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Seminar Presentation
presented by ALOKEPARNA CHOUDHURY
ME201310005
 Introduction
 Importance of emotional intelligence
 Definitions: Affect, emotion, mood
 Modeling emotions : theoretical approaches
 Discrete
 2-dimensional
 3-dimensional
 Plutchik’s model
 Prototypes
 OCC model
 AE applications
 References
 Imagine it was one cold, winter Monday morning. Someone hadn't
slept enough and really didn't want to do any work. In college or in
office he logged into his computer by telling it "Good Morning!". From
the speaker's voice the computer could tell that for the speaker it is not
a good morning at all and it reacts by showing the speaker something
funny on its screen or telling some jokes. Wouldn't that be nice?
 The key to making futuristic scenarios like this one a reality is the
research field of artificial emotions.
 In order to understand that the speaker is in a bad mood, computer
needs some concept of emotions.
 If the research field of Artificial Emotion be able to make the computer
understood what is emotion, the computer may also react in an
emotional way when it access any data related to human emotion like
sounds, touches, images, scenes etc.
 Emotional Intelligence is absolutely essential
to artificial intelligence. There are two reasons:
 The first reason is that solving emotional
intelligence is a more natural path to solving true
machine thinking.
 The second reason is that, for the near future at least,
it is humans that will teach our artificial intelligence
progeny what it needs to know in order to evolve. If
our machines lack the capacity for understanding
emotions, they will be severely handicapped in their
ability to learn from us.
 In order to model emotions, we first need to define
what an emotion is – and what it is not. The
definitions of affect, emotion and mood from [1] are
explained below, but there may different conventions –
there are no universal definitions for these terms.
 Affect: Affect is the most general terms defined here
and is used to refer to the positive or negative valence
of an emotional experience, i.e. to say whether an
emotion is positive or negative. In other words, one of
the characteristics of an emotion is its affective
valence.
 Emotion: An emotion is defined as an internal mental and
affective state.
By this definition, e.g. pain is not an emotion, because it is
a physical state, not a mental state. Similarly, aggression is not an
emotion because it is a behavioural state.
There can be no such thing as neutral emotion, emotions
are always positive or negative.
 Mood: The main difference between mood and emotion is that
mood is an emotional state that lasts over a comparatively long
time, while emotions might be short-lived. Also, moods can have
less specific causes and are generally less extreme than emotions.
As with emotions, moods can have a positive or a negative
valence, but they can also be neutral.
Discrete Approach: The discrete approach to
modelling emotions is founded on a distinction
between so-called basic emotions and all other
emotions.
Basic emotions are defined as:
 correspond to a unique and universal facial expression,
 form quickly and spontaneously, and are automatically
appraised, and
 are connected with a unique state of feeling.
 All other emotions are either mixes of several basic
emotions – e.g. envy could be considered a mix of fear,
anger and sadness – or they are special cases of basic
emotions – e.g. hate would be a special case of anger.
 The characteristic of 'universal facial expression' also
means that the more basic an emotion is, the more readily
it will be recognised and similarly expressed across
different countries and cultures. Smiles for happiness and
tears for sadness will be recognised correctly around the
world.
 The basic emotions are anger, happiness, sadness and fear.
The Circumplex model has two dimensions: valence and activity;
that are assigned some value for all emotions.
 Valence denotes how positive or negative a given emotion is,
 Activity refers to how actively or passively the emotion is
 For example, both happiness and pleasure have a positive
valence, but happiness is an active emotion, while pleasure is a
passive emotion.
 And fear and contentment are almost completely opposite
emotions, fear being both active and negative, contentment
being passive and positive.
 The 3-dimensional approach is complex due to third
characteristic, the emotional intensity. e.g. the group concern,
nervousness, fear, dread, terror – emotions related to fear – is
sorted by increasing intensity.
 Plutchik combines the idea of basic emotions with the
dimensional idea of ordering emotions according to selected
characteristics. The resulting relations between emotions can be
illustrated in a cone similar to the RGB-colour-model.
 The eight emotions in the circular section in the middle of the
cone are Plutchik's basic emotions.
 Neighbouring emotions are closely related, e.g. anger and
disgust, while emotions on opposite ends of a circle section are
opposed, e.g. fear and anger.
 The vertical dimension of the cone corresponds to the intensity
of the emotion, e.g., come across concern, fear and terror in that
order.
 The prototypes approach divides emotions into prototype-
families, using the principle of basic emotions.
 The first division is into emotions with positive affect and
second is emotions with negative affect, these two main
categories are then divided into the individual basic
emotions.
 In the third layer below the basic emotions appear all the
related emotions.
 For example, the non-basic emotions pride or contentment
are related to the basic emotion joy, and basic emotions joy
or love are under the category of positive affect.
 A more practical approach that not only models emotions
but even makes it possible to compute them to some extent is
the OCC-model.
 The OCC-model gets its name from Andrew Ortony, Gerald
Clore and Allan Collins, the authors of The Cognitive
Structure of Emotions [2], who introduce the model.
 it does not use the concept of basic emotions. They interpret
emotions as reactions to either:
 consequences of events, or
 actions of agents, or
 aspects of objects.
