Publications of Christian Becker-Asano

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    BibTeX-Key Author(s) Title Year Journal / Proceedings / Book BibTeX type Keyword(s)
    Becker.2003 Becker, C. Simulation der Emotionsdynamik eines künstlichen humanoiden Agenten 2003 School: University of Bielefeld   mastersthesis affect simulation, virtual humans
    BibTeX:
    @mastersthesis{Becker.2003,
      author = {Christian Becker},
      title = {Simulation der Emotionsdynamik eines künstlichen humanoiden Agenten},
      school = {University of Bielefeld},
      year = {2003},
      url = {http://www.becker-asano.de/DA_Komplett.pdf}
    }
    					
    Becker.2007 Becker, C.; Kopp, S. & Wachsmuth, I. Why emotions should be integrated into conversational agents (chapter 3) 2007 Why emotions should be integrated into conversational agents Conversational Informatics: An Engineering Approach , pp. 49-68   incollection virtual humans, affect simulation
    Abstract: When building conversational agents that are to take part in social interaction with humans, an important question is whether psychological concepts like emotions or personality of the agents need to be incorporated. In this chapter we argue for the integration of an emotion system into a conversational agent to enable the simulation of having "own emotions". We first clarify the concept of emotions and we discuss different approaches to modeling emotions and personality in artificial systems. Drawing on our work on the multimodal conversational agent Max, we present motives for the integration of emotions as integral parts of an agent's cognitive architecture. Our approach combines different psychological emotion theories and distinguishes between primary and secondary emotions as originating from different levels of this architecture. Exemplary application scenarios are described to show how the agent's believability can be increased by the integration of emotions. In a cooperative setting, Max is employed as a virtual interactive guide in a public computer museum, where his emotion module enhances his acceptance as a coequal conversational partner. We further quote an empirical study that yields evidence that the same emotion module supports the believability and lifelikeness of the agent in a competitive gaming scenario.
    BibTeX:
    @incollection{Becker.2007,
      author = {Christian Becker and Stefan Kopp and Ipke Wachsmuth},
      title = {Why emotions should be integrated into conversational agents},
      booktitle = {Conversational Informatics: An Engineering Approach},
      publisher = {Wiley},
      year = {2007},
      pages = {49-68},
      url = {http://www.becker-asano.de/WhyEmotionsShouldBeIntegrated.pdf}
    }
    					
    Becker+others.2004 Becker, C.; Kopp, S. & Wachsmuth, I. Simulating the emotion dynamics of a multimodal conversational agent 2004 Workshop on Affective Dialogue Systems , pp. 154-165   inproceedings affect simulation, virtual humans
    Abstract: We describe an implemented system for the simulation and visualisation of the emotional state of a multimodal conversational agent called Max. The focus of the presented work lies on modeling a coherent course of emotions over time. The basic idea of the underlying emotion system is the linkage of two interrelated psychological concepts: an emotion axis--representing short-time system states--and an orthogonal mood axis that stands for an undirected, longer lasting system state. A third axis was added to realize a dimension of boredom. To enhance the believability and lifelikeness of Max, the emotion system has been integrated in the agent's architecture. In result, Max's facial expression, gesture, speech, and secondary behaviors as well as his cognitive functions are modulated by the emotional system that, in turn, is affected by information arising at various levels within the agent's architecture.
    BibTeX:
    @inproceedings{Becker+others.2004,
      author = {C. Becker and S. Kopp and I. Wachsmuth},
      title = {Simulating the emotion dynamics of a multimodal conversational agent},
      booktitle = {Workshop on Affective Dialogue Systems},
      publisher = {Springer},
      year = {2004},
      pages = {154--165},
      url = {http://www.becker-asano.de/ADS04_Springer_LNCS_SimulatingEmotionDynamicsMax.pdf},
      doi = {http://dx.doi.org/10.1007/b98229}
    }
    					
