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iCat: an affective game buddy based on anticipatory mechanisms
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International Conference on Autonomous Agents archive
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 3 table of contents
Estoril, Portugal
SESSION: Virtual agents track table of contents
Pages 1229-1232  
Year of Publication: 2008
ISBN:978-0-9817381-2-X
Authors
Iolanda Leite  Technical University of Lisbon, Porto Salvo, Portugal
Carlos Martinho  Technical University of Lisbon, Porto Salvo, Portugal
André Pereira  Technical University of Lisbon, Porto Salvo, Portugal
Ana Paiva  Technical University of Lisbon, Porto Salvo, Portugal
Sponsors
ACM: Association for Computing Machinery
AAAI : Association for the Advancement of Artifical Intelligence
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ABSTRACT

In this paper, we study the role of emotions and expressive behaviour in socially interactive characters employed in educational games. More specifically, on how we can use such emotional behaviour to help users to better understand the game state. An emotion model for these characters, which is mainly influenced by the current state of the game and is based on the emotivector anticipatory mechanism, was developed. We implemented the model in a social robot named iCat, using chess as the game scenario. The results of a preliminary evaluation suggested that the emotional behaviour embedded in the character indeed helped the users to have a better perception of the game.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Iolanda Leite: colleagues
Carlos Martinho: colleagues
André Pereira: colleagues
Ana Paiva: colleagues