Modeling Emotion as Dynamically Unfolding Component Processes

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1 Keynote I ACII 2013 Modeling Emotion as Dynamically Unfolding Component Processes Klaus R. Scherer Swiss Center for Affective Sciences, University of Geneva, Geneva, Switzerland klaus.scherer@unige.ch Abstract Affective Computing can profit from a viable architectural model reflecting the dynamic nature and utilitarian function of emotion. The component process model of emotion (CPM) postulates that the organism s coordinated subsystem changes that constitute the unfolding emotion process are driven by subjective appraisal. We instantly examine the relevance of events by drawing from memory and motivation. If relevant for our needs, goals, and values, we will assess its implications and consequences, our ability to cope with it, as well as its normative significance. Much of this process occurs unconsciously, on different levels of emotion processing which work together seamlessly through parallel processing. The recursive appraisal process changes constantly and so does the nature of the emotion generated by it. Each step in the appraisal process, once the result of the evaluation is relatively stable, will produce a response, inducing a change in the state of the autonomous and motor systems. Feeling consists of the reflection of all changes occurring in the different emotion components in the course of a given episode. I will argue that this model is ideally suited to computational modeling and provides an appropriate architecture for an emotionally competent autonomous agent. Each element of the model will be examined with respect to the translation from the human to the agent model and the difficulties that may arise in the computational implementation of the appraisal process. The important role of categorization and labeling of emotional experiences for social communication will be broached, giving special emphasis to the nature and function of expressive signals in this respect. The description of the model will be illustrated by recent empirical evidence on 1) the exact timing of the sequence of appraisal checks, 2) specific appraisal driven response configurations, 3) the ability to predict the labeling of emotional episodes with the help of an expert system,4) the important role of understanding the semantics of emotion terms used in labeling (drawing on a massive study of emotion words in over 25 languages), and 5) advances in understanding facial and vocal expression and recognition. Keywords: emotion definition, dynamic modeling emotion processes, appraisal, brain activity and peripheral correlates, semantics of emotion words, emotion recognition and expression xxvii

2 Bio Klaus R. Scherer studied economics and social sciences at the University of Cologne and the London School of Economics. Following his postgraduate studies in psychology, he obtained a Ph.D. from Harvard University in After teaching at the University of Pennsylvania, Philadelphia, and the University of Kiel, Germany, he was appointed, in 1973, full professor of social psychology at the University of Giessen, Germany. From1985 to 2008, Klaus Scherer was a full professor of psychology at the University of Ge neva, Switzerland, and director of the Human Assessment Centre (Laboratoire d Evaluation Psychologique). He is now Professor emeritus (professeur honoraire) at the University of Geneva and Director of the Swiss Center for Affective Sciences. His research activities focus on multicomponential emotion processes. Several research programs, financed by granting agencies and private foundations in the European Union and Switzerland, are directed at the study of cognitive appraisal of emotion-eliciting events and on facial and vocal emotion expression. Scherer reported this work in numerous publications in the form of monographs, contributed chapters, and papers in peer-reviewed international journals. He edited several collected volumes and handbooks and co-edits the Affective Science Series for Oxford University Press. He was a founding co-editor of the journal Emotion. Klaus Scherer is a member of several in ternational scientific societies and a fellow of the American Psychological Association, the Acoustical Society of America, and the Association for Psychological Science. He was an invited professor at Stanford, Berkeley, the University of Zurich, and EHESS Paris. He has been elected member of the Academia Europea and honorary foreign member of the American Academy of Arts and Sciences and is the recipient of an ERC Advanced Grant. He has received honorary doctorates from the University of Bologna and the University of Bonn. For more information on Klaus R. Scherer, see his website at xxviii

3 Keynote II ACII 2013 Affective Computing and Well-Being Christine Lisetti Affective Social Computing Laboratory, School of Information and Computing Sciences, Florida International University, Miami, FL Abstract Only sixteen years after Affective Computing was first coined as a dedicated area of research to study how computing can account for affective phenomena (Picard, 1997), our field has exploded into one of the most exciting interdisciplinary areas of research. Latest progress on the recognition and simulation of affect, emotions, moods and personality, are having significant bidirectional implications in the computer game industry, medicine, healthcare, education, entertainment, training, social and neural sciences, psychology, anthropology, to name a few. Our group at the Affective Social Computing Laboratory has been focusing on the creation of humanistic affective computing systems that promote healthy lifestyles and well-being. Recent epidemics of behavioral issues (e.g., over eating, excessive alcohol consumption or drug use) place people at risk of a variety of diseases (e.g. diabetes, cardiovascular troubles, HIV, other chronic conditions) which can often be prevented by lifestyle changes that are relatively easy to implement - given the right intrinsic motivation. But how to be motivated to exercise when one is not the sportive type? Health promotion interventions aimed at helping people to change lifestyle are being developed and deployed in the medical and healthcare domains, but the epidemic nature of these problems calls for drastic measures to rapidly increase access to effective behavior change interventions, including for diverse and underserved populations. And Affective Computing can help! We are documenting that not only is automation needed to help people at-risk, but that computer-based interventions delivered by empathic virtual conversational characters also offer unsuspected advantages that are very complementary to medical and healthcare interventions. We are developing 3D virtual characters who can deliver behavior change interventions using multimodal adaptive and empathic communication, and that are proving very well accepted by their clients. We are also exploring how different platforms (e.g., Internet, mobile devices) can provide access to personalized and liked health assistants, anytime, anywhere. xxix