    Becker+others.2006a Becker, C.; Leßmann, N.; Kopp, S. & Wachsmuth, I. Connecting feelings and thoughts - modeling the interaction of emotion and cognition in embodied agents 2006 Seventh International Conference on Cognitive Modeling (ICCM-06) , pp. 32-37   inproceedings affect simulation
    Abstract: The integration of emotion and cognition in cognitive architectures for embodied agents is a problem of in- creasing importance. In this paper, we describe how two separate modules for these tasks, as we employ them in our virtual human Max, can influence each other in such an architecture. In the first direction, from cognition to emotion, we present domain-specific as well as more general appraisal mechanisms, as employed in three different interaction scenarios. For domain-independent appraisal the belief-desire-intention model is exploited to derive emotional impulses during the decision process. In the opposite direction, we discuss how emotions can influence cognition either as self-beliefs or as modulators to the decision-making process itself. For the latter, extensions to the BDI-interpreter are proposed.
    BibTeX:
    @inproceedings{Becker+others.2006a,
      author = {C. Becker and N. Leßmann and S. Kopp and I. Wachsmuth},
      title = {Connecting feelings and thoughts - modeling the interaction of emotion and cognition in embodied agents},
      booktitle = {Seventh International Conference on Cognitive Modeling (ICCM-06)},
      publisher = {Edizioni Goliardiche},
      year = {2006},
      pages = {32-37},
      url = {http://www.becker-asano.de/ICCM06_ChristianBecker.pdf}
    }
    					
    Becker+others.2005c Becker, C.; Nakasone, A.; Prendinger, H.; Ishizuka, M. & Wachsmuth, I. Physiologically interactive gaming with the 3D agent Max 2005 International Workshop on Conversational Informatics , pp. 37-42   inproceedings affect simulation, empathy
    Abstract: Physiologically interactive (or affective) gaming refers to research on the evocation and detection of emotion during game play [21]. In this paper, we first describe the two building blocks of our approach to affective gaming. The building blocks correspond to two independently conducted research strands on affective human-computer interaction: one on an emotion simulation system for an expressive 3D humanoid agent called Max, which was designed at the University of Bielefeld [13, 2]; the other one on a real-time system for empathic (agent) feedback that is based on human emotional states derived from physiological information, and developed at the University of Tokyo and the National Institute of Informatics [19]. Then, the integration of both systems is motivated in the setting of a cards game called Skip-Bo that is played by a human game partner and Max. Physiological user information is used to enable empathic feedback through non-verbal behaviors of the humanoid agent Max. With regard to the new area of Conversational Informatics we discuss the measurement of human physiological activity in game interactions and non-verbal agent behavior.
    BibTeX:
    @inproceedings{Becker+others.2005c,
      author = {C. Becker and A. Nakasone and H. Prendinger and M. Ishizuka and I. Wachsmuth},
      title = {Physiologically interactive gaming with the 3D agent Max},
      booktitle = {International Workshop on Conversational Informatics},
      year = {2005},
      pages = {37-42},
      url = {http://www.becker-asano.de/PhysiologicallyInteractiveGamingMax.pdf}
    }
    					
    Becker+others.2005a Becker, C.; Prendinger, H.; Ishizuka, M. & Wachsmuth, I. Empathy for Max (Preliminary project report) 2005 International Conference on Active Media Technology (AMT-05) , pp. 541-545   inproceedings affect simulation, empathy
    Abstract: This paper first describes two independently conducted research strands on affective human-computer interaction: one on an emotion simulation system for an expressive 3D humanoid agent called Max, which was designed at the University of Bielefeld [8, 2]; the other one on a real-time system for empathic (agent) feedback that is based on human emotional states derived from physiological information, and developed at the University of Tokyo and the National Institute of Informatics [15]. Then, the integration of both systems is suggested for the purpose of realizing a highly believable agent with empathic qualities.
    BibTeX:
    @inproceedings{Becker+others.2005a,
      author = {Christian Becker and Helmut Prendinger and Mitsuru Ishizuka and Ipke Wachsmuth},
      title = {Empathy for Max (Preliminary project report)},
      booktitle = {International Conference on Active Media Technology (AMT-05)},
      year = {2005},
      pages = {541-545},
      url = {http://www.becker-asano.de/becker-helmut-amt05.pdf}
    }
    					
