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Nicholson, A., Dutta, A.: Intelligent agents for an interactive multi-media game, Proceedings of the International Conference on Computational Intelligence and Multimedia Applications (1997) 76--80

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Autonomous Avatars? From Users to Agents and back - Scheutz, Rommer   (Correct)

....i.e. to recreate to some (in our case very limited) extent the user s personality in the agent. Obviously, this is a much harder problem, but will in the end contribute significantly to the believability of the agent. While some projects have integrated human personality models in agents [14], they have not attempted to model human players in agents participating in the game. 2.2 A Brief Overview of Models of Human Personality A commercially popular model of human personality is based on the works of C.G. Jung. Keirsey and Bates [9] suggest to analyze human personality along four ....

.... is the 5 factormodel, or Big 5 [7] It is based on a factor analysis yielding extroversion, neuroticism, openness, agreeableness, and conscientiousness as the basic dimensions of human personality, and has also been used as venture point for attempting to equip agents with human personality [14]. The problem with Big 5 (as with the other above mentioned models) however, is that it is silent about the relation between personality and a#ective states. There is one model, which claims to provide some of this information Mehrabian s three dimensional PAD model [12] whith dimensions ....

Nicholson, A., Dutta, A.: Intelligent agents for an interactive multi-media game, Proceedings of the International Conference on Computational Intelligence and Multimedia Applications (1997) 76--80


Towards a Society of Affect-driven Agents - Nicholson, Zukerman, Oliver (1998)   (1 citation)  Self-citation (Nicholson)   (Correct)

....or agreeableness, conscientiousness or dependability, emotional stability, and intellect or sophistication (Goldberg, 1990) Numerical values for these factors are in the [0,1] range, with 0.5 representing normal . Emotion Module Emotion Model. The emotion model is based on that proposed in (Nicholson and Dutta, 1997). We model a number of emotion categories (Goleman, 1996) e.g. fear, happiness, sadness, anger and love. The value for each category is in the [0,1] range. For each emotion, an agent has a desired emotion value, EDES , which may be considered a goal of maintenance, and a default emotion value, ....

.... The Average choice of speechact axis represents a proportion of the available actions at any time; for example, after a propose speech act, the subsequent speech acts are primarily accept and reject, with a few request clarification speech acts and some 3 This scenario was also used in (Nicholson and Dutta, 1997). 4 In the future we expect to implement a function that links external events with an agent s emotional levels. 0 0.2 0.4 0.6 0.8 1 0 0.2 0.4 0.6 0.8 1 Negative Environmental Influence accept reject propose query answer insult scream praise request clarification share feeling Figure 6: ....

Nicholson, A. E. and Dutta, A. (1997). Intelligent agents for an interactive multi-media game. In Proceedings of the International Conference on Computational Intelligence and Multimedia Applications, pages 76--80.

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