Team Decided

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Artificial Emotions

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Project Proposal

Possible Topics

  1. Artificial Emotions
  2. Brain Control
  3. Wireless Gaming
  4. Artificial Intelligence


Our group has decided to go with the topic called "Artificial Emotions".

Possible Thesis Statements

  • What is the noticeable trend on artificial emotions research for the short/long term future? Does this mean robots will eventually take over most of our jobs let’s say in 2060? What are the advantages and disadvantages of artificial emotions research? Will it ultimately help us or harm us?


  • Research in artificial emotion is still in its infancy with multiple aspects of the field undergoing study around the globe; this has strong potential to enhance better human to AI interaction and entertainment when these studies mature.


  • Artificial Emotions have evolved over the past years, what are the current trends that will make better use of these techniques, now and in the future?


  • In what possible ways could we make better use of techniques of artificial emotions in the modern world?


Top Two Selected Thesis Statements Normal 0 false false false EN-CA X-NONE X-NONE

  • What is the noticeable trend on artificial emotions research for the short/long term future? Does this mean robots will eventually take over most of our jobs let’s say in 2060? What are the advantages and disadvantages of artificial emotions research? Will it ultimately help us or harm us?


  • Research in artificial emotion is still in its infancy with multiple aspects of the field undergoing study around the globe; this has strong potential to enhance better human to AI interaction and entertainment when these studies mature.

Selected Thesis Statement

  • Research in artificial emotion is still in its infancy with multiple aspects of the field undergoing study around the globe; this has strong potential to enhance better human to AI interaction and entertainment when these studies mature.


Rough Topic Outline Based Upon Thesis

  1. Intro
  2. Current Research/Tools and Techniques
  3. Modern Examples
  4. Future Development/Projects
  5. Conclusion

Initial Research Notes On Selected Thesis

it has been observed that the action and dynamism of them are not only controlled by external stimuli but also their own individual emotion, personality mood and attitude [1]. Darwin laid pioneering foundation of fundamental theory of emotion (comprising anger, contempt, disgust, fear, joy, sadness and surprise) through the analysis of their expression in human faces. Ekman’s study revealed that some emotions are not culturally determined [2].

Artificial emotion produces two fundamental components as output: gestures and actions. Actions are a general category and are dependent upon the context of the situation in which the character exists. A simulation’s control system uses AE to select and/or modify an action. When selecting an action, AE indicates what actions are appropriate to the character’s personality and current mood. Hence, for example, a timid character is unlikely to do anything aggressive. When modifying an action, AE can help to determine how an action is carried out [11]

[1] Mark Ingebretsen, “Toward More Human Video Game Characters”, IEEE Intelligent Systems, 1541-1672/08, July - August 2008, pp. 4-7. [2] P. Ekman, “Facial Expressions and Emotion”, American Psychologist, 48(4), 1993, pp. 384-392. [11] Seungwon Oh and Minsoo Hahn, “Proposal of an Artificial Emotion Expression System Based on External Stimulus and Emotional Elements”, Lecture Notes in Computer Science, Springer Berlin/ Heidelberg Volume 5208, 2008, pp. 526-527.

Characters that display emotion are critical to a rich and believable simulated environment, especially when those characters interact with real people possessing real emotions. Traditionally, animators have painstakingly create these behaviors for pre-rendered animations. This approach, however, is not possible when we wish to use autonomous, interactive characters that possess their own unique personalities and moods. Truly interactive characters must generate their behaviour autonomously through techniques based upon Artificial Emotion

http://www.waset.org/journals/waset/v53/v53-151.pdf

-investigation of artificial emotions is a well-known cognitive theory called the Two Factor Theory of Emotion, by psychologists Stanley Schachter and Jerome Singer. The theory states that in order for an emotion to be felt, two factors must be present:

Physiological change: The person feels elevated heart rate, sweaty skin and other elements of physiological arousal. Cognitive label of the physiological change: Based off the context of the situation, the person assigns a label to the physiological change. Simply put, when your body reacts physically to some stimuli and you mind assigns meaning to your physical state, you synthesize an emotional response. -researchers spent much of their effort on figuring out how to dissect the component aspects of emotion and reassemble them into new emotions of their choice. In effect, they figured out how to reconstitute artificial emotions within their subjects

-It turns out that the physiological changes that accompany many emotions, such as fear and lust, are remarkably the same. There is a wide range of stimuli, including loud noises, intense memories or even a fear of heights that activate the sympathetic nervous system, prepping the body for action in the face of stress. Your heart rate elevates. Your palms become sweaty. Your alertness increases and body hair stands on end. Different stimuli, same response.

