8,059 research outputs found

    What does touch tell us about emotions in touchscreen-based gameplay?

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence

    Unveiling the multimedia unconscious: implicit cognitive processes and multimedia content analysis

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    One of the main findings of cognitive sciences is that automatic processes of which we are unaware shape, to a significant extent, our perception of the environment. The phenomenon applies not only to the real world, but also to multimedia data we consume every day. Whenever we look at pictures, watch a video or listen to audio recordings, our conscious attention efforts focus on the observable content, but our cognition spontaneously perceives intentions, beliefs, values, attitudes and other constructs that, while being outside of our conscious awareness, still shape our reactions and behavior. So far, multimedia technologies have neglected such a phenomenon to a large extent. This paper argues that taking into account cognitive effects is possible and it can also improve multimedia approaches. As a supporting proof-of-concept, the paper shows not only that there are visual patterns correlated with the personality traits of 300 Flickr users to a statistically significant extent, but also that the personality traits (both self-assessed and attributed by others) of those users can be inferred from the images these latter post as "favourite"

    Individuality and the collective in AI agents: Explorations of shared consciousness and digital homunculi in the metaverse for cultural heritage

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    The confluence of extended reality (XR) technologies, including augmented and virtual reality, with large language models (LLM) marks a significant advancement in the field of digital humanities, opening uncharted avenues for the representation of cultural heritage within the burgeoning metaverse. This paper undertakes an examination of the potentialities and intricacies of such a convergence, focusing particularly on the creation of digital homunculi or changelings. These virtual beings, remarkable for their sentience and individuality, are also part of a collective consciousness, a notion explored through a thematic comparison in science fiction with the Borg and the Changelings in the Star Trek universe. Such a comparison offers a metaphorical framework for discussing complex phenomena such as shared consciousness and individuality, illuminating their bearing on perceptions of self and awareness. Further, the paper considers the ethical implications of these concepts, including potential loss of individuality and the challenges inherent to accurate representation of historical figures and cultures. The latter necessitates collaboration with cultural experts, underscoring the intersectionality of technological innovation and cultural sensitivity. Ultimately, this chapter contributes to a deeper understanding of the technical aspects of integrating large language models with immersive technologies and situates these developments within a nuanced cultural and ethical discourse. By offering a comprehensive overview and proposing clear recommendations, the paper lays the groundwork for future research and development in the application of these technologies within the unique context of cultural heritage representation in the metaverse

    Dynamic facial expressions of emotion transmit an evolving hierarchy of signals over time

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    Designed by biological and social evolutionary pressures, facial expressions of emotion comprise specific facial movements to support a near-optimal system of signaling and decoding. Although highly dynamical, little is known about the form and function of facial expression temporal dynamics. Do facial expressions transmit diagnostic signals simultaneously to optimize categorization of the six classic emotions, or sequentially to support a more complex communication system of successive categorizations over time? Our data support the latter. Using a combination of perceptual expectation modeling, information theory, and Bayesian classifiers, we show that dynamic facial expressions of emotion transmit an evolving hierarchy of “biologically basic to socially specific” information over time. Early in the signaling dynamics, facial expressions systematically transmit few, biologically rooted face signals supporting the categorization of fewer elementary categories (e.g., approach/avoidance). Later transmissions comprise more complex signals that support categorization of a larger number of socially specific categories (i.e., the six classic emotions). Here, we show that dynamic facial expressions of emotion provide a sophisticated signaling system, questioning the widely accepted notion that emotion communication is comprised of six basic (i.e., psychologically irreducible) categories, and instead suggesting four

    General general game AI

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    Arguably the grand goal of artificial intelligence research is to produce machines with general intelligence: the capacity to solve multiple problems, not just one. Artificial intelligence (AI) has investigated the general intelligence capacity of machines within the domain of games more than any other domain given the ideal properties of games for that purpose: controlled yet interesting and computationally hard problems. This line of research, however, has so far focused solely on one specific way of which intelligence can be applied to games: playing them. In this paper, we build on the general game-playing paradigm and expand it to cater for all core AI tasks within a game design process. That includes general player experience and behavior modeling, general non-player character behavior, general AI-assisted tools, general level generation and complete game generation. The new scope for general general game AI beyond game-playing broadens the applicability and capacity of AI algorithms and our understanding of intelligence as tested in a creative domain that interweaves problem solving, art, and engineering.peer-reviewe

    Synthesizing Sentience: Integrating Large Language Models and Autonomous Agents for Emulating Human Cognitive Complexity

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    The paper aims to present a novel methodology for emulating the intricacies of human cognitive complexity by ingeniously integrating large language models with autonomous agents. Grounded in the theoretical framework of the modular mind theory-originally espoused by Fodor and later refined by scholars such as Joanna Bryson—the study seeks to venture into the untapped potential of large language models and autonomous agents in mirroring human cognition. Recent advancements in artificial intelligence, exemplified by the inception of autonomous agents like Age in GPT, auto GPT, and baby AGI, underscore the transformative capacities of these technologies in diverse applications. Moreover, empirical studies have substantiated that persona-driven autonomous agents manifest enhanced efficacy and nuanced performance, mimicking the intricate dynamics of human interactions. The paper postulates a theoretical framework incorporating persona-driven modules that emulate psychological functions integral to general cognitive processes. This framework advocates for the deployment of a plurality of autonomous agents, each informed by specific large language models, to act as surrogates for different cognitive functionalities. Neurological evidence is invoked to bolster the theoretical architecture, delineating how autonomous agents can serve as efficacious proxies for modular cognitive centers within the human brain. Given this foundation, a theory of mind predicated upon modular constructs offers a fertile landscape for further empirical investigations and technological innovations
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