    Becker+others.2005b Becker, C.; Prendinger, H.; Ishizuka, M. & Wachsmuth, I. Evaluating Affective Feedback of the 3D Agent Max in a Competitive Cards Game 2005 Affective Computing and Intelligent Interaction , pp. 466-473   inproceedings affect simulation, empathy
    Abstract: Within the field of Embodied Conversational Agents (ECAs), the simulation of emotions has been suggested as a means to enhance the believability of ECAs and also to effectively contribute to the goal of more intuitive human-computer interfaces. Although various emotion models have been proposed, results demonstrating the appropriateness of displaying particular emotions within ECA applications are scarce or even inconsistent. Worse, questionnaire methods often seem insufficient to evaluate the impact of emotions expressed by ECAs on users. Therefore we propose to analyze non-conscious physiological feedback (bio- signals) of users within a clearly arranged dynamic interaction scenario where various emotional reactions are likely to be evoked. In addition to its diagnostic purpose, physiological user information is also analyzed online to trigger empathic reactions of the ECA during game play, thus increasing the level of social engagement. To evaluate the appropriateness of different types of affective and empathic feedback, we implemented a cards game called Skip-Bo, where the user plays against an expressive 3D humanoid agent called Max, which was designed at the University of Bielefeld [6] and is based on the emotion simulation system of [2]. Work performed at the University of Tokyo and NII provided a real-time system for empathic (agent) feedback that allows one to derive user emotions from skin conductance and electromyography [13]. The find- ings of our study indicate that within a competitive gaming scenario, the absence of negative agent emotions is conceived as stress-inducing and irritating, and that the integration of empathic feedback supports the acceptance of Max as a co-equal humanoid opponent.
    BibTeX:
    @inproceedings{Becker+others.2005b,
      author = {Christian Becker and Helmut Prendinger and Mitsuru Ishizuka and Ipke Wachsmuth},
      title = {Evaluating Affective Feedback of the 3D Agent Max in a Competitive Cards Game},
      booktitle = {Affective Computing and Intelligent Interaction},
      publisher = {Springer},
      year = {2005},
      pages = {466--473},
      url = {http://www.becker-asano.de/210.pdf},
      doi = {http://dx.doi.org/10.1007/11573548_60}
    }
    					
    Becker+Wachsmuth.2006a Becker, C. & Wachsmuth, I. Modeling primary and secondary emotions for a believable communication agent 2006 Intl. Workshop on Emotion and Computing , pp. 31-34   inproceedings affect simulation, virtual humans
    Abstract: The integration of emotion and cognition in cognitive architectures for embodied agents is a problem of increasing importance. In this paper, we describe how two separate modules for these tasks, as we employ them in our virtual human Max, can give rise to secondary emotions such as frustration and relief. The BDI-based cognitive module is responsible for appraisal as well as reappraisal of elicited emotions that our conversational agent Max becomes aware of. The emotion dynamics simulation system is driven by the valence information of every emotion and assures a general consistency of the simulated emotions over time by dynamically providing an awareness likelihood for every emotion.
    BibTeX:
    @inproceedings{Becker+Wachsmuth.2006a,
      author = {C. Becker and I. Wachsmuth},
      title = {Modeling primary and secondary emotions for a believable communication agent},
      booktitle = {Intl. Workshop on Emotion and Computing},
      year = {2006},
      pages = {31-34},
      url = {http://www.becker-asano.de/becker_wachsmuth_ki2006.pdf}
    }
    					
    Becker+Wachsmuth.2006b Becker, C. & Wachsmuth, I. Playing the Cards Game SkipBo against an Emotional Max 2006 Intl. Workshop on Emotion and Computing , pp. 65   inproceedings affect simulation, virtual humans
    BibTeX:
    @inproceedings{Becker+Wachsmuth.2006b,
      author = {C. Becker and I. Wachsmuth},
      title = {Playing the Cards Game SkipBo against an Emotional Max},
      booktitle = {Intl. Workshop on Emotion and Computing},
      year = {2006},
      pages = {65},
      url = {http://www.becker-asano.de/becker_wachsmuth_demo.pdf}
    }
    					
    Becker-Asano.2008 Becker-Asano, C. WASABI: Affect Simulation for Agents with Believable Interactivity 2008 School: Faculty of Technology, University of Bielefeld (IOS Press (DISKI 319))  phdthesis affect simulation
    Abstract: This publication presents the WASABI architecture (WASABI Affect Simulation for Agents with Believable Interactivity), a computational architecture for an emotionally believable agent that is based on established constructs and empirical evidence from the affective sciences. In contrast to most other approaches to modeling emotions, the idea of an emotion dynamics in three-dimensional affect space is central to the WASABI architecture, which naturally sustains mood congruency of emotions. Furthermore, the distinction between primary, onto-genetically earlier types of emotions and secondary, cognitively elaborated emotions is followed, both influencing the agent's bodily emotion dynamics. As a result, this architecture is not only more believable for interactants with an agent but also for theorists from other disciplines concerned about emotion. (click here for more information.)
    BibTeX:
    @phdthesis{Becker-Asano.2008,
      author = {Becker-Asano, Christian},
      title = {WASABI: Affect Simulation for Agents with Believable Interactivity},
      school = {Faculty of Technology, University of Bielefeld},
      year = {2008},
      note = {IOS Press (DISKI 319)},
      url = {http://www.becker-asano.de/Becker-Asano_WASABI_Thesis.pdf}
    }
    					