 The structure of the OCC Model can be seen as a graph
where each branching represents a decision regarding the
particular situation .
 The first branch deals with emotions which express pleasure
or displeasure with events and their consequences.
 If an event and its consequences concern someone else, we
end up with emotions of the type labelled as fortunes-of
others.
 Emotions of this type are further divided into reactions to
events that are desirable for the other and events that are
undesirable and finally the emotion felt depends on how one
feels about the other in question.
 For example, if somebody else wins the jackpot –a
desirable event –it was a good friend, we would be
happy for him, but if it was our worst enemy, we would
feel resentment.
 Similarly, if a friend had to pay a huge fine, one would
probably feel pity, but if it happened to an enemy, one
would feel more like gloating.
 Those four emotions represent the extremes of this
particular type of emotions.
 Learning Programs
 Helping Autistic People
 Using Small Talk to Understand Emotions
 The Right Piece of Music
 Text-to-speech Systems
 Animated Agents and Sensitive Toys
 There are three different ways in which emotions can be classified.
 First there is the discrete approach as seen in both the OCC-model and
the approach using basic emotions and mixes and special cases of basic
emotions.
 Secondly, we have seen the dimensional approach, either with two
dimensions as in the Circumplex model or the 3-dimensional approach
adding intensity as third dimension to activity and valence.
 Thirdly, there is the prototype approach that classifies emotions in a
hierarchical structure.
 There are also mixes of those three principles, for example Plutchik's
Multidimensional model combines the discrete and the dimensional
approach.
 The OCC model, by comparison, is more suited for practical use and
makes it possible to compute emotions. It's main idea of understanding
emotions as valence reactions to events, actions or objects seems
intuitively reasonable.
[1] Guerrero, L., Andersen, P.A., and Trost, M.R.: Communication and Emotion: Basic
Concepts and Approches. In: P. Andersen and L. Guerrero (eds.) "Handbook of
Communication and Emotion: Research, Theory, Application, and Contexts", San Diego,
London: Adademic Press, 1998, pp. 49-96.
[2] Ortony, A., Clore, G.L., Collins, A.: "The Cognitive Structure of Emotions", Chapter 2:
The Structure of the Theory. Cambridge: Cambridge University Press, 1988, pp. 15-33.
[3] Picard, R.W.: "Affective Computing", Chapter 3: Applications of Affective Computing.
London: MIT Press, 1997, pp. 85-111.
[4] Mateas, M. and Stern, A.: Facade: An Experiment in Building a Fully-Realized
Interactive Drama. In: Game Developer's Conference: Game Design Track, San Jose,
California, 2003.
Artificial Emotion

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Artificial Emotion

  • 1. Seminar Presentation presented by ALOKEPARNA CHOUDHURY ME201310005
  • 2.  Introduction  Importance of emotional intelligence  Definitions: Affect, emotion, mood  Modeling emotions : theoretical approaches  Discrete  2-dimensional  3-dimensional  Plutchik’s model  Prototypes  OCC model  AE applications  References
  • 3.  Imagine it was one cold, winter Monday morning. Someone hadn't slept enough and really didn't want to do any work. In college or in office he logged into his computer by telling it "Good Morning!". From the speaker's voice the computer could tell that for the speaker it is not a good morning at all and it reacts by showing the speaker something funny on its screen or telling some jokes. Wouldn't that be nice?  The key to making futuristic scenarios like this one a reality is the research field of artificial emotions.  In order to understand that the speaker is in a bad mood, computer needs some concept of emotions.  If the research field of Artificial Emotion be able to make the computer understood what is emotion, the computer may also react in an emotional way when it access any data related to human emotion like sounds, touches, images, scenes etc.
  • 4.  Emotional Intelligence is absolutely essential to artificial intelligence. There are two reasons:  The first reason is that solving emotional intelligence is a more natural path to solving true machine thinking.  The second reason is that, for the near future at least, it is humans that will teach our artificial intelligence progeny what it needs to know in order to evolve. If our machines lack the capacity for understanding emotions, they will be severely handicapped in their ability to learn from us.
  • 5.  In order to model emotions, we first need to define what an emotion is – and what it is not. The definitions of affect, emotion and mood from [1] are explained below, but there may different conventions – there are no universal definitions for these terms.  Affect: Affect is the most general terms defined here and is used to refer to the positive or negative valence of an emotional experience, i.e. to say whether an emotion is positive or negative. In other words, one of the characteristics of an emotion is its affective valence.
  • 6.  Emotion: An emotion is defined as an internal mental and affective state. By this definition, e.g. pain is not an emotion, because it is a physical state, not a mental state. Similarly, aggression is not an emotion because it is a behavioural state. There can be no such thing as neutral emotion, emotions are always positive or negative.  Mood: The main difference between mood and emotion is that mood is an emotional state that lasts over a comparatively long time, while emotions might be short-lived. Also, moods can have less specific causes and are generally less extreme than emotions. As with emotions, moods can have a positive or a negative valence, but they can also be neutral.
