, indicating a greater empathic response towards the virtual human’s pain in the presence of natural postural oscillations. These findings are discussed in relation to the models of empathy and biological motion processing. Future investigations will help determine to what extent such naturalistic idle motion could be a key ingredient in enhancing the anthropomorphism of a virtual human and making its emotion appear more genuine.


Author(s):  
Jordan Sasser ◽  
Fernando Montalvo ◽  
Rhyse Bendell ◽  
P. A. Hancock ◽  
Daniel S. McConnell

Prior research has indicated that perception of acceleration may be a direct process. This direct process may be conceptually linked to the ecological approach to visual perception and a further extension of direct social perception. The present study examines the effects of perception of acceleration in virtual reality on participants’ perceived attributes (perceived intelligence and animacy) of a virtual human-like robot agent and perceived agent competitive/cooperativeness. Perceptual judgments were collected after experiencing one of the five different conditions dependent on the participant’s acceleration: mirrored acceleration, faster acceleration, slowed acceleration, varied acceleration resulting in a win, and varied acceleration resulting in a loss. Participants experienced each condition twice in a counterbalanced fashion. The focus of the experiment was to determine whether different accelerations influenced perceptual judgments of the observers. Results suggest that faster acceleration was perceived as more competitive and slower acceleration was reported as low in animacy and perceived intelligence.


2018 ◽  
Vol 71 ◽  
pp. 132-153 ◽  
Author(s):  
Bernhard Preim ◽  
Patrick Saalfeld

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