Affective computing with primary and secondary emotions in a virtual human

Affective computing with primary and secondary emotions in a virtual human
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DOI:
10.1007/s10458-009-9094-9
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发表时间:
2010-01-01
影响因子:
1.9
通讯作者:
Wachsmuth, Ipke
Wachsmuth, Ipke
中科院分区:
计算机科学4区
文献类型:
--
作者:
Becker-Asano, Christian;Wachsmuth, Ipke

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介绍了WASABI([W]asabi[A]Effect[S]仿真)影响仿真架构,该架构将虚拟人的认知推理能力与仿真实例相结合,实现对主次情绪的仿真。在对初级情感进行建模时,我们遵循核心情感的思想,结合身体感觉在三维情感空间(PAD空间)中的连续发展,随后将其归类为离散情感。在人类中,主要情绪被理解为基因上更早的情绪,它直接影响面部表情。相比之下,二次情绪提供了根据经验和预期对时事进行推理的能力。通过在Pad空间中技术地表示每个次级情绪的内涵意义的各个方面,我们不仅确保了它们与情绪一致的启发,而且还将它们与由初级情绪同时驱动的面部表情相结合。一项经验研究的结果表明,在纸牌游戏场景中,当模拟第二情绪和主要情绪时,人类玩家会判断我们的虚拟人类Max明显更老。
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.