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Visual Simplified
Characters’ Emotion
Emulator Implementing OCC
Model Ana Lilia Laureano-Cruces1,2,3
Laura Hernández-Domínguez2
Martha Mora-Torres2
Juan Manuel Torres Moreno3
Jaime Cabrera-López2
• Departamento de Sistemas, Universidad
Autónoma Metropolitana -Azcapotzalco
• Posgrado en Ciencia e Ingeniería de la
Computación, UNAM, México
• Université d'Avignon et des Pays de
Vaucluse, France
Visual Simplified Characters’ Emotion
Emulator (EVE)
•This system was designed so that the user
can create emotional and affective
environments in real time, particulary in
stories.
•With EVE, the user can design:
•The characters that take part in the story
•The agents' interpersonal affective relationships
•The agents' possible actions
•The possible events that may occur during the story
•The objects (goals, desires, attractive or repulsive
manifestations)
Design of Agents I
•Agents are restricted to human
characters.
•The system can hold 2, 3 or 4 different
characters.
•Users can characterize the agents (change
their hairstyle, haircolor, eyewear and
name) in order to better represent the
character.
Design of Agents II
Design of Agents III
•Users can also define the affective
relationships between the agents.
•Range of values corresponding to affection:
o From -5 (total hatred)
o Passing through 0 (indifference)
o Up to +5 (unconditional love/friendship)
Design of Agents IV
Design of Events I
•EVE sees events as things that happen in the
course of a story, but are not direct
consequences of the agents’ actions. EVE
allows the user to set a name for each
event.
•Range of values corresponding to the level of
desirability of the events:
o From -5 (very undesirable)
o Passing through 0 (indifference)
o Up to +5 (very desirable)
Design of Events II
•NOTE: for EVE, the level of desirability of
an event is the same for everyone.
Design of Objects
•Objects are elements of the world that may
be material (money, a house) or immaterial
(goals, desires, abstractions). They are
named and given a level of appeal or appeal
by users.
•Range of values corresponding to the level of
desirability of the objects:
o From -5 (a very repulsive object)
o Passing through 0 (indifference)
o Up to +5 (a fascinating object)
Design of Actions I
•Actions are defined as acts that are available
for any of the agents to perform. They are
named and given a level of plausibility by
users.
•Range of values corresponding to the level of
plausibility of the actions:
o From -5 (a highly censurable action)
o Passing through 0 (indifference)
o Up to +5 (a praiseworthy action)
The Emotional Map I
•Having designed the agents, events,
objects and actions, EVE shows a general
map of the actual emotions of each of
the characters that have been designed,
the relationships between the characters,
and the chances for realization of events,
objects, and actions. This is the
environment in which the story will take
place.
The Emotional Map II
Emotional status
indicator for each
character towards
this particular
character List of possible
events that may
occur during the
story
Character
selectors
Displays a list of
possible objects
to be gained or
actions to be done
by the characters.
Emotional links
between characters
Emotions Considered by EVE I
•Humans are able to feel a very wide
variety of emotions. EVE restricts every
character to feel only happiness, anger,
and pride.
•Since a negative value on happiness is
consider as sadness and, as well, a
nagative value on pride may be consider
as shame, EVE is cpable of managing five
different kinds of emotions.
Emotions Considered by EVE II
•An emotion felt previously can alter the
intensity with which a given character
experiences a new emotion, thereby
presenting conflicting feelings.
•If a character feels a certain emotion at a
moment, this emotion does not disapear
or vary unless an event, action or object
takes place and alters the previous
emotion.
Emotions Considered by EVE III
•To make it clearer: imagine there is a
character whose beloved one has recently
died; this character will be really
devastated. Now, imagine this character
receives a priceless gift, this character's
happiness for receiving the gift will be
limited by the sadness of having lost a
beloved one. In other words, the
character won't be 100% happy.