Computer reaction to user emotion When confronted with a (possible) emotional reaction, a respondent has to decide how to react. To a great extent, the reaction will depend on a number of variables, including the confidence the respondent has in the inference that an emotional reaction has occurred, the relationship between the respondent and protagonist, and the subject under discussion. In fact, there are an enormous range of Moving Toward the Utilization of Artificial Emotion 281 possibilities that can occur in human-to-human interactions, and we must, of course, greatly simplify them for the purposes of a human-computer model. Consequently, we suggest three core courses of action a system might take when confronted with an emotional reaction. Table 3. Computer reactions to emotion [1] Ignore, proceed as before [2] Acknowledge directly [3] Acknowledge indirectly Let us examine each of these reactions in turn. In case [1] the system has for a variety of reasons (explored below) determined that there has been an emotional reaction, but chooses to ignore it. Previous questions may be reiterated, previous processes reviewed, or the next question may be asked with a flag to return later. The emotional reaction may, for example, be to something the system deems as peripheral to the core discussion, so rather than pursue it, it may be wise to choose a different tack. If, however, there are continued emotional reactions, then the system can always come back to the issue. In case [2] the system notes that an emotional reaction has occurred, and inquires of the user if this is correct. The system might ask why there has been an emotional reaction, or speculate in some way or other as to its significance. The point is that the system deals directly by putting, as it were, the emotional cards on the table. In case [3] the system notes that an emotional reaction has occurred, and changes strategy accordingly in order to investigate the degree, nature, or source of the reaction. In this case, the system is assuming, for example, that the reaction holds a clue to the underlying grounds for the user's position.

a description of the practical applications of the topic Game programming - http://www.gamasutra.com/view/feature/1992/constructing_artificial_emotions_.php

Current Development Project: Kismet Actroid - http://en.wikipedia.org/wiki/Actroid


Initial Research Finding

  1. Mark Ingebretsen, “Toward More Human Video Game Characters”, IEEE Intelligent Systems, 1541-1672/08, July - August 2008, pp. 4-7.
  2. P. Ekman, “Facial Expressions and Emotion”, American Psychologist, 48(4), 1993, pp. 384-392.
  3. Seungwon Oh and Minsoo Hahn, “Proposal of an Artificial Emotion Expression System Based on External Stimulus and Emotional Elements”, Lecture Notes in Computer Science, Springer Berlin/ Heidelberg Volume 5208, 2008, pp. 526-527.
  4. "Analyzing Artificial Emotion in Game Characters Using Soft Computing" PDF Link: http://www.waset.org/journals/waset/v53/v53-151.pdf
  5. Practical Applications in Game Programming WebsiteLink: http://www.gamasutra.com/view/feature/1992/constructing_artificial_emotions_.php
  6. Current Development,"Project: Kismet Actriod, WebsiteLink: http://en.wikipedia.org/wiki/Actroid
  7. Other Practical Example of Game Programming PDFLink: http://www.cp.eng.chula.ac.th/~vishnu/gameResearch/AI_november_2005/gamasutra.pdf
  8. Lee-Johnson, C.P.; Carnegie, D.A.; , "Mobile Robot Navigation Modulated by Artificial Emotions," Systems, Man, and Cybernetics, Part B: Cybernetics, IEEE Transactions on , vol.40, no.2, pp.469-480, April 2010 doi: 10.1109/TSMCB.2009.2026826 URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=5282573&isnumber=5431005 talks about what is needed for future development in AE
  9. Camurri, A.; Coglio, A.; , "An architecture for emotional agents," Multimedia, IEEE , vol.5, no.4, pp.24-33, Oct-Dec 1998

doi: 10.1109/93.735866 URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=735866&isnumber=15844 talks about techiques of modelling AE

Thesis Statement

Thesis

  • Research in artificial emotion is still in its infancy with multiple aspects of the field undergoing study around the globe; this has strong potential to enhance better human to AI interaction and entertainment when these studies mature.


Keywords

artificial emotion, enhance, human to AI interaction, entertainment.


Bibliography

  1. Mark Ingebretsen, “Toward More Human Video Game Characters”, IEEE Intelligent Systems, 1541-1672/08, July - August 2008, pp. 4-7.
  2. P. Ekman, “Facial Expressions and Emotion”, American Psychologist, 48(4), 1993, pp. 384-392.
  3. Seungwon Oh and Minsoo Hahn, “Proposal of an Artificial Emotion Expression System Based on External Stimulus and Emotional Elements”, Lecture Notes in Computer Science, Springer Berlin/ Heidelberg Volume 5208, 2008, pp. 526-527.
  4. "Analyzing Artificial Emotion in Game Characters Using Soft Computing" PDF Link: http://www.waset.org/journals/waset/v53/v53-151.pdf
  5. Practical Applications in Game Programming WebsiteLink: http://www.gamasutra.com/view/feature/1992/constructing_artificial_emotions_.php
  6. Current Development,"Project: Kismet Actriod, WebsiteLink: http://en.wikipedia.org/wiki/Actroid
  7. Other Practical Example of Game Programming PDFLink: http://www.cp.eng.chula.ac.th/~vishnu/gameResearch/AI_november_2005/gamasutra.pdf
  8. Lee-Johnson, C.P.; Carnegie, D.A.; , "Mobile Robot Navigation Modulated by Artificial Emotions," Systems, Man, and Cybernetics, Part B: Cybernetics, IEEE Transactions on , vol.40, no.2, pp.469-480, April 2010 doi: 10.1109/TSMCB.2009.2026826 URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=5282573&isnumber=5431005 talks about what is needed for future development in AE
  9. Camurri, A.; Coglio, A.; , "An architecture for emotional agents," Multimedia, IEEE , vol.5, no.4, pp.24-33, Oct-Dec 1998

doi: 10.1109/93.735866 URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=735866&isnumber=15844 talks about techiques of modelling AE