86 research outputs found

    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

    The influence of angry customer outbursts on service providers’ facial displays and affective states

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    This article explores the existence and extent of emotional contagion, as measured by facial displays and reported affective states, in a service failure event. Using video vignettes of customers complaining about a service failure as stimulus material, the authors measured the facial displays and affective states of service providers as proxies for emotional contagion. Following a two-step approach, service providers’ facial expressions were first recorded and assessed, revealing that service providers’ facial displays matched those of the angry consumer. Second, a mixed ANOVA revealed service providers reported stronger negative affective states after exposure to an angry complaint than prior to exposure. The results demonstrated that during a complaint situation, angry outbursts by consumers can initiate the emotional contagion process, and service providers are susceptible to “catch” consumer anger through emotional contagion. Implications for complaint management and future research are discussed

    MetaTool Benchmark for Large Language Models: Deciding Whether to Use Tools and Which to Use

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    Large language models (LLMs) have garnered significant attention due to their impressive natural language processing (NLP) capabilities. Recently, many studies have focused on the tool utilization ability of LLMs. They primarily investigated how LLMs effectively collaborate with given specific tools. However, in scenarios where LLMs serve as intelligent agents, as seen in applications like AutoGPT and MetaGPT, LLMs are expected to engage in intricate decision-making processes that involve deciding whether to employ a tool and selecting the most suitable tool(s) from a collection of available tools to fulfill user requests. Therefore, in this paper, we introduce MetaTool, a benchmark designed to evaluate whether LLMs have tool usage awareness and can correctly choose tools. Specifically, we create a dataset called ToolE within the benchmark. This dataset contains various types of user queries in the form of prompts that trigger LLMs to use tools, including both single-tool and multi-tool scenarios. Subsequently, we set the tasks for both tool usage awareness and tool selection. We define four subtasks from different perspectives in tool selection, including tool selection with similar choices, tool selection in specific scenarios, tool selection with possible reliability issues, and multi-tool selection. We conduct experiments involving nine popular LLMs and find that the majority of them still struggle to effectively select tools, highlighting the existing gaps between LLMs and genuine intelligent agents. However, through the error analysis, we found there is still significant room for improvement. Finally, we conclude with insights for tool developers that follow ChatGPT to provide detailed descriptions that can enhance the tool selection performance of LLMs

    ABC-EBDI: A cognitive-affective framework to support the modeling of believable intelligent agents.

