50,021 research outputs found

    Adaptive Emotional Personality Model based on Fuzzy Logic Interpretation of Five Factor Theory

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    In recent years, emotional personality has found an important application in the field of human machine interaction. Interesting examples of this domain are computer games, interface agents, human-robot interaction, etc. However, few systems in this area include a model of personality, although it plays an important role in differentiating and determining the way they experience emotions and the way they behave. Personality simulation has always been a complex issue due to the complexity of the human personality itself, and the difficulty to model human psychology on electronic basis. Current efforts for emotion simulation are rather based on predefined set or inputs and its responses or on classical models which are simple approximate and have proven flaws. In this paper an emotional simulation system was presented. It utilizes the latest psychological theories to design a complex dynamic system that reacts to any environment, without being pre-programmed on sets of input. The design was relying on fuzzy logic to simulate human emotional reaction, thus increasing the accuracy by further emulating human brain and removing the pre-defined set of input and its matched output

    Simulating the Impact of Personality on Fake News

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    Fake news is a key issue for social networks. We use an agent-based network simulation to model the spread of (fake) news. The agents' behaviour captures the OCEAN ("big five") personality trait model. The network is homophilic for political preference, analytical thinking and emotion. We studied the system with personality traits and homophily each turned on/off. Personality traits and homophily exhibited a statistically significant but typically minimal impact. Ignoring personality traits when modelling fact-checking can overestimate its effectiveness

    Personality and Mood for Non-Player Characters: A Method for Behavior Simulation in a Maze Environment

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    When it comes to video games, immersion is key. All types of games aim to keep the player immersed in some form or another. A common aspect of the immersive world in most role-playing games -- but not exclusive to the genre -- is the non-playable character (NPC). At their best, NPCs play an integral role to the sense of immersion the player feels by behaving in a way that feels believable and fits within the world of the game. However, due to lack of innovation in this area of video games, at their worst NPCs can jar the player out of the immersive state of flow with unnatural behavior. In an effort towards making non-playable characters (NPCs) in games smarter, more believable, and more immersive, a method based in psychological theory for controlling the behavior of NPCs was developed. Based on a behavior model similar to most modern games, our behavior model for NPCs traverses a behavior tree. A novel method was introduced using the five-factor model of personality (also known as the big-five personality traits) and the circumplex model of affect (a model of emotion) to inform the traversal of the behavior tree of NPCs. This behavior model has two main beneficial outcomes. The first is emergent gameplay, resulting in unplanned, unpredictable experiences in games which feel closer to natural behavior, leading to an increase in immersion. This can be used for complex storytelling as well by offering information about an NPC\u27s personality to be used in the narrative of games. Secondly, the model is able to provide the emotional status of an NPC in real time. This capability allows developers to programmatically display facial and body expression, eschewing the current time-consuming approach of artist-choreographed animation. Finally, a maze simulation environment was constructed to test the results of our behavior model and procedural animation. The data collected from 100 iterations in our maze simulation environment about our behavior model found that a correlation can be observed between traits and actions, showing that emergent gameplay can be achieved by varying personality traits. Additionally, by incorporating a novel method for procedural animation based on real-time emotion data, a more realistic representation of human behavior is achieved

    Simulation of the Emotion Dynamics in a Group of Agents in an Evacuation Situation

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    International audienceNowadays, more and more emergency evacuation simulations are used to evaluate the safety level of a building during an emergency evacuation after an accident. The heart of this kind of simulations is the simulation of human behavior because simulation results depend for a big part on how this behavior is simulated. However, human behaviors in a real emergency situation are determined by a lot of cognitive mechanisms. In order to make the simulation more realistic, plenty of factors (e.g. innate characteristics, perception of the environment, internal rules, personality and even emotions) that affect human behaviors must be taken into account. This paper focuses on the influence of emotions, and more precisely on the influence of their dynamics and propagation from an agent to another. The main contribution of this work is the development of a model of emotions taking into account their dynamics and their propagation and its integration in an evacuation simulation. The first results of the simulation show the benefits of considering emotion propagation

    Drivers’ behaviour modelling for virtual worlds

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    In this paper we present a study that looks at modelling drivers’ behaviour with a view to contribute to the problem of road rage. The approach we adopt is based on agent technology, particularly multi-agent systems. Each driver is represented by a software agent. A virtual environment is used to simulate drivers’ behaviour, thus enabling us to observe the conditions leading to road rage. The simulated model is then used to suggest possible ways of alleviating this societal problem. Our agents are equipped with an emotional module which will make their behaviours more human-like. For this, we propose a computational emotion model based on the OCC model and probabilistic cognitive maps. The key influencing factors that are included in the model are personality, emotions and some social/personal attributes

    Direct and indirect effects of mood on risk decision making in safety-critical workers

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    The study aimed to examine the direct influence of specific moods (fatigue, anxiety, happiness) on risk in safety-critical decision making. It further aimed to explore indirect effects, specifically, the potential mediating effects of information processing assessed using a goodness-of-simulation task. Trait fatigue and anxiety were associated with an increase in risk taking on the Safety-Critical Personal Risk Inventory (S-CPRI), however the effect of fatigue was partialled out by anxiety. Trait happiness, in contrast was related to less risky decision making. Findings concerning the ability to simulate suggest that better simulators made less risky decisions. Anxious workers were generally less able to simulate. It is suggested that in this safety-critical environment happiness had a direct effect on risk decision making while the effect of trait anxiety was mediated by goodness-of-simulation

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
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