Happiness
•Happiness in facts represents two
emotions: happiness and sadness. The
range considered for this emotion is from
-5 (distress), passing through 0 (neutrality)
to +5 (euphoria). These are the faces
depicting each of the emotions on this
ranking:
Anger
•Anger is an emotion with a range of values
varying from 0 (calm) to 5 (rage). There
are no negative values for this emotion.
•Here can be seen the graphic
representation for the different levels of
anger:
Pride
•Pride represents two emotions: pride and
shame. The range considered for this
emotion is from -5 (shame), passing
through 0 (neutrality) to +5 (pride). These
are the faces depicting each of the values
of pride:
Affective Relationships
•The possible levels of affective links that
may exist between the characters in a story
vary from -5 (hatred), passing through 0
(indifference) to +5 (unconditional
love/friendship). Affective relationships
among characters also have a visual
representation:
•We show a series of possible scenarios
which allow us to visualize some of the
emotional reactions of the characters in
the story of Othello in response to certain
events.
Possible Scenarios
NOTE: These scenarios were designed only to
exemplify; any story can be designed differently
based on the user’s interpretation.
Visual design for each character in Othello.
Affective Relationships Between
Characters in Othello
•
Emotions Triggered by Events I
•Suppose that at the beggining of the
story (every character's emotional
situation is neutral -value 0-) Desdemona
suffers a misfortune (an event with as
desirability value of -5), such as her
father gets angry with her and opposes
her marrying Othello.
Emotions Triggered by Events II
•Predictably,
Desdemona feels
very sad for her
own
missfortune.
Emotions Triggered by Events II
•Othello, who is
deeply in love
with
Desdemona,
feels very sad
for her fate.
Emotions Triggered by Events II
•Iago dislikes
Desdemona, so
he feels happy
for her
misfortune.
Emotions Triggered by Events II
•Rodrigo, who as
Othello is in love
with
Desdemona,
feels deeply sad
for her.
Emotions Triggered by Objects I
•Imagine now a scenario in which an
object of desire is in play, as it occurs in
the emotional map obtained when
Rodrigo receives the rank of lieutenant.
Emotions Triggered by Objects II
•Rodrigo feels
very proud and
his happiness
increases too for
having gotten
the new rank of
lieutenant.
Emotions Triggered by Objects II
•Othello, who
appreciates
Rodrigo, feels a
bit happy and
proud for him.
Emotions Triggered by Objects II
•Desdemona, who
loves Rodrigo
feels really
happy and proud
for him.
Emotions Triggered by Objects II
•Iago, who hates
Rodrigo feels
deeply sad and
angry for his
fortune, and for
not having been
able to get the
new rank
himself.
Emotions Triggered by the
Characters’ Actions I
•Actions involve two characters:
1.The character performing the action.
2.The character affected by that action.
•To ilustrate this, imagine that Iago
performs a highly censurable action
toward Othello: betrayal.
Emotions Triggered by the
Characters’ Actions I
•Othello feels sad for Iago's betrayal, but
he also feels angry at him and feels
shame for his friend's censurable action.
Emotions Triggered by the
Characters’ Actions I
•Desdemona feels deeply sad for
Othello's suffering, but also very angry
at Iago for his action towards her
beloved one.
Emotions Triggered by the
Characters’ Actions I
•Rodrigo feels sad for Othello's suffering,
but he also gets angry at Iago for his
censurable action towards his friend.
Emotions Triggered by the
Characters’ Actions I
•Since Iago hates Othello, he feels very
happy for Othello's distress.
The Logic of the System I
•The interpretation of the resulting
emotion in response to an event,
object, or action is based on matrices
of quantitative reactions with
interpretative values.
•The matrices have been filled in by the
development team based on their
personal experiences.
The Logic of the System II
•Eight matrices of quantitative reactions were
generated:
•1 to account for characters’ feelings toward events
(happiness)
•3 for reactions to objects (shame-pride, sadness-
happiness, and anger)
•1 matrix for happiness in the person affected by actions
•3 for emotional reactions toward the perpetrator of an
action (shame-pride, anger, and sadness-happiness).
