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Exploiting Models of Personality and Emotions to Control the Behavior of Animated Interactive AgentsIn Proc. of the Agents'00 Workshop on Achieving Human-Like Behavior in Interactive Animated Agents (2000)
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AbstractThe German Research Centre for Artificial Intelligence (DFKI) recently started three newprojects1 to advance our understanding of the fundamental technology required to drive thesocial behaviour of interactive animated agents. This initiative has been timed to catch thecurrent wave of research and commercial interest in the field of lifelike characters [1] andaffective user interfaces [14,20]. The Puppet project promotes the idea of a virtual puppettheatre as an interactive learning environment to support the development of a child’s emotionalintelligence skills. The second project features an Inhabited Market Place in which personalitytraits are used to modify the characters’ roles of virtual actors in sales presentations. ThePresence project uses an internal model of the agent’s (and possibly the user’s) affective state toguide the conversational dialogue between agent and user. Although all three projects rely on amore or less similar approach towards modelling emotions and personality traits, there arevariations with regard to the underlying user-agent(s) relationship(s), the factors that influencean agent’s emotional state, the complexity of the underlying model of emotions and the way inwhich emotions and personality traits are made observable.
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