9 research outputs found

    EMOBOT: A Robot Control Architecture Based on Emotion-Like Internal Values

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    An Emotion Theory Approach to Artificial Emotion Systems for Robots and Intelligent Systems: Survey and Classification

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    This is the published version.To assist in the evaluation process when determining architectures for new robots and intelligent systems equipped with artificial emotions, it is beneficial to understand the systems that have been built previously. Other surveys have classified these systems on the basis of their technological features. In this survey paper, we present a classification system based on a model similar to that used in psychology and philosophy for theories of emotion. This makes possible a connection to thousands of years of discourse on the topic of emotion. Five theories of emotion are described based on an emotion theory model proposed by Power and Dalgleish. The paper provides classifications using a model of 10 new questions, for 14 major research projects that describe implementations or designs for systems that use artificial emotions for either robotics or general artificial intelligenc

    Emotions and a Prior Knowledge Representation in Artificial General Intelligence

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    In this paper a prior knowledge representation for Artificial General Intelligence is proposed based on fuzzy rules using linguistic variables. These linguistic variables may be produced by neural network. Rules may be used for generation of basic emotions – positive and negative, which influence on planning and execution of behavior. The representation of Three Laws of Robotics as such prior knowledge is suggested as highest level of motivation in AGI

    Affective Communication for Socially Assistive Robots (SARs) for Children with Autism Spectrum Disorder: A Systematic Review

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    Research on affective communication for socially assistive robots has been conducted to enable physical robots to perceive, express, and respond emotionally. However, the use of affective computing in social robots has been limited, especially when social robots are designed for children, and especially those with autism spectrum disorder (ASD). Social robots are based on cognitiveaffective models, which allow them to communicate with people following social behaviors and rules. However, interactions between a child and a robot may change or be different compared to those with an adult or when the child has an emotional deficit. In this study, we systematically reviewed studies related to computational models of emotions for children with ASD. We used the Scopus, WoS, Springer, and IEEE-Xplore databases to answer different research questions related to the definition, interaction, and design of computational models supported by theoretical psychology approaches from 1997 to 2021. Our review found 46 articles; not all the studies considered children or those with ASD.This research was funded by VRIEA-PUCV, grant number 039.358/202

    Modelo circumplejo del afecto aplicado al control de sistemas dinámicos

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    En este artículo se propone la construcción de una estrategia de control de sistemas dinámicos nueva, basada en las emociones humanas. Se quiere emular las emociones porque psicólogos y neurocientíficos han demostrado que son indispensables en el proceso de toma de decisiones, y esta es la tarea de todo controlador. Se exponen cuatro campos de aplicación para esta invención, en los cuales la autonomía y la adaptación son esenciales. Además, ocho modelos computacionales de las emociones son referenciados, dado que involucran la cognición; se concluye que es necesario hacer ajustes para incluir uno de ellos en una estrategia de control. Por esto se formula, como aporte del artículo, el uso del modelo circumplejo del afecto; este etiqueta a la combinación de dos variables como una emoción humana.Palabras Clave:Modelos de las emociones humanas, los procesos de decisión, Circumplejo modelo de afecto, control autónomo. AbstractIn this paper we propose the design of a new control strategy for dynamic systems based on human emotions. Since psychologists and neuroscientists have demonstrated that emotions are indispensable in the Decision-Making-Process, and decision-making is the work of every controller, it is our desire to emulate emotions in the systems design. Here we deal with four areas of application for this invention in which autonomy and adaptability are essential. As well, eight emotion computational models are referenced. Given that these involve cognition, it is concluded as necessary to make adjustments to include one of these in a control strategy. For this reason, this article formulates the use of the Circumplex Model of Affect, a model which labels a human emotion as a variable. Keywords: Human Emotion Models, Decision-Making Processes, Circumplex Model of Affect, Autonomous Control.

    The Role of Secondary Emotions in Action Selection and its Effects on the Believability of a Character

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    Integrative Modeling of Emotions in Virtual Agents

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    Treur, J. [Promotor]Bosse, T. [Copromotor]Hoorn, J.F. [Copromotor

    Shader optimization and specialization

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    In the field of real-time graphics for computer games, performance has a significant effect on the player’s enjoyment and immersion. Graphics processing units (GPUs) are hardware accelerators that run small parallelized shader programs to speed up computationally expensive rendering calculations. This thesis examines optimizing shader programs and explores ways in which data patterns on both the CPU and GPU can be analyzed to automatically speed up rendering in games. Initially, the effect of traditional compiler optimizations on shader source-code was explored. Techniques such as loop unrolling or arithmetic reassociation provided speed-ups on several devices, but different GPU hardware responded differently to each set of optimizations. Analyzing execution traces from numerous popular PC games revealed that much of the data passed from CPU-based API calls to GPU-based shaders is either unused, or remains constant. A system was developed to capture this constant data and fold it into the shaders’ source-code. Re-running the game’s rendering code using these specialized shader variants resulted in performance improvements in several commercial games without impacting their visual quality
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