The Logic of the System III
•Rows represent the emotional level of
the character reacting to the
character, to whom the event occurs.
•Columns represent the desirability of
the event.
Example: matrix of characters’
quantitative reactions to events
•Thus, the quadrant of the matrix shaded
light gray represents the section of ill will,
where a misfortune produces the maximum
increase in happiness for the person who
loathes the person affected by that event.
• In contrast, the quadrant shaded dark gray
represents feelings of good will, meaning
that a character is cheered by another
character’s good fortune
Conclusions
•This paper lays the foundation for analysis of characters’ emotional reactions in stories, and may
also help to improve interpretations of users’ emotional states or in developing interfaces in which
stories take place, such as automatic generation of stories and development of videogames.
•The OCC cognitive theory of emotions, is a methodology used to evaluate the possible emotion from
the cognitive point of view. Because this methodology is clear, precise and free of context has been
used frequently in the synthesis of emotions by computer
•This paper is a simplification of the OCC Model, but can be enriched with aspects that allow for
modification of characters’ initial emotional states, through interpersonal relationships, in order to
consider in stories variants of intensity of feelings that often change over the course of a story.
References
•D. A. Acevedo-Moreno, Diseño de una Arquitectura para Incorporar Emociones en un Videojuego.
Master’s Thesis. Universidad Nacional Autónoma de México. 2009. Retrieved from
http://ce.azc.uam.mx/profesores/clc/
•D. A. Acevedo-Moreno, Diseño de una Arquitectura para Incorporar Emociones en un Videojuego.
(2011). Journal Ciencia, Tecnología e Innovación para el Desarrollo de México. Section Tesis de
Posgrado: A4-0011-DF-2009-MT. Latindex ISSN: 2007-1310, Online: http://pcti.mx.
•I. Aleksander. The World in my Mind, My Mind in the World. IA Press. 2005.
•D. E. Hernández-González, Influencia de las emociones en el proceso de toma de decisiones.
Master’s Thesis en Ciencias de la Computación. Universidad Nacional Autónoma de México.
Retrieved from http://ce.azc.uam.mx/profesores/clc/ 2011.
•D. E. Hernández-González. Influencia de las emociones en el proceso de toma de decisiones.
Journal Ciencia, Tecnología e Innovación para el Desarrollo de México. Section Tesis de Posgrado:
A4-0014-DF-2011-MT. Latindex ISSN: 2007-1310, Online: http://pcti.mx. 2011.
•A. Laureano-Cruces; J. Cabrera-López; M. Mora-Torres. Simulando el Camino de las Emociones,
pp. 321-328. In Proceedings en CD, XXII Congreso Nacional y VIII Congreso Internacional de
Informatica y Computacion de la ANIEI. ISBN 978-607-7854-36-4. 2009.
•A. Laureano-Cruces, C. Guadarrama-Ponce, M. Mora-Torres, J. Ramírez-Rodríguez, A Cognitive
Model for the Red Baron: a Perspective Taking into Account Emotions. In ICGST-Artificial Intelligence
Machine Learning Journal, Volume 11, Issue 2. pp. 5-13. ISSN: 1687-4846 Print, ISSN: 1687-4854
Online. 2011.
•A. Laureano-Cruces, E. Hegmann-Gonzalez. Maze Videogame that Adapts to the User’s Emotions
According to his Behavior. In ICGST-Artificial Intelligence Machine Learning Journal, Volume 11, Issue
2, pp. 21-25. ISSN: 1687-4846 Print, 1687-4854 Online. 2011..
