Incorporating Emotion Regulation into Virtual Stories
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Transcript of Incorporating Emotion Regulation into Virtual Stories
Incorporating Emotion Regulation into Virtual Stories
Tibor Bosse, Matthijs Pontier, Ghazanfar F. Siddiqui, and Jan Treur
Overview of this presentation
● Emotion Regulation model of Gross● Computational model incorporated in agents● Simulation results● Future enhancements
Motivation for research
● Virtual Storytelling: Emergent Narrative● Shallow avatars become complex personalities● Interesting for entertainment
e.g. Computer-Games with human-like characters
● Interesting for educational purposes e.g. Virtual training environment for psychotherapists
Model of emotion regulation by Gross
● The experienced level of emotion can be changed by choosing a different: Situation
● Meet with friend vs Be alone
Sub-situation● Talk about soccer vs Talk about hockey
Aspect● Distract attention vs Pay attention
Meaning● “This is really important” vs “Not important”
Model of emotion-regulation by Gross
The computational model
● Emotional Values of elements that are chosen are expressed in real numbers [0, 2] Situation Selection = 1.12 -->
● The chosen situation has an emotion-level of 1.12
● The Emotion-Response-Level is also expressed in a real number [0, 2]
● The Emotion-Response-Level is influenced by the Emotional Values
● The chosen Emotional Values are influenced by the Emotion-Response-Level
Virtual Storytelling
● Emotion regulation model is incorporated into virtual agents
● Agents always pick option with emotional value closest to their optimal emotion response level
● Simulation results are visualized using Vizard Software
Emotion Regulation Strategies
● Simulated Emotion is Happiness
● Situation = Being with other agent or alone● Subsituation= Conversation subject● Aspect = Focus on conversation or not● Meaning = Attach importance to current
state using self-talk
Rules for virtual storytelling
● Events in the external world can influence the emotion response level and emotional values agents attach to certain elements
● If agent A talks about a certain conversation subject to agent B, then the emotional value B attaches to A is adjusted towards the emotional value B attaches to the conversation subject
new_EVagent_A =
friendship * EVagent_A + (1-friendship) * EVCS
Rules for virtual storytelling
● Emotional value for distracting is high if an agent does not like the conversation subjectnew_EVdistract = asp * EVdistract + (1-asp) * (-EVCS + dmax)
● Emotional value for relativizing current state is high if an agent has a low emotion response levelnew_EVrelativise = dmax - ERL
Visualisation of model
ERL Smiling
World facts Displayed in white text
Contacting Agent shouts towards other agent
Meeting Agents walk towards meeting point and greet
Conversations Speech displayed in yellow text
Attention focus Look towards / away from conversation partner
Meaning Self-talk displayed in red text
Parameter settings for simulation
Harry Barry Gary
EVHarry
- 1.7 1.6EV
Barry1.8 - 0.6
EVGary
1.7 0.7 -EV
Alone0.6 1.0 0.8
EVfootball
1.8 1.6 0.7EV
ajax1.7 0.4 0.8
EVfeyenoord
0.5 1.5 0.5EV
hockey0.5 0.7 1.9
Vizard simulation
• <Show movie>
•
Future enhancements
Variable ability to recognize emotional state Modify response using social desirability etc. Use theory of mind of other agents Etc.
Questions?