    becker-asano+ishiguro.2009 Becker-Asano, C. & Ishiguro, H. Laughter in Social Robotics – no laughing matter 2009 Intl. Workshop on Social Intelligence Design (SID2009) , pp. 287-300   inproceedings social robotics, laughter
    BibTeX:
    @inproceedings{becker-asano+ishiguro.2009,
      author = {Christian Becker-Asano and Hiroshi Ishiguro},
      title = {Laughter in Social Robotics – no laughing matter},
      booktitle = {Intl. Workshop on Social Intelligence Design (SID2009)},
      year = {2009},
      pages = {287-300},
      url = {SID09_LaughterInSocialRoboticsCameraReady.pdf}
    }
    					
    Becker-Asano+et+al.2010c Becker-Asano, C.; Kanda, T.; Ishi, C. & Ishiguro, H. Studying laughter combined with two humanoid robots 2010 AI & Society (in print)  article social robotics
    Abstract: To let humanoid robots behave socially adequate in a future society, we started to explore laughter as an important para-verbal signal known to influence relationships among humans rather easily. We investigated how the naturalness of various types of laughter in combination with different humanoid robots was judged, first, within a situational context that is suitable for laughter and, second, without describing the situational context. Given the variety of human laughter, do people prefer a certain style for a robot’s laughter? And if yes, how does a robot’s outer appearance affect this preference, if at all? Is this preference independent of the observer’s cultural background? Those participants, who took part in two separate online surveys and were told that the robots would laugh in response to a joke, preferred one type of laughter regardless of the robot type. This result is contrasted by a detailed analysis of two more surveys, which took place during presentations at a Japanese and a German high school, respectively. From the results of these two surveys interesting intercultural differences in the perceived naturalness of our laughing humanoids can be derived and challenging questions arise that are to be addressed in future research.
    BibTeX:
    @article{Becker-Asano+et+al.2010c,
      author = {Becker-Asano, C. and Kanda, T. and Ishi, C. and Ishiguro, H.},
      title = {Studying laughter combined with two humanoid robots},
      journal = {AI & Society},
      year = {2010},
      note = {in print},
      url = {http://www.becker-asano.de/Becker-Asano_et_al-AISoc-prepress.pdf}
    }
    					
    Becker-Asano+et+al.2009 Becker-Asano, C.; Kanda, T.; Ishi, C. & Ishiguro, H. Humanoid robots laughing in response to a joke: Results of a video-based online survey 2009 Interdisciplinary Workshop on Laughter and other Interactional Vocalisations in Speech   inproceedings social robotics, laughter
    BibTeX:
    @inproceedings{Becker-Asano+et+al.2009,
      author = {Christian Becker-Asano and Takayuki Kanda and Carlos Ishi and Hiroshi Ishiguro},
      title = {Humanoid robots laughing in response to a joke: Results of a video-based online survey},
      booktitle = {Interdisciplinary Workshop on Laughter and other Interactional Vocalisations in Speech},
      year = {2009},
      url = {http://www.coli.uni-saarland.de/conf/laughter-09/files/Becker-Asano_et_al.pdf}
    }
    					