•A. Laureano-Cruces; M. Mora-Torres; J. Ramirez-Rodríguez; F. Gamboa-Rodríguez. Implementation
of an affective-motivational architecture tied to a teaching-learning process. In Proceedings of E-
Learn 2010 World Conference on E-Learning in Corporate Govermment, Healthcare, & Higher
Education, pp. 1930-1938. ISBN: 1-880094-53-5. Orlando, USA. 2010.
•A. Laureano-Cruces; M. Mora-Torres; J. Ramírez-Rodríguez and Fernando de Arriaga-Gómez,
Operative Strategies Related to an Affective Motivational Architecture to Achieve Instructional
Objectives. In ICGST-Artificial Intelligence Machine Learning Journal, Volume 11, Issue 2, pp. 15-20.
ISSN: 1687-4846 Print, ISSN: 1687-4854 Online. 2011.
•A. Laureano-Cruces; J. Ramírez-Rodríguez; M. Mora-Torres; F. de Arriaga and R. Escarela-Pérez.
Cognitive-Operative Model of Intelligent Learning System Behavior. In Interactive Learning
Environments. Vol.18, No. 1, pp. 11-38. 2010.
•A. Laureano-Cruces, A. Rodríguez-García. Design and implementation of an educational virtual pet
using the OCC theory. Journal of Ambient Intelligence and Humanized Computing. DOI
10.1007/s12652-011-0089-4. 2011
•G. Loewenstein, & J. S. Lerner. The role of affect in decision making. R. J. Davidson, H. H.
Goldsmith & K. R. Scherer, eds., Handbook of Affective Science, Series in Affective Science, cap. 31,
pags. 619–642. Oxford University Press, Oxford, New York. 2003.
•Meyer, S. Twilight. Retried December, 11th
, 2011, from: http://www.stepheniemeyer.com/twilight.html
•M. Mora-Torres, A. L. Laureano-Cruces, P. Velasco-Santos. Estructura de las Emociones dentro de
un Proceso de Enseñanza-Aprendizaje. Revista Perfiles Educativos-UNAM, pp. 64 -79, Vol XXXIII:
131, enero – marzo 2011. ISSN: 0185-2698. 2011. http://www.iisue.unam.mx/seccion/perfiles/
•A. Ortony; G. L. Clore, and A. Collins, The Cognitive Structure of Emotions. Cambridge, UK:
Cambridge University Press. 1988.
•R. W. Picard. Affective Computing. MIT Press. 1997.
•W. Shakespeare. Otelo. RBA Coleccionables. V. 2003.
•J.K. Rowling. Harry Potter. Retried December,11th
, 2011,
from:http://es.wikipedia.org/wiki/J._K._Rowling
• J. M. Torres-Moreno, M. El-Bèze, P. Bellot, F. Béchet, Peut on voir la détection d’opinions comme un
problème de classification thématique? in "Modèles statistiques pour l’accès à l'information textuelle",
E. Gausier, F. Yvon (eds.), Hermès Lavoisier, 2011.

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P1121138815

  • 1. Visual Simplified Characters’ Emotion Emulator Implementing OCC Model Ana Lilia Laureano-Cruces1,2,3 Laura Hernández-Domínguez2 Martha Mora-Torres2 Juan Manuel Torres Moreno3 Jaime Cabrera-López2 • Departamento de Sistemas, Universidad Autónoma Metropolitana -Azcapotzalco • Posgrado en Ciencia e Ingeniería de la Computación, UNAM, México • Université d'Avignon et des Pays de Vaucluse, France
  • 2. Visual Simplified Characters’ Emotion Emulator (EVE) •This system was designed so that the user can create emotional and affective environments in real time, particulary in stories. •With EVE, the user can design: •The characters that take part in the story •The agents' interpersonal affective relationships •The agents' possible actions •The possible events that may occur during the story •The objects (goals, desires, attractive or repulsive manifestations)
  • 3. Design of Agents I •Agents are restricted to human characters. •The system can hold 2, 3 or 4 different characters. •Users can characterize the agents (change their hairstyle, haircolor, eyewear and name) in order to better represent the character.