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    El Grupo de Investigación de Interfaces Avanzadas (AffectiveLab), es un grupo reconocido por el Gobierno de Aragón (T60-20R) cuya actividad se enmarca en el área de la Interacción Humano-Computadora (IHC). Su actividad investigadora se ha centrado, en los últimos años, en cuatro temas principales: interacción natural, informática afectiva, accesibilidad e interfaces basadas en agentes inteligentes, siendo esta última en la que se enmarca esta tesis doctoral. Más concretamente, la realización de esta tesis doctoral se enmarca dentro de los proyectos de investigación nacionales JUGUEMOS (TIN2015-67149-C3-1R) y PERGAMEX (RTI2018-096986-B-C31). Una de sus líneas de investigación se centra en el desarrollo de arquitecturas cognitivo-afectivas para apoyar el modelado afectivo de los agentes inteligentes. El AffectiveLab tiene una sólida experiencia en el uso de agentes de interfaz incorporados que exhiben expresiones afectivas corporales y faciales (Baldassarri et al., 2008). En los últimos años, se han centrado en el modelado del comportamiento de los agentes inteligentes (Pérez et al., 2017).La definición de agente inteligente es un tema controvertido, pero se puede decir que es una entidad autónoma que recibe información dinámica del entorno a través de sensores y actúa sobre el medio ambiente a través de actuadores, mostrando un comportamiento dirigido a un objetivo (Russell et al., 2003). El modelado de los procesos cognitivos en los agentes inteligentes se basa en diferentes teorías (Moore, 1980; Newell, 1994; Bratman, 1987) que explican, desde diferentes puntos de vista, el funcionamiento de la mente humana. Los agentes inteligentes implementados sobre la base de una teoría cognitiva se conocen como agentes cognitivos. Los más desarrollados son los que se basan en arquitecturas cognitivas, como Soar (Laird et al., 1987), ACT-R (Anderson, 1993) y BDI (Rao and Georgeff, 1995). Comparado con Soar y otras arquitecturas complejas, BDI se destaca por su simplicidad y versatilidad. BDI ofrece varias características que la hacen popular, como su capacidad para explicar el comportamiento del agente en cada momento, haciendo posible una interacción dinámica con el entorno. Debido a la creciente popularidad del marco BDI se ha utilizado para apoyar el modelado de agentes inteligentes (Larsen, 2019; (Cranefield and Dignum, 2019). En los últimos años, también han aparecido propuestas de BDI que integran aspectos afectivos. Los agentes inteligentes construidos en base a la arquitectura BDI que también incorporan capacidades afectivas, se conocen como agentes EBDI (Emotional BDI) y son el foco de esta tesis. El objetivo principal de esta tesis ha sido proponer un marco cognitivo-afectivo basado en el BDI que sustente el modelado cognitivo-afectivo de los agentes inteligentes. La finalidad es ser capaz de reproducir un comportamiento humano creíble en situaciones complejas donde el comportamiento humano es variado y bastante impredecible. El objetivo propuesto se ha logrado con éxito en los términos descritos a continuación:• Se ha elaborado un exhaustivo estado del arte relacionado con los modelos afectivos más utilizados para modelar los aspectos afectivos en los agentes inteligentes.• Se han estudiado las arquitecturas de BDI y las propuestas previas de EBDI. El estudio, que dio lugar a una publicación (Sánchez-López and Cerezo, 2019), permitió detectar las cuestiones abiertas en el área, y la necesidad de considerar todos los aspectos de la afectividad (emociones, estado de ánimo, personalidad) y su influencia en todas las etapas cognitivas. El marco resultante de este trabajo doctoral incluye también el modelado de la conducta y el comportamiento comunicativo, que no habían sido considerados hasta ahora en el modelado de los agentes inteligentes. Estos aspectos colocan al marco resultante entre EBDI los más avanzados de la literatura. • Se ha diseñado e implementado un marco basado en el BDI para soportar el modelado cognitivo, afectivo y conductual de los agentes inteligentes, denominado ABC-EBDI (Sanchez et al., 2020) (Sánchez et al., 2019). Se trata de la primera aplicación de un modelo psicológico muy conocido, el modelo ABC de Ellis, a la simulación de agentes inteligentes humanos realistas. Esta aplicación implica:o La ampliación del concepto de creencias. En el marco se consideran tres tipos de creencias: creencias básicas, creencias de contexto y comportamientos operantes. Las creencias básicas representan la información general que el agente tiene sobre sí mismo y el entorno. Las conductas operantes permiten modelar la conducta reactiva del agente a través de las conductas aprendidas. Las creencias de contexto, que se representan en forma de cogniciones frías y calientes, se procesan para clasificarlas en creencias irracionales y racionales siguiendo las ideas de Ellis. Es la consideración de creencias irracionales/racionales porque abre la puerta a la simulación de reacciones humanas realistas.o La posibilidad de gestionar de forma unificada las consecuencias de los acontecimientos en términos de consecuencias afectivas y de comportamiento (conducta). Las creencias de contexto racionales conducen a emociones funcionales y a una conducta adaptativa, mientras que las creencias de contexto irracionales conducen a emociones disfuncionales y a una conducta maladaptativa. Este carácter funcional/disfuncional de las emociones no se había utilizado nunca antes en el contexto del BDI. Además, el modelado conductual se ha ampliado con el modelado de estilos comunicativos, basado en el modelo Satir, tampoco aplicado previamente al modelado de agentes inteligentes. El modelo de Satir considera gestos corporales, expresiones faciales, voz, entonación y estructuras lingüísticas.• Se ha elegido un caso de uso, "I wish a had better news" para la aplicación del marco propuesto y se han realizado dos tipos de evaluaciones, por parte de expertos y de usuarios. La evaluación ha confirmado el gran potencial del marco propuesto para reproducir un comportamiento humano realista y creíble en situaciones complejas.<br /

    Abnormal White Matter Integrity in Adolescents with Internet Addiction Disorder: A Tract-Based Spatial Statistics Study

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    Background: Internet addiction disorder (IAD) is currently becoming a serious mental health issue around the globe. Previous studies regarding IAD were mainly focused on associated psychological examinations. However, there are few studies on brain structure and function about IAD. In this study, we used diffusion tensor imaging (DTI) to investigate white matter integrity in adolescents with IAD. Methodology/Principal Findings: Seventeen IAD subjects and sixteen healthy controls without IAD participated in this study. Whole brain voxel-wise analysis of fractional anisotropy (FA) was performed by tract-based spatial statistics (TBSS) to localize abnormal white matter regions between groups. TBSS demonstrated that IAD had significantly lower FA than controls throughout the brain, including the orbito-frontal white matter, corpus callosum, cingulum, inferior fronto-occipital fasciculus, and corona radiation, internal and external capsules, while exhibiting no areas of higher FA. Volume-of-interest (VOI) analysis was used to detect changes of diffusivity indices in the regions showing FA abnormalities. In most VOIs, FA reductions were caused by an increase in radial diffusivity while no changes in axial diffusivity. Correlation analysis was performed to assess the relationship between FA and behavioral measures within the IAD group. Significantly negative correlations were found between FA values in the left genu of the corpus callosum and the Screen for Child Anxiety Related Emotional Disorders, and between FA values in the left external capsule and the Young’s Internet addiction scale

