Affective computing
Integrating models of personality and emotions into lifelike characters
Affective interactions
FLAME—Fuzzy Logic Adaptive Model of Emotions
Autonomous Agents and Multi-Agent Systems
Emotion and sociable humanoid robots
International Journal of Human-Computer Studies - Application of affective computing in humanComputer interaction
Life-Like Characters: Tools, Affective Functions, and Applications (Cognitive Technologies)
Life-Like Characters: Tools, Affective Functions, and Applications (Cognitive Technologies)
ALMA: a layered model of affect
Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
Impact of Expressive Wrinkles on Perception of a Virtual Character's Facial Expressions of Emotions
IVA '09 Proceedings of the 9th International Conference on Intelligent Virtual Agents
On virtual agents that regulate each other's emotions
Web Intelligence and Agent Systems
Bayesian model of the social effects of emotion in decision-making in multiagent systems
Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
An emotion understanding framework for intelligent agents based on episodic and semantic memories
Autonomous Agents and Multi-Agent Systems
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In this paper the WASABI Affect Simulation Architecture is introduced, 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 only 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 their 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 the primary emotions. An empirical study showed that human players in the Skip-Bo scenario judge our virtual human MAX significantly older when secondary emotions are simulated in addition to primary ones.