  • 5. Design of Agents III •Users can also define the affective relationships between the agents. •Range of values corresponding to affection: o From -5 (total hatred) o Passing through 0 (indifference) o Up to +5 (unconditional love/friendship)
  • 7. Design of Events I •EVE sees events as things that happen in the course of a story, but are not direct consequences of the agents’ actions. EVE allows the user to set a name for each event. •Range of values corresponding to the level of desirability of the events: o From -5 (very undesirable) o Passing through 0 (indifference) o Up to +5 (very desirable)
  • 8. Design of Events II •NOTE: for EVE, the level of desirability of an event is the same for everyone.
  • 9. Design of Objects •Objects are elements of the world that may be material (money, a house) or immaterial (goals, desires, abstractions). They are named and given a level of appeal or appeal by users. •Range of values corresponding to the level of desirability of the objects: o From -5 (a very repulsive object) o Passing through 0 (indifference) o Up to +5 (a fascinating object)
  • 10. Design of Actions I •Actions are defined as acts that are available for any of the agents to perform. They are named and given a level of plausibility by users. •Range of values corresponding to the level of plausibility of the actions: o From -5 (a highly censurable action) o Passing through 0 (indifference) o Up to +5 (a praiseworthy action)
  • 11. The Emotional Map I •Having designed the agents, events, objects and actions, EVE shows a general map of the actual emotions of each of the characters that have been designed, the relationships between the characters, and the chances for realization of events, objects, and actions. This is the environment in which the story will take place.
  • 12. The Emotional Map II Emotional status indicator for each character towards this particular character List of possible events that may occur during the story Character selectors Displays a list of possible objects to be gained or actions to be done by the characters. Emotional links between characters
  • 13. Emotions Considered by EVE I •Humans are able to feel a very wide variety of emotions. EVE restricts every character to feel only happiness, anger, and pride. •Since a negative value on happiness is consider as sadness and, as well, a nagative value on pride may be consider as shame, EVE is cpable of managing five different kinds of emotions.
  • 14. Emotions Considered by EVE II •An emotion felt previously can alter the intensity with which a given character experiences a new emotion, thereby presenting conflicting feelings. •If a character feels a certain emotion at a moment, this emotion does not disapear or vary unless an event, action or object takes place and alters the previous emotion.
  • 15. Emotions Considered by EVE III •To make it clearer: imagine there is a character whose beloved one has recently died; this character will be really devastated. Now, imagine this character receives a priceless gift, this character's happiness for receiving the gift will be limited by the sadness of having lost a beloved one. In other words, the character won't be 100% happy.
  • 16. Happiness •Happiness in facts represents two emotions: happiness and sadness. The range considered for this emotion is from -5 (distress), passing through 0 (neutrality) to +5 (euphoria). These are the faces depicting each of the emotions on this ranking:
  • 17. Anger •Anger is an emotion with a range of values varying from 0 (calm) to 5 (rage). There are no negative values for this emotion. •Here can be seen the graphic representation for the different levels of anger:
  • 18. Pride •Pride represents two emotions: pride and shame. The range considered for this emotion is from -5 (shame), passing through 0 (neutrality) to +5 (pride). These are the faces depicting each of the values of pride:
  • 19. Affective Relationships •The possible levels of affective links that may exist between the characters in a story vary from -5 (hatred), passing through 0 (indifference) to +5 (unconditional love/friendship). Affective relationships among characters also have a visual representation:
  • 20. •We show a series of possible scenarios which allow us to visualize some of the emotional reactions of the characters in the story of Othello in response to certain events. Possible Scenarios NOTE: These scenarios were designed only to exemplify; any story can be designed differently based on the user’s interpretation.
  • 21. Visual design for each character in Othello.
