Creatures: artificial life autonomous software agents for home entertainment
AGENTS '97 Proceedings of the first international conference on Autonomous agents
Modeling motivations and emotions as a basis for intelligent behavior
AGENTS '97 Proceedings of the first international conference on Autonomous agents
Personality Parameters and Programs
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Personalities for Synthetic Actors: Current Issues and Some Perspectives
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
Towards Personalities for Animated Agents with Reactive and Planning Behaviors
Creating Personalities for Synthetic Actors, Towards Autonomous Personality Agents
The ALIVE system: full-body interaction with autonomous agents
CA '95 Proceedings of the Computer Animation
Integrating Pedagogical Agents into Virtual Environments
Presence: Teleoperators and Virtual Environments
EASSS '01 Selected Tutorial Papers from the 9th ECCAI Advanced Course ACAI 2001 and Agent Link's 3rd European Agent Systems Summer School on Multi-Agent Systems and Applications
Caring for Agents and Agents that Care: Building Empathic Relations with Synthetic Agents
AAMAS '04 Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 1
Unscripted Narrative for Affectively Driven Characters
IEEE Computer Graphics and Applications
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Believability is one of the key concerns when developing synthetic characters in intelligent virtual environments. To achieve believability, the virtual characters must behave consistently with their assumed or perceived personality. This paper describes a model for the construction of believable emotional characters with synthetic personae in intelligent virtual environments. The model assumes that personality and emotions are essentially the same mechanism and allows the definition of the characters personality by a set of emotional reactions. The system designer defines a set of concepts, which structure is inspired by Ortony, Clore and Collins's theory of emotions, that will then automatically integrated in the IVE character cycle, inspired by Fridja's theory of emotions. Then, the system designer implements the final IVE specific characteristics around those concepts. The methodology was applied to a real time IVE, S3A, developed in the context of the last world exposition of the century, EXPO'98, which featured two pathematic dolphins, Tristão and Isolda, who lived in the synthetic estuary of the river Sado during the four months of the EXP0'98, and were displayed to more than one million visitors. The project showed that the followed approach is a viable solution for the creation of the synthetic personae of believable emotional agents in intelligent virtual environments.