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Caring for Agents and Agents that Care

机译:照顾代理商和关心的代理商

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摘要

When building agents and synthetic characters, and in order to achieve believability, we must consider the emotional relations established between users and characters, that is, we must consider the issue of "empathy". Defined in broad terms as "An observer reacting emotionally because he perceives that another is experiencing or about to experience an emotion", empathy is an important element to consider in the creation of relations between humans and agents. In this paper we will focus on the role of empathy in the construction of synthetic characters, providing some requirements for such construction and illustrating the presented concepts with a specific system called FearNot!. FearNot! was developed to address the difficult and often devastating problem of bullying in schools. By using role playing and empathic synthetic characters in a 3D environment, FearNot! allows children from 8 to 12 to experience a virtual scenario where they can witness (in a third-person perspective) bullying situations. To build empathy into FearNot! we have considered the following components: agents architecture; the characters embodiment and emotional expression; proximity with the user and emotionally charged situations.We will describe how these were implemented in FearNot! and report on the preliminary results we have with it.
机译:在构建代理和合成角色时,为了实现可信度,我们必须考虑用户与角色之间建立的情感关系,即,必须考虑“移情”问题。同理心被广泛地定义为“观察者之所以做出情感反应,是因为他察觉到另一个人正在经历或即将经历一种情感”,同理心是在人与代理之间建立关系时要考虑的重要因素。在本文中,我们将重点关注共情在合成字符的构造中的作用,为这种构造提供一些要求,并使用称为FearNot!的特定系统说明所提出的概念。不要怕!旨在解决学校中欺凌的难题,而这往往是毁灭性的。通过在3D环境中使用角色扮演和富有同情心的合成角色,FearNot!允许8到12岁的儿童体验虚拟情景,他们可以亲眼目睹(从第三人称视角)欺凌情况。在FearNot中树立同情心!我们考虑了以下组件:代理架构;人物的体现和情感表达;与用户之间的距离以及情绪激动的情况。我们将介绍如何在FearNot中实施这些操作!并报告我们的初步结果。

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