Simulating the Emotion Dynamics of a Multimodal Conversational Agent Christian Becker, Stefan Kopp, Ipke Wachsmuth AG WBS, University of Bielefeld, Germany Video Introduction Related work Emotion system Conclusion The agent Max Kinematic skeleton with 53 degrees of freedom • Body animated by model-based animation • Cognitive architecture based on a BDI framework • Text-to-speech system (German only): – TXT2PHO (IKP Uni Bonn) and MBROLA – Phoneme transcription as basis for automatic generation of visemes • Facial animation based on 21 simulated muscles – Coordinated control of face muscles based on Action Units (Ekman/Friesen) – Six muscle sets defined for emotional expressions: angry Introduction bored fearful happy Related work sad surprised Emotion system Conclusion Two interaction scenarios An embodied conversational agent situated in virtual reality (1) Multimodal Assembly eXpert • • • • SFB 360 research scenario Located in a 3side cave-like projection User input via speech and gestures Action selection influenced by the concurrent emotion system (2) Presentation agent in the HNF museum • Multimodal presentation module extended by eliza-like, smalltalk abilities • User interaction via keyboard • User perception via video camera • Proactive behaviors triggered by the concurrent emotion system Introduction Related work Emotion system Conclusion Why not OCC? Ortony, Clore and Collins (1988): An appraisal theory of emotions Positive aspects of the OCC model: + covers most situations an emotional agent might have to deal with + offers a structure to determine the intensity of emotion types Untackled questions within the OCC model: - the OCC model contains no history - the interactions of different emotion categories are not described - the course of emotions over time is not considered and last but not least: The non-cognitive emergence of emotions is neglected by this model! (E.g.: The experience of relaxation when sitting in front of a warm oven.) Introduction Related work Emotion system Conclusion The emotion system – an overview Simulating the dynamics of emotional impulses 1. Dynamic component: Conceptual linkage of emotions and moods 2. Categorization: Mapping onto weighted emotion categories in PAD space by using a distance metric Input Output - Valence of emotions: short-time system state - Valence of moods: longer lasting system state - (P)leasure ranges from joy (+P) to reluctance (-P) - (A)rousal ranges from mental awareness (+A) to sleepiness (-A) - (D)ominance describes the agent‘s feelings of control over the situation Introduction Related work Emotion system Conclusion 1. Dynamic component • Simulating the alleviating and fortifying effects of emotions (x) on moods (y) (as indicated by the vertical arrows) • Physical simulation of two spiral springs with spring constants dx and dy • Added the concept of boredom • If no significant positive or negative valence present boredom value increases linearly • Otherwise boredom value reset to zero Provides triple (x, y, z) at every timestep t with 25Hz! Introduction Related work Emotion system Conclusion Mapping to PAD space Emotion (x), mood (y) and boredom (z) are mapped to (p)leasure and (a)rousal according to the following equations: d y p z x a The dominance value is not deducible from the dynamic component! Introduction Related work Emotion system Conclusion 2) Categorization (PAD) component • Nine emotion categories represented by their PAD triples: ( p, a , d ) 1. angry (-0.8, 0.8, 1.0) 2. annoyed (-0.5, 0.0, 1.0) 3. bored ( 0.0, -0.8, 1.0) 4. concentrated ( 0.0, 0.0, +/- 1.0) 5. depressed ( 0.0, -0.8, -1.0) 6. fearfull (-0.8, 0.8, -1.0) 7. friendly ( 0.5, 0.0, +/- 1.0) 8. sad (-0.5, 0.0, 1.0) 9. surprised ( 0.8, 0.8, +/- 1.0) d • Two thresholds are defined: • Activation threshold . • Saturation threshold . Introduction Related work Emotion system Conclusion Visualisation of the emotional state Output of the emotion system: • • • Valence of mood and degree of boredom Corresponding PAD triple Activated emotion category with weight w or state of „confusion“ otherwise 1) „Non-cognitive“ effects: • • • • 2) „Cognitive“ effects: Weighted facial expressions according to the actual emotion category Modulation of breath and eye-blink frequency by arousal value Modulation of pitch and rate of speech according to the emotion category Triggering of secondary actions by boredom value • Emotion categories incessantly asserted as belief of the agent • Agent‘s plan selection influenced by current emotion category Introduction Related work Emotion system Conclusion Example HNF scenario since January 2004: • Emotion system provided with emotional impulses by perception, interpretation and dialog manager • It influences dialog manager (cognitive) and behavior generation (non-cognitive) emotion system interpretation dialog manager behavior planning behavior generation perception Video Introduction Related work Emotion system Conclusion Conclusion + Combination of moods, emotions and boredom to achieve a coherent long-time behavior as well as convincing spontaneous reactions + Involuntary facets of Max‘s behavior, his facial expressions and his deliberation process are continuously modulated by the emotion system - Higher-level emotion categories not representable Open question: How can the dominance value be specified automatically? Introduction Related work Emotion system Conclusion Thank you for your attention! Introduction Related work Emotion system Conclusion
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