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Synthesizing Emotional Behavior in a Simple Animated Character

机译:在一个简单的动画角色中合成情绪行为

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摘要

A simple computer-generated agent was developed of which four behavioral aspects could be altered. Emotional behavior was defined and simulated in terms of these aspects. Participants matched a list of six emotions to the animated emotional behavior of the agent. Results suggest that it is possible to identify emotions from a set of simulated modulation patterns. The successful simulation of a computer-generated “emotional” agent supports a behavioral theory of emotion. In addition, it reveals an almost overlooked aspect of emotion that may spark further research and shows the fertility of the approach known as “artificial life” for the field of psychology.
机译:开发了一种简单的计算机生成的代理,可以更改四个行为方面。在这些方面定义并模拟了情绪行为。参与者将六种情绪的列表与代理的动态情绪行为进行匹配。结果表明,可以从一组模拟的调制模式中识别情绪。计算机生成的“情感”主体的成功模拟支持情感行为理论。此外,它揭示了可能被激发进一步研究的几乎被忽略的情绪方面,并显示了心理学领域称为“人工生活”的方法的肥沃性。

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