Abstract
A growing number of research projects in academia and industry have recently started to develop lifelike agents as a new metaphor for highly personalised human-machine communication. A strong argument in favour of using such characters in the interface is the fact that they make human-computer interaction more enjoyable and allow for communication styles common in human-human dialogue. In this paper we discuss three ongoing projects that use personality and emotions to address different aspects of the affective agent-user interface: (a) Puppet uses affect to teach children how the different emotional states can change or modify a character’s behaviour, and how physical and verbal actions in social interactions can induce emotions in others; (b) the Inhabited Market Place uses affect to tailor the roles of actors in a virtual market place; and (c) Presence uses affect to enhance the believability of a virtual character, and produce a more natural conversational manner.
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André, E., Klesen, M., Gebhard, P., Allen, S., Rist, T. (2000). Integrating Models of Personality and Emotions into Lifelike Characters. In: Paiva, A. (eds) Affective Interactions. IWAI 1999. Lecture Notes in Computer Science(), vol 1814. Springer, Berlin, Heidelberg. https://doi.org/10.1007/10720296_11
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DOI: https://doi.org/10.1007/10720296_11
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