Affective computing
A Context-Dependent Attention System for a Social Robot
IJCAI '99 Proceedings of the Sixteenth International Joint Conference on Artificial Intelligence
Exploring artificial intelligence in the new millennium
Modeling coping behavior in virtual humans: don't worry, be happy
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
A Cognitive Model for Visual Attention and Its Application
IAT '06 Proceedings of the IEEE/WIC/ACM international conference on Intelligent Agent Technology
iCat: an affective game buddy based on anticipatory mechanisms
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 3
iCat, the chess player: the influence of embodiment in the enjoyment of a game
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 3
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Simulation and Formal Analysis of Visual Attention in Cognitive Systems
Attention in Cognitive Systems. Theories and Systems from an Interdisciplinary Viewpoint
Simulation and formal analysis of visual attention
Web Intelligence and Agent Systems
Detecting user engagement with a robot companion using task and social interaction-based features
Proceedings of the 2009 international conference on Multimodal interfaces
I mean it!: detecting user intentions to create believable behaviour for virtual agents in games
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
Proceedings of the international conference on Multimedia
On virtual agents that regulate each other's emotions
Web Intelligence and Agent Systems
Socially present board game opponents
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
The influence of empathy in human-robot relations
International Journal of Human-Computer Studies
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Although anticipation is an important part of creating believable behaviour, it has had but a secondary role in the field of life-like characters. In this paper, we show how a simple anticipatory mechanism can be used to control the behaviour of a synthetic character implemented as a software agent, without disrupting the user's suspension of disbelief. We describe the emotivector, an anticipatory mechanism coupled with a sensor, that: (1) uses the history of the sensor to anticipate the next sensor state; (2) interprets the mismatch between the prediction and the sensed value, by computing its attention grabbing potential and associating a basic qualitative sensation with the signal; (3) sends its interpretation along with the signal. When a signal from the sensor reaches the processing module of the agent, it carries recommendations such as: "you should seriously take this signal into consideration, as it is much better than we had expected" or "Just forget about this one, it is as bad as we predicted". We delineate several strategies to manage several emotivectors at once and show how one of these strategies (meta-anticipation) transparently introduces the concept of uncertainty. Finally, we describe an experiment in which an emotivector-controlled synthetic character interacts with the user in the context of a word-puzzle game and present the evaluation supporting the adequacy of our approach.