4 Keywords: embodied conversational agents, intelligent virtual agents, dialog systems, multimodal empathy modeling, computer-based interventions, behavior change Bio Christine Lætitia Lisetti is an Associate Professor in the School of Computing and Information Sciences (SCIS) in the College of Engineering and Computing at Florida International University (USA), and the Director of the Affective Social Computing Laboratory (ascl.cs.fiu.edu). She received her Ph.D. in Computer Science from Florida International University in In 1996 she received the Individual Research Award from the National Institute of Health (NIH) to conduct her Post-Doctoral Fellowship jointly in Computer Science and Psychology at Stanford University. Christine Lisetti is one of pioneers in Affective Computing, the recent research field which lies at the intersection of Artificial Intelligence (AI) and Human-Computer Interaction (HCI) in Computer Science, of emotion and personality theories in Psychology, and of social interaction and health promotion in Communication. Her long-term research goal is to create digital and engaging socially intelligent agents that can interact naturally with humans via expressive multi-modalities in a variety of contexts involving socio-emotional content (e.g. empathetic health coach, social companion, cyber-therapy, intelligent tutoring system, serious game). Her most recent research interests involve research in expressive virtual characters capable of effectively delivering behavior change interventions. Christine Lisetti is on the founding Editorial Board of the IEEE Transactions on Affective Computing. She has published numerous research articles, and has been key note speaker at international conferences. She has received research grants from federal agencies both in Europe and in the USA, such as the European Commission (EC), the National Science Foundation (NSF), the National Institute of Health (NIH), NASA Ames, US Army STRICOM, the Office of Naval Research (ONR); as well as from industry such as Intel, Microsoft, STMicroelectronics. Christine Lisetti regularly serves as a research expert for the National Science Foundation (USA), for the Agence Nationale de la Recherche (FRANCE), for the Fonds de Recherche sur la Nature et les Technologies (CANADA), and for the European Commission (BELGIUM). For more information on Christine Lisetti, see her website at xxx

5 Keynote III ACII 2013 Computer Games: Challenging, Advancing and Realizing Affective Interaction Georgios N. Yannakakis Institute for Digital Games, University of Malta, Msida, Malta Abstract Play is amongst the main motivators for learning, mental and physical development, and an essential element of evolution. Players seek games for enjoyment and positive emotional experiences but they also engage willingly in experiences evoking negative emotions such as frustration and fear. Computer games can offer rich forms of user interactivity, allow for high levels of user incorporation and yield dynamic and complex emotion manifestations. The potential that games have to influence players is mainly due to their ability to place the player in a continuous mode of interaction with the game, developing complex cognitive, affective and behavioral responses. This interaction between the player and the game context is of utmost importance for affective computing research. While games challenge affective computing at large as new methods are required for encapsulating this fast-paced, rich and complex mode of interaction they have offered new approaches to affect elicitation, annotation and modeling, thereby advancing the field. Undoubtedly, the study of emotion in games not only advances our knowledge about human emotions but also contributes to the design of better human computer interaction. Arguably, games offer the best and most meaningful domain of affective interaction for the realization of the affective loop. This talk will focus on the study of emotion in the computer games domain and will detail the key phases for efficient affect-based interaction in games throughout the methods, games, and research demonstrators developed at the Institute of Digital Games, University of Malta, and the Center for Computer Games Research, IT University of Copenhagen. Advanced methods for player experience modeling, game adaptation, procedural content generation, machine learning and computational game creativity will be showcased via a plethora of games targeting entertainment but also health (posttraumatic stress disorder, physical exercise) and education (social soft skills, creativity, dyslexia). xxxi

6 Keywords: computer games, game technology, affective gaming, player modeling, game adaptation, procedural content generation, serious games, game design Bio Georgios N. Yannakakis is an Associate Professor at the Institute of Digital Games, University of Malta (UoM) and the director of the Game Technology group. He received the Ph.D. degree in Informatics from the University of Edinburgh in Prior to joining the Institute of Digital Games, UoM, in 2012 he was an Associate Professor at (and is still affiliated with) the Center for Computer Games Research at the IT University of Copenhagen. He does research at the crossroads of AI (computational intelligence, preference learning), affective computing (emotion detection, emotion annotation), advanced game technology (player experience modeling, procedural content generation, personalization) and human-computer interaction (multimodal interaction, psychophysiology, user modeling). He pursues research concepts such as user experience modeling and procedural content generation for the design of personalized interactive systems for entertainment, education, training and health. Georgios N. Yannakakis is one of the leading researchers within player affective modeling and adaptive content generation for games. He has pioneered the use of preference learning algorithms to create statistical models of player experience which drive the automatic generation of personalized game content. He has published over 130 journal and conference papers in the aforementioned fields and his work has been cited broadly. His research has been supported by numerous national and European grants. He is an Associate Editor of the IEEE Transactions on Affective Computing and the IEEE Transactions on Computational Intelligence and AI in Games, and the chair of the IEEE CIS Task Force on Player Satisfaction Modeling. He has been the General Chair of key conferences in the area of game artificial intelligence (IEEE CIG 2010) and games research (FDG 2013). For more information about Georgios N. Yannakakis, see his website at xxxii

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