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Evaluating Affective Feedback of the 3D Agent Max in a Competitive Cards Game

机译:在竞争式纸牌游戏中评估3D Agent Max的情感反馈

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Within the field of Embodied Conversational Agents (ECAs), the simulation of emotions has been suggested as a means to enhance the believability of ECAs and also to effectively contribute to the goal of more intuitive human-computer interfaces. Although various emotion models have been proposed, results demonstrating the appropriateness of displaying particular emotions within ECA applications are scarce or even inconsistent. Worse, questionnaire methods often seem insufficient to evaluate the impact of emotions expressed by ECAs on users. Therefore we propose to analyze non-conscious physiological feedback (bio-signals) of users within a clearly arranged dynamic interaction scenario where various emotional reactions are likely to be evoked. In addition to its diagnostic purpose, physiological user information is also analyzed online to trigger empathic reactions of the ECA during game play, thus increasing the level of social engagement. To evaluate the appropriateness of different types of affective and empathic feedback, we implemented a cards game called Skip-Bo, where the user plays against an expressive 3D humanoid agent called Max, which was designed at the University of Bielefeld and is based on the emotion simulation system of [2]. Work performed at the University of Tokyo and NII provided a real-time system for empathic (agent) feedback that allows one to derive user emotions from skin conductance and electromyography. The findings of our study indicate that within a competitive gaining scenario, the absence of negative agent emotions is conceived as stress-inducing and irritating, and that the integration of empathic feedback supports the acceptance of Max as a co-equal humanoid opponent.
机译:在具体化的对话代理(ECAs)领域,模拟情感已被认为是增强ECAs可信度并有效实现更直观的人机界面目标的一种手段。尽管已经提出了各种情感模型,但证明在ECA应用程序中显示特定情感的适当性的结果很少甚至不一致。更糟糕的是,问卷调查方法似乎常常不足以评估ECA表达的情绪对用户的影响。因此,我们建议在一个明确安排的动态交互场景中分析用户的无意识生理反馈(生物信号),在该场景中可能会引起各种情绪反应。除了诊断目的外,还会在线分析生理用户信息,以在游戏过程中触发ECA的移情反应,从而提高社交参与度。为了评估不同类型的情感和共情反馈的适当性,我们实施了一个名为Skip-Bo的纸牌游戏,用户在此与Bielefeld大学设计并基于情感的,具有表现力的3D人形代理Max进行对抗。 [2]的仿真系统。在东京大学和日本国家情报学院进行的工作提供了一个实时系统,用于移情(代理)反馈,使人们可以从皮肤电导和肌电图得出用户情绪。我们的研究结果表明,在竞争性增长的情况下,不存在消极的代理人情绪被认为是压力诱发和刺激性,而移情反馈的整合支持了麦克斯作为平等的类人动物对手的接受。

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