    生命維持にかかわる生理現象を介した人間 : ロボットのコミュニケーションと身体情動モデルの設計

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    関西大学In this dissertation, we focus on physiological phenomena of robots as the expressive modality of their inner states and discuss the effectiveness of a robot expressing physiological phenomena, which are indispensable for living. We designed a body-emotion model showing the relationship between a) emotion as the inner state of the robot and b) physiological phenomena as physical changes, and we discuss the communication between humans and robots through involuntary physiological expression based on the model. In recent years, various robots for use in mental health care and communication support in medical/nursing care have been developed. The purpose of these systems is to enable communication between a robot and patients by an active approach of the robot through sound and body movement. In contrast to conventional approaches, our research is based on involuntary emotional expression through physiological phenomena of the robot. Physiological phenomena including breathing, heartbeat, and body temperature are essential functions for life activities, and these are closely related to the inner state of humans because physiological phenomena are caused by the emotional reaction of the limbic system transmitted via the autonomic nervous system. In human-robot communication through physical contact, we consider that physiological phenomena are one of the most important nonverbal modalities of the inner state as involuntary expressions. First, we focused on the robots\u27 expression of physiological phenomena, proposed the body-emotion model (BEM), which concerns the relationship between the inner state of robots and their involuntary physical reactions. We proposed a stuffed-toy robot system: BREAR―which has a mechanical structure to express the breathing, heartbeat, temperature and bodily movement. The result of experiment showed that a heartbeat, breathing and body temperature can express the robot\u27s living state and that the breathing speed is highly related to the robot\u27s emotion of arousal. We reviewed the experimental results and emotional generation mechanisms and discussed the design of the robot based on BEM. Based on our verification results, we determined that the design of the BEM-which involves the perception of the external situation, the matching with the memory, the change of the autonomic nervous parameter and the representation of the physiological phenomena - that is based on the relationship between the autonomic nervous system and emotional arousal is effective. Second, we discussed indirect communication between humans and robots through physiological phenomena - which consist of the breathing, heartbeats and body temperature - that express robots\u27 emotions. We set a situation with joint attention from the robot and user on emotional content and evaluated whether both the user\u27s emotional response to the content and the user\u27s impression of relationship between the user and the robot were changed by the physiological expressions of the robot. The results suggest that the physiological expression of the robot makes the user\u27s own emotions in the experience more excited or suppressed and that the robot\u27s expression increases impressions of closeness and sensitivity. Last, we discussed the future perspective of human-robot communication by physiological phenomena. Regarding the representation of the robots\u27 sense of life, it is thought that the user\u27s recognition that the robot is alive improves not only the moral effect on the understanding of the finiteness of life but also the attachment to the robot in long-term communication. Regarding the emotional expression mechanism based on life, it is expected that the robot can display a complicated internal state close to that of humans by combining intentionally expressed emotions and involuntary emotional expressions. If a robot can express a combination of realistic voluntary expressions, such as facial expressions and body movements, in combination with real involuntary expressions by using the real intentions and lying, it can be said that the robot has a more complicated internal state than that of a pet. By using a robot expressing a living state through physiological phenomena, it can be expected that the effect of mental care will exceed that of animal therapy, and we expect to provide care and welfare support in place of human beings

    Design of a Realistic Robotic Head based on Action Coding System

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    Producción CientíficaIn this paper, the development of a robotic head able to move and show di erent emotions is addressed. The movement and emotion generation system has been designed following the human facial muscu- lature. Starting from the Facial Action Coding System (FACS), we have built a 26 actions units model that is able to produce the most relevant movements and emotions of a real human head. The whole work has been carried out in two steps. In the rst step, a mechanical skeleton has been designed and built, in which the di erent actuators have been inserted. In the second step, a two-layered silicon skin has been manu- factured, on which the di erent actuators have been inserted following the real muscle-insertions, for performing the di erent movements and gestures. The developed head has been integrated in a high level be- havioural architecture, and pilot experiments with 10 users regarding emotion recognition and mimicking have been carried out.Junta de Castilla y León (Programa de apoyo a proyectos de investigación-Ref. VA036U14)Junta de Castilla y León (programa de apoyo a proyectos de investigación - Ref. VA013A12-2)Ministerio de Economía, Industria y Competitividad (Grant DPI2014-56500-R
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