Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents

Author:

Nogueira Pedro A.123,Rodrigues Rui42,Oliveira Eugénio12,Nacke Lennart E.3

Affiliation:

1. Artificial Intelligence and Computer Science Lab (LIACC)

2. Faculdade de Engenharia, Universidade do Porto, Portugal

3. HCI Games Group, University of Ontario∖Institute of Technology, Ontario, Canada. E-mails: pedro.alves.nogueira@fe.up.pt, rui.rodrigues@fe.up.pt, eco@fe.up.pt, lennart.nacke@acm.org

4. INESC-TEC – Instituto de Engenharia de Sistemas e Computadores do Porto

Publisher

IOS Press

Subject

Artificial Intelligence,Computer Networks and Communications,Software

Reference39 articles.

1. [1]P.A. Nogueira, R. Rodrigues, E. Oliveira and L.E. Nacke, Guided emotional state regulation: Understanding and shaping players’ affective experiences in digital games, in: 9th Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE), 2013.

2. [2]L. Ermi and F. Mäyrä, Fundamental components of the gameplay experience: Analysing immersion, in: Digital Games Research Association Conference: Changing Views – Worlds in Play, 2005.

3. [3]M. Cavazza, D. Pizzi, F. Charles, T. Vogt and E. André, Emotional input for character-based interactive storytelling, in: Proc. of the 8th International Conference on Autonomous Agents and Multiagent Systems-Volume 1, 2009, pp. 313–320.

4. [4]I. Leite, A. Pereira, S. Mascarenhas, G. Castellano, C. Martinho, R. Prada and A. Paiva, Closing the loop: From affect recognition to empathic interaction, in: 3rd Int. Workshop on Affect Interaction in Natural Environments, 2010.

5. Experience-driven procedural content generation;Yannakakis;Transactions on Affective Computing,2011

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