The affective reasoner: a process model of emotions in a multi-agent system
The affective reasoner: a process model of emotions in a multi-agent system
Software metrics (2nd ed.): a rigorous and practical approach
Software metrics (2nd ed.): a rigorous and practical approach
Affective computing
A cognitive approach to affective user modeling
Affective interactions
IEEE Transactions on Software Engineering
The effects of empathetic virtual characters on presence in narrative-centered learning environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Software Engineering: A Practitioner's Approach
Software Engineering: A Practitioner's Approach
Modeling User Affect from Causes and Effects
UMAP '09 Proceedings of the 17th International Conference on User Modeling, Adaptation, and Personalization: formerly UM and AH
Architecture for Affective Social Games
Agents for Games and Simulations
Methodology for engineering affective social applications
AOSE'10 Proceedings of the 10th international conference on Agent-oriented software engineering
Koko: an architecture for affect-aware games
Autonomous Agents and Multi-Agent Systems
A domain-independent framework for modeling emotion
Cognitive Systems Research
Empirical software engineering for agent programming
Proceedings of the 2nd edition on Programming systems, languages and applications based on actors, agents, and decentralized control abstractions
A comparison of two agent interaction design approaches
Multiagent and Grid Systems
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The introduction of affect or emotion modeling into software opens up new possibilities for improving user experience. Yet, current techniques for building affective applications are limited, with the treatment of affect in essence handcrafted in each application. The multiagent middleware Koko attempts to reduce the burden of incorporating affect modeling into applications. However, Koko can be effective only if the models it needs to function are suitably constructed. We propose Kokomo, a methodology that employs expressive communicative acts as an organizing principle for affective applications. Kokomo specifies the steps needed to create an affective application in Koko. A key motivation is that Kokomo would facilitate the construction of an affective application by engineers who may lack a prior background in affective modeling. We empirically evaluate Kokomo's utility through a developer study. The results are positive and demonstrate that the developers who used Kokomo were able to develop an affective application in less time, with fewer lines of code, and with a reduced perception of difficulty than developers who worked without Kokomo.