  • 23. Emotions Triggered by Events I •Suppose that at the beggining of the story (every character's emotional situation is neutral -value 0-) Desdemona suffers a misfortune (an event with as desirability value of -5), such as her father gets angry with her and opposes her marrying Othello.
  • 24. Emotions Triggered by Events II •Predictably, Desdemona feels very sad for her own missfortune.
  • 25. Emotions Triggered by Events II •Othello, who is deeply in love with Desdemona, feels very sad for her fate.
  • 26. Emotions Triggered by Events II •Iago dislikes Desdemona, so he feels happy for her misfortune.
  • 27. Emotions Triggered by Events II •Rodrigo, who as Othello is in love with Desdemona, feels deeply sad for her.
  • 28. Emotions Triggered by Objects I •Imagine now a scenario in which an object of desire is in play, as it occurs in the emotional map obtained when Rodrigo receives the rank of lieutenant.
  • 29. Emotions Triggered by Objects II •Rodrigo feels very proud and his happiness increases too for having gotten the new rank of lieutenant.
  • 30. Emotions Triggered by Objects II •Othello, who appreciates Rodrigo, feels a bit happy and proud for him.
  • 31. Emotions Triggered by Objects II •Desdemona, who loves Rodrigo feels really happy and proud for him.
  • 32. Emotions Triggered by Objects II •Iago, who hates Rodrigo feels deeply sad and angry for his fortune, and for not having been able to get the new rank himself.
  • 33. Emotions Triggered by the Characters’ Actions I •Actions involve two characters: 1.The character performing the action. 2.The character affected by that action. •To ilustrate this, imagine that Iago performs a highly censurable action toward Othello: betrayal.
  • 34. Emotions Triggered by the Characters’ Actions I •Othello feels sad for Iago's betrayal, but he also feels angry at him and feels shame for his friend's censurable action.
  • 35. Emotions Triggered by the Characters’ Actions I •Desdemona feels deeply sad for Othello's suffering, but also very angry at Iago for his action towards her beloved one.
  • 36. Emotions Triggered by the Characters’ Actions I •Rodrigo feels sad for Othello's suffering, but he also gets angry at Iago for his censurable action towards his friend.
  • 37. Emotions Triggered by the Characters’ Actions I •Since Iago hates Othello, he feels very happy for Othello's distress.
  • 38. The Logic of the System I •The interpretation of the resulting emotion in response to an event, object, or action is based on matrices of quantitative reactions with interpretative values. •The matrices have been filled in by the development team based on their personal experiences.
  • 39. The Logic of the System II •Eight matrices of quantitative reactions were generated: •1 to account for characters’ feelings toward events (happiness) •3 for reactions to objects (shame-pride, sadness- happiness, and anger) •1 matrix for happiness in the person affected by actions •3 for emotional reactions toward the perpetrator of an action (shame-pride, anger, and sadness-happiness).
  • 40. The Logic of the System III •Rows represent the emotional level of the character reacting to the character, to whom the event occurs. •Columns represent the desirability of the event.
  • 41. Example: matrix of characters’ quantitative reactions to events
  • 42. •Thus, the quadrant of the matrix shaded light gray represents the section of ill will, where a misfortune produces the maximum increase in happiness for the person who loathes the person affected by that event. • In contrast, the quadrant shaded dark gray represents feelings of good will, meaning that a character is cheered by another character’s good fortune
  • 43. Conclusions •This paper lays the foundation for analysis of characters’ emotional reactions in stories, and may also help to improve interpretations of users’ emotional states or in developing interfaces in which stories take place, such as automatic generation of stories and development of videogames. •The OCC cognitive theory of emotions, is a methodology used to evaluate the possible emotion from the cognitive point of view. Because this methodology is clear, precise and free of context has been used frequently in the synthesis of emotions by computer •This paper is a simplification of the OCC Model, but can be enriched with aspects that allow for modification of characters’ initial emotional states, through interpersonal relationships, in order to consider in stories variants of intensity of feelings that often change over the course of a story.
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