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Emotions Modelling and Synthetic Characters
Emotions Modelling and Synthetic Characters
Emotions Modelling and Synthetic Characters
Emotions Modelling and Synthetic Characters
Emotions Modelling and Synthetic Characters
Emotions Modelling and Synthetic Characters
Emotions Modelling and Synthetic Characters
Emotions Modelling and Synthetic Characters
Emotions Modelling and Synthetic Characters
Emotions Modelling and Synthetic Characters
Emotions Modelling and Synthetic Characters
Emotions Modelling and Synthetic Characters
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Emotions Modelling and Synthetic Characters

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Talk given at AI in Game Network - NPC Workshop - 14 Nov. 2008

Talk given at AI in Game Network - NPC Workshop - 14 Nov. 2008

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  • 1. Emo$ons  Modelling  and   Synthe$c  Characters   Dr.  Aladdin  Ayesh     Co-­‐ordinator  of  Intelligent  Mobile  Robo$cs  and  Crea$ve  Compu$ng  Group   (IMRCC-­‐Group)   School  of  Informa$cs,  De  MonEort  University   email:  aayesh@dmu.ac.uk;  URL:  www.aladdin-­‐ayesh.info       AI  in  Game  Network  -­‐  NPC  Workshop  -­‐  14   Nov.  2008  
  • 2. Agenda   •  Embodiment:  Robot  or  Avatar?   •  Emo$ons  and  Emo$on  Modelling   •  Subtlety  of  expressing  emo$ons   •  Aesthe$cs   •  Emo$on  Recogni$on   •  Projects  and  Publica$ons   AI  in  Game  Network  -­‐  NPC  Workshop  -­‐  14   Nov.  2008  
  • 3. ROBOT  OR  AVATAR   When  we  explore  cogni$on  we  have  to  explore  body-­‐mind  rela$onship   or  the  embodiment  of  that  cogni$on.  As  systems  and  engineering   concerned,  there  are  two  forms  of  decision-­‐making  embodiments,  each   goads  number  of  outstanding  philosophical  inquires  and  evocates  new   systems  related  ques$ons.  One  of  the  most  relevant  of  these  ques$ons  is   emo$ons  and  behaviour.   AI  in  Game  Network  -­‐  NPC  Workshop  -­‐  14   Nov.  2008  
  • 4. Interest  in  emo$on  modeling  has  been  increasing  in  the  last  few  years   with  the  increasing  interest  in  cogni$ve  systems,  especially  as  they  are   implemented  into  games  and  virtual  worlds.  There  are  number  of  issues   related  to  emo$on  modeling:  selec$on  of  emo$ons,  represen$ng  an   emo$on,  expressing  emo$ons,  recognizing  emo$ons  and  so  on.  Each  one   of  these  issues  is  a  research  area  by  itself.   hp://www.computa$onal-­‐emo$ons.org/  is  a  web  site  under   construc$on  with  the  aim  to  provide  informa$on  on  research  in  this   area.   NOTE  ON  EMOTION  MODELING   AI  in  Game  Network  -­‐  NPC  Workshop  -­‐  14   Nov.  2008  
  • 5. Emo$onal  expression  has  fascinated  and  aracted  human  interest  prior   and  in  parallel  to  the  scien$fic  study  of  emo$ons,  e.g.  poker  face,  tears  of   joy,  the  Mona-­‐Lisa,  Darwin’s  study  of  emo$ons  in  human  and  animals,   emo$cons.  Even  more  interes$ng  is  the  ability  to  capture  this  subtlety  in   simpler  forms,  e.g.  caricature  drawing,  emo$cons  -­‐>  fidelity  vs.   percep$on.   NOTE  ON  SUBTLETY  OF  EMOTION   EXPRESSION   AI  in  Game  Network  -­‐  NPC  Workshop  -­‐  14   Nov.  2008  
  • 6. The  shape  of  the  robot,  func$onality  and  the  aesthe$cs  of  look  and   behavior  has  great  effects  on  accep$ng  the  physical  en$ty.  One  of  the   projects  we  done  on  this  front  in  AIBO  stories  and  AIBO  oracle.  But  can   we  formalize  the  aesthe$cs  of  buddying  devices  in  a  quan$fied  rules?   NOTE  ON  AESTHETICS   AI  in  Game  Network  -­‐  NPC  Workshop  -­‐  14   Nov.  2008  
