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Affective computing with primary and secondary emotions in a virtual human

机译:虚拟人类中具有主要和次要情感的情感计算

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摘要

We introduce the WASABI ([W]ASABI [A]ffect [S]imulation for [A]gents with [B]elievable [I]nteractivity) Affect Simulation Architecture, in which a virtual human's cognitive reasoning capabilities are combined with simulated embodiment to achieve the simulation of primary and secondary emotions. In modeling primary emotions we follow the idea of "Core Affect" in combination with a continuous progression of bodily feeling in three-dimensional emotion space (PAD space), that is subsequently categorized into discrete emotions. In humans, primary emotions are understood as onto-genetically earlier emotions, which directly influence facial expressions. Secondary emotions, in contrast, afford the ability to reason about current events in the light of experiences and expectations. By technically representing aspects of each secondary emotion's connotative meaning in PAD space, we not only assure their mood-congruent elicitation, but also combine them with facial expressions, that are concurrently driven by primary emotions. Results of an empirical study suggest that human players in a card game scenario judge our virtual human MAX significantly older when secondary emotions are simulated in addition to primary ones.
机译:我们介绍了WASABI([W] ASABI [A]效果[S]对具有[B]可信[I]交互性的[A]特工的模拟)效果模拟架构,其中虚拟人的认知推理能力与模拟实施方式相结合,实现初级和次级情感的模拟。在对原始情感进行建模时,我们遵循“核心情感”的思想,并结合了三维情感空间(PAD空间)中身体感觉的连续发展,随后将其分类为离散情感。在人类中,主要情感被理解为是本体上较早的情感,它直接影响面部表情。相反,次要情感则具有根据经验和期望对时事进行推理的能力。通过技术上表示PAD空间中每个次要情感的内涵的各个方面,我们不仅确保了它们与情绪一致的启发,而且将它们与主要情感同时驱动的面部表情相结合。一项实证研究的结果表明,在纸牌游戏场景中,人类玩家在模拟除了主要情感之外的次要情感时,判断我们的虚拟人类MAX的年龄要大得多。

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