Interaction Motivation Driven Virtual Human Emotion Modeling in Computer Engineering and Application

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

2020 ◽  
Vol 11 (2) ◽  
pp. 1-18
Author(s):  
Rana Fathalla

Emotion modeling has gained attention for almost two decades now due to the rapid growth of affective computing (AC). AC aims to detect and respond to the end-user's emotions by devices and computers. Despite the hard efforts being directed to emotion modeling with numerous tries to build different models of emotions, emotion modeling remains an art with a lack of consistency and clarity regarding the exact meaning of emotion modeling. This review deconstructs the vagueness of the term ‘emotion modeling' by discussing the various types and categories of emotion modeling, including computational models and its categories—emotion generation and emotion effects—and emotion representation models and its categories—categorical, dimensional, and componential models. This review deals with applications associated with each type of emotion model including artificial intelligence and robotics architecture, computer-human interaction applications of the computational models, and emotion classification and affect-aware applications such as video games and tutoring systems applications of emotion representation models.


2013 ◽  
Vol 461 ◽  
pp. 618-622
Author(s):  
Chuan Wan ◽  
Yan Tao Tian

Affective computing is an indispensable aspect in harmonious human-computer interaction and artificial intelligence. Making computers have the ability of generating emotions is a challenging task of affective computing. Affective Computing and Artificial Psychology are new research fields that involve computer and emotions, they have the same key research aspect, affective modeling. The paper introduces the basic affective elements, and the representation of affections in a computer. And we will describe an emotion generation model for a multimodal virtual human. The relationship among the emotion, mood and personality are discussed, and the PAD emotion space is used to define the emotion and the mood. We obtain the strength information of each expression component through fuzzy recognition of facial expressions based on Ekman six expression classifications, and take this information as a signal motivating emotion under the intensity-based affective model. Finally, a 3D virtual Human head with facial expressions is designed to show the emotion generation outputs. Experimental results demonstrate that the emotion generation intensity-based model works effectively and meets the basic principle of human emotion generation.


Author(s):  
Sheldon Schiffer

Video game non-player characters (NPCs) are a type of agent that often inherits emotion models and functions from ancestor virtual agents. Few emotion models have been designed for NPCs explicitly, and therefore do not approach the expressive possibilities available to live-action performing actors nor hand-crafted animated characters. With distinct perspectives on emotion generation from multiple fields within narratology and computational cognitive psychology, the architecture of NPC emotion systems can reflect the theories and practices of performing artists. This chapter argues that the deployment of virtual agent emotion models applied to NPCs can constrain the performative aesthetic properties of NPCs. An actor-centric emotion model can accommodate creative processes for actors and may reveal what features emotion model architectures should have that are most useful for contemporary game production of photorealistic NPCs that achieve cinematic acting styles and robust narrative design.


2020 ◽  
pp. 1459-1488
Author(s):  
Wendy A. Powell ◽  
Natalie Corbett ◽  
Vaughan Powell

Virtual Humans are here to stay. From the voice in your satNav to Apple's “Siri”, we are accustomed to engaging in some level of conversation with our technology, and it is rapidly becoming apparent that natural language interfaces have potential in a wide range of applications. Whilst audio-only communication has its place, most natural conversations take place face to face, and believable embodiment of virtual humans is the necessary next step for them to be fully integrated into our lives. Much progress has been made in the creation of relatable characters for film, but real-time facial animation presents a unique set of design challenges. This chapter examines the role of the virtual human, its history, and approaches to design and creation. It looks at ways in which they can be brought to life, interacting, assisting and learning. It concludes with a view into popular culture and perceptions of the future, where fact and fiction meet.


2015 ◽  
Vol 6 (2) ◽  
pp. 35-56 ◽  
Author(s):  
Shikha Jain ◽  
Krishna Asawa

Extensive studies established the existence of a close interaction between emotion and cognition with remarkable influence of the emotion on all sorts of cognitive process. Consequently, technologies that emulate human intelligent behavior cannot be thought completely intelligent without incorporating interference of emotional component in the rational reasoning processes. Recently, several researchers have been started working in the field of emotion modeling to cater the need of interactive computer applications that demand human-like interaction with the computer. However, due to the absence of structured guidelines, the most challenging task for the researcher is to understand and select the most appropriate definitions, theories and processes governing the human psychology to design the intended model. The objective of the present article is to review the background scenario and necessary studies for designing emotion model for a computer machine so that it could generate appropriate synthetic emotions while interacting with the external environmental factors.


Author(s):  
Miho Harata ◽  
◽  
Masataka Tokumaru ◽  

In this paper, we propose an emotion model with growth functions for robots. Many emotion models for robots have been developed using Neural Networks (NN), which focus on the functions of emotion recognition, control, and expression. One problem that affects these emotion models for robots is the development of a “simplified” emotion generation algorithm. Users readily lose interest in “simple” systems. Most models have attempted to generate complex emotional expressions, whereas no previous studies have considered the “growth of a robot.” Therefore, we propose a growth model for emotions based on changes in the network structure of a self-organizing map. We also applied a multilayer perceptron NN to generate more sophisticated expressions of emotion using growth functions. This model generated a similar behavior to the concept of affective change described in genetic psychology. Our results showed that this emotion model was more suitable for producing a robot with growth functions based on a psychological model.


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