  • 7. NOTE  ON  EMOTION  RECOGNITION  -­‐   SENSATE   Recognizing  facial  expression  and  then  determining  emo$ons  is  possibly   the  most  successful  element  of  emo$on  computa$on.  There  are  number   of  reasons  for  this  success:  Ekman’s  FACS,  more  image  processing  but   less  philosophy,  …  However,  emo$on  recogni$on  does  not  just  deal  with   the  face  but  there  is  gesture  and  other  sensa$ons  –  physiological  school   of  emo$ons.   AI  in  Game  Network  -­‐  NPC  Workshop  -­‐  14   Nov.  2008  
  • 8. Projects   •  Psychologically  inspired  computa$onal  models  of   emo$on  (esp.  fuzzy  logic  T1+T2,  but  we  are  working   on  number  of  projects  in  this  area.)     •  Emo$onally  expressive  structured  sound  based   communica$on  language  (naturally  ar$ficial   language)   •  Realis$c  Crowd  Simula$on  (-­‐>  FIM)   •  Emo$on-­‐based  reinforcement  controller   •  AIBO  Stories  and  Oracle     AI  in  Game  Network  -­‐  NPC  Workshop  -­‐  14   Nov.  2008  
  • 9. Some  published  papers   •  W.  Blewi,  A.  Ayesh,  R.  I.  John,  and  S.  Coupland,  "A  Millenson-­‐based  approach  to   emo$on  modelling,"    Human  System  Interac$ons,  2008  Conference  on,  2008,  pp.   491-­‐496.   •  A.  Ayesh,  J.  Stokes,  and  R.  Edwards,  "Fuzzy  Individual  Model  (FIM)  for  Realis$c   Crowd  Simula$on:  Preliminary  Results,"    Fuzzy  Systems  Conference,  2007.  FUZZ-­‐ IEEE  2007.  IEEE  Interna$onal,  2007,  pp.  1-­‐5,  1098-­‐7584.   •  A.  Ayesh,  "Structured  Sound  Based  Language  for  Emo$onal  Robo$c   Communica$ve  Interac$on,"    Robot  and  Human  Interac$ve  Communica$on,  2006.   ROMAN  2006.  The  15th  IEEE  Interna$onal  Symposium  on,  2006,  pp.  135-­‐140,  DOI.   •  A.  Ayesh,  "Emo$onally  mo$vated  reinforcement  learning  based  controller,"     Systems,  Man  and  Cyberne$cs,  2004  IEEE  Interna$onal  Conference  on,  2004,  pp.   874-­‐878  vol.1,  1062-­‐922X.   •  A.  Ayesh,  "Talking  to  one's  self:  a  lile  architecture  for  thinking  "  in  UK  Grand   Challenges  (GC'04)  -­‐  GC5:  the  Architecture  of  Brain  and  Mind.  Newcastle,  UK:   UKCRC,  2004.   AI  in  Game  Network  -­‐  NPC  Workshop  -­‐  14   Nov.  2008  
  • 10. Some  published  papers   •  A.  Ayesh,  "Percep$on  and  Emo$on  Based  Reasoning:  A  Connec$onist  Approach,"   Informa$ca,  vol.  27,  pp.  119-­‐126,  2003.  ISSN:  0350-­‐5596,  DOI.  1854-­‐3871   •  A.  Ayesh,  "Memory  Architecture  for  Argumenta$on-­‐based  Adap$ve  System,"     IASTED  Interna$onal  Conference  Applied  Informa$cs  (AI  2002),  Innsbruck,  Austria,   2002,  pp.  DOI.     •  A.  Ayesh,  "Towards  Memorizing  by  Adjec$ves,"    AAAI  Fall  Symposium  on   Anchoring  Symbols  to  Sensor  Data  in  Single  and  Mul$ple  Robot  Systems,  2001,  pp.   117-­‐118,  DOI.     •  A.  Ayesh,  "Thinking-­‐Learning  by  Argument,"  in  Intelligent  Agent  Technology:   Research  and  Development,  N.  Zhong,  J.  Liu,  S.  Ohsuga,  and  J.  Bradshaw,  Eds.  New   Jersey:  World  Scien$fic,  2001,  pp.  230-­‐234.ISBN:  9810247060.   •  A.  Ayesh,  "Argumenta$ve  Agents-­‐based  Structure  for  Thinking-­‐Learning,"    IASTED   Interna$onal  Conference  Ar$ficial  Intelligence  and  Applica$ons  (AIA  2001),   Marbella,  Spain,  2001,  pp.  DOI.     •      AI  in  Game  Network  -­‐  NPC  Workshop  -­‐  14   Nov.  2008  
  • 11. And  unpublished   •  A.  Ayesh,  S.  Thomas,  S.  Perill,  and  C.  Joseph,  "Aesthe$cs  of  a  Robot:  Case  Study  on   AIBO  Dog  Robots  for  Buddy-­‐ing  Devices.”   •  A.  Ayesh,  "Integra$ng  Physical  and  Cogni$ve  Features  in  Cogni$ve-­‐Causa$on  Maps   for  Spa$al  Reasoning.”       AI  in  Game  Network  -­‐  NPC  Workshop  -­‐  14   Nov.  2008  
  • 12. CONCLUSION  AND  QUESTIONS   Dr.Aladdin  Ayesh     email:  aayesh@dmu.ac.uk;  URL:  www.aladdin-­‐ayesh.info     AI  in  Game  Network  -­‐  NPC  Workshop  -­‐  14   Nov.  2008  

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