  • 7. Discrete Approach: The discrete approach to modelling emotions is founded on a distinction between so-called basic emotions and all other emotions. Basic emotions are defined as:  correspond to a unique and universal facial expression,  form quickly and spontaneously, and are automatically appraised, and  are connected with a unique state of feeling.
  • 8.  All other emotions are either mixes of several basic emotions – e.g. envy could be considered a mix of fear, anger and sadness – or they are special cases of basic emotions – e.g. hate would be a special case of anger.  The characteristic of 'universal facial expression' also means that the more basic an emotion is, the more readily it will be recognised and similarly expressed across different countries and cultures. Smiles for happiness and tears for sadness will be recognised correctly around the world.  The basic emotions are anger, happiness, sadness and fear.
  • 9. The Circumplex model has two dimensions: valence and activity; that are assigned some value for all emotions.  Valence denotes how positive or negative a given emotion is,  Activity refers to how actively or passively the emotion is  For example, both happiness and pleasure have a positive valence, but happiness is an active emotion, while pleasure is a passive emotion.  And fear and contentment are almost completely opposite emotions, fear being both active and negative, contentment being passive and positive.  The 3-dimensional approach is complex due to third characteristic, the emotional intensity. e.g. the group concern, nervousness, fear, dread, terror – emotions related to fear – is sorted by increasing intensity.
  • 10.
  • 11.  Plutchik combines the idea of basic emotions with the dimensional idea of ordering emotions according to selected characteristics. The resulting relations between emotions can be illustrated in a cone similar to the RGB-colour-model.  The eight emotions in the circular section in the middle of the cone are Plutchik's basic emotions.  Neighbouring emotions are closely related, e.g. anger and disgust, while emotions on opposite ends of a circle section are opposed, e.g. fear and anger.  The vertical dimension of the cone corresponds to the intensity of the emotion, e.g., come across concern, fear and terror in that order.
  • 12.
  • 13.  The prototypes approach divides emotions into prototype- families, using the principle of basic emotions.  The first division is into emotions with positive affect and second is emotions with negative affect, these two main categories are then divided into the individual basic emotions.  In the third layer below the basic emotions appear all the related emotions.  For example, the non-basic emotions pride or contentment are related to the basic emotion joy, and basic emotions joy or love are under the category of positive affect.
  • 14.
  • 15.  A more practical approach that not only models emotions but even makes it possible to compute them to some extent is the OCC-model.  The OCC-model gets its name from Andrew Ortony, Gerald Clore and Allan Collins, the authors of The Cognitive Structure of Emotions [2], who introduce the model.  it does not use the concept of basic emotions. They interpret emotions as reactions to either:  consequences of events, or  actions of agents, or  aspects of objects.
  • 16.  The structure of the OCC Model can be seen as a graph where each branching represents a decision regarding the particular situation .  The first branch deals with emotions which express pleasure or displeasure with events and their consequences.  If an event and its consequences concern someone else, we end up with emotions of the type labelled as fortunes-of others.  Emotions of this type are further divided into reactions to events that are desirable for the other and events that are undesirable and finally the emotion felt depends on how one feels about the other in question.
  • 17.  For example, if somebody else wins the jackpot –a desirable event –it was a good friend, we would be happy for him, but if it was our worst enemy, we would feel resentment.  Similarly, if a friend had to pay a huge fine, one would probably feel pity, but if it happened to an enemy, one would feel more like gloating.  Those four emotions represent the extremes of this particular type of emotions.
  • 18.
  • 19.  Learning Programs  Helping Autistic People  Using Small Talk to Understand Emotions  The Right Piece of Music  Text-to-speech Systems  Animated Agents and Sensitive Toys
  • 20.
  • 21.  There are three different ways in which emotions can be classified.  First there is the discrete approach as seen in both the OCC-model and the approach using basic emotions and mixes and special cases of basic emotions.  Secondly, we have seen the dimensional approach, either with two dimensions as in the Circumplex model or the 3-dimensional approach adding intensity as third dimension to activity and valence.  Thirdly, there is the prototype approach that classifies emotions in a hierarchical structure.  There are also mixes of those three principles, for example Plutchik's Multidimensional model combines the discrete and the dimensional approach.  The OCC model, by comparison, is more suited for practical use and makes it possible to compute emotions. It's main idea of understanding emotions as valence reactions to events, actions or objects seems intuitively reasonable.
  • 22. [1] Guerrero, L., Andersen, P.A., and Trost, M.R.: Communication and Emotion: Basic Concepts and Approches. In: P. Andersen and L. Guerrero (eds.) "Handbook of Communication and Emotion: Research, Theory, Application, and Contexts", San Diego, London: Adademic Press, 1998, pp. 49-96. [2] Ortony, A., Clore, G.L., Collins, A.: "The Cognitive Structure of Emotions", Chapter 2: The Structure of the Theory. Cambridge: Cambridge University Press, 1988, pp. 15-33. [3] Picard, R.W.: "Affective Computing", Chapter 3: Applications of Affective Computing. London: MIT Press, 1997, pp. 85-111. [4] Mateas, M. and Stern, A.: Facade: An Experiment in Building a Fully-Realized Interactive Drama. In: Game Developer's Conference: Game Design Track, San Jose, California, 2003.