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Christian Becker, Stefan Kopp, Ipke Wachsmuth

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Title: Christian Becker, Stefan Kopp, Ipke Wachsmuth


1
Simulating the Emotion Dynamics of a Multimodal
Conversational Agent
  • Christian Becker, Stefan Kopp, Ipke Wachsmuth
  • AG WBS, University of Bielefeld, Germany

Video
2
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

surprised
angry
sad
bored
fearful
happy
Introduction
3
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
4
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.)
Related work
5
The emotion system an overview
Simulating the dynamics of emotional impulses
  • Dynamic component Conceptual linkage of emotions
    and moods
  • CategorizationMapping 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 agents feelings of
    control over the situation

Emotion system
6
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

Provides triple (x, y, z) at every timestep t
with 25Hz!
Emotion system
7
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
p
y
z
x
a
The dominance value is not deducible from the
dynamic component!
Emotion system
8
2) Categorization (PAD) component
  • Nine emotion categories represented by their PAD
    triples
  • ( p , a , d )
  • angry (-0.8, 0.8, 1.0)
  • annoyed (-0.5, 0.0, 1.0)
  • bored ( 0.0, -0.8, 1.0)
  • concentrated ( 0.0, 0.0, /- 1.0)
  • depressed ( 0.0, -0.8, -1.0)
  • fearfull (-0.8, 0.8, -1.0)
  • friendly ( 0.5, 0.0, /- 1.0)
  • sad (-0.5, 0.0, 1.0)
  • surprised ( 0.8, 0.8, /- 1.0)
  • Two thresholds are defined
  • Activation threshold ?.
  • Saturation threshold ?.

d
Emotion system
9
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
  • 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
  • Cognitive effects
  • Emotion categories incessantly asserted as belief
    of the agent
  • Agents plan selection influenced by current
    emotion category

Emotion system
10
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)

emotionsystem
behaviorplanning
dialogmanager
inter-pretation
behavior generation
perception
Video
Conclusion
11
Conclusion
  • Combination of moods, emotions and boredom to
    achieve a coherent long-time behavior as well as
    convincing spontaneous reactions
  • Involuntary facets of Maxs behavior, his facial
    expressions and his deliberation process are
    continuously modulated by the emotion system
  • Higher-level emotion categories not representable
  • Open questionHow can the dominance value be
    specified automatically?

Conclusion
12
Thank you for your attention!
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