    Becker-Asano+et+al.2009b Becker-Asano, C.; Kanda, T.; Ishi, C. & Ishiguro, H. How about laughter? Perceived naturalness of two laughing humanoid robots 2009 Affective Computing and Intelligent Interaction , pp. 49-54   inproceedings social robotics, laughter
    Abstract: As humanoid robots will have to behave socially adequate in a future society, we started to investigate laughter as an important para-verbal signal influencing relationships among humans quite easily. As a first step we investigate, how humanoid robots might laugh within a situation, which is suitable for laughter. Given the variety of human laughter, do people prefer a certain style for a robot’s laughter? And if yes, how does a robot’s outer appearance affect this preference, if at all?
    Accordingly, we combined six recordings of female laughter with body movements for two different humanoid robots with the aim to evaluate their perceived naturalness using two types of video-based surveys. We not only found that people indeed prefer one type of laughter when being forced to choose, but the results also suggest significant differences in the perceived naturalness of laughter with regard to the participant’s cultural background. The outer appearance seems to change the perceived naturalness of a humanoid robot’s laughter only on a global level.
    It is evident, however, that further research on this rather unexplored topic is needed as much as it promises to provide valuable means to support the development of social robots.
    BibTeX:
    @inproceedings{Becker-Asano+et+al.2009b,
      author = {Christian Becker-Asano and Takayuki Kanda and Carlos Ishi and Hiroshi Ishiguro},
      title = {How about laughter? Perceived naturalness of two laughing humanoid robots},
      booktitle = {Affective Computing and Intelligent Interaction},
      year = {2009},
      pages = {49-54},
      url = {http://www.becker-asano.de/HowAboutLaughter_ACII2009.pdf}
    }
    					
    Becker+et+al.2008 Becker-Asano, C.; Kopp, S.; Pfeiffer-Leßmann, N. & Wachsmuth, I. Virtual Humans Growing up: From Primary Toward Secondary Emotions 2008 KI Zeitschift (German Journal of Artificial Intelligence)
    Vol. 1 , pp. 23-27  
    article virtual humans, affect simulation
    Abstract: In order to understand and model the role of emotion in cognitive processes we attempt to integrate theoretical approaches originating from different disciplines in an implemented cognitive architecture for embodied agents. Our virtual humanoid agent Max employs this architecture to generate believable human-like behaviors in a variety of situational contexts. In this article, we describe how we go about endowing Max’s architecture with increasingly elaborated kinds of emotions – from primary emotions like happiness and fear, toward secondary emotions like hope and relief.
    BibTeX:
    @article{Becker+et+al.2008,
      author = {Becker-Asano, Christian and Kopp, Stefan and Pfeiffer-Leßmann, Nadine and Wachsmuth, Ipke},
      title = {Virtual Humans Growing up: From Primary Toward Secondary Emotions},
      journal = {KI Zeitschift (German Journal of Artificial Intelligence)},
      year = {2008},
      volume = {1},
      pages = {23-27},
      url = {http://www.becker-asano.de/KIFachbeitrag_BeckerKoppLessmannWachsmuth_Manuscript.pdf}
    }
    					
    Becker-Asano+et+al.2010 Becker-Asano, C.; Nishio, S.; Ogawa, K. & Ishiguro, H. Investigating Emotional Effects of an Android’s Laughter 2010 IEEE Transactions on Affective Computing (submitted)  article android science, laughter
    BibTeX:
    @article{Becker-Asano+et+al.2010,
      author = {C. Becker-Asano and S. Nishio and K. Ogawa and and H. Ishiguro},
      title = {Investigating Emotional Effects of an Android’s Laughter},
      journal = {IEEE Transactions on Affective Computing},
      year = {2010},
      note = {submitted}
    }
    					
    Becker-Asano+et+al.2010b Becker-Asano, C.; Nishio, S.; Ogawa, K. & Ishiguro, H. Exploring the Uncanny Valley with Geminoid HI-1 in a real-world application 2010 IADIS Intl. Conf. on Interfaces and Human Computer Interaction , pp. 121-128   inproceedings android science
    BibTeX:
    @inproceedings{Becker-Asano+et+al.2010b,
      author = {C. Becker-Asano and S. Nishio and K. Ogawa and and H. Ishiguro},
      title = {Exploring the Uncanny Valley with Geminoid HI-1 in a real-world application},
      booktitle = {IADIS Intl. Conf. on Interfaces and Human Computer Interaction},
      year = {2010},
      pages = {121-128},
      url = {http://www.becker-asano.de/IHCI2010_Becker-Asano_et_al.pdf}
    }
    					
    becker-asano+wachsmuth.2008 Becker-Asano, C. & Wachsmuth, I. Affect Simulation with Primary and Secondary Emotions 2008 Intelligent Virtual Agents (IVA 08) , pp. 15-28   inproceedings affect simulation
    Abstract: In this paper the WASABI1 Affect Simulation Architecture is introduced, in which a virtual human’s cognitive reasoning capabilities are combined with simulated embodiment to achieve the simulation of primary and secondary emotions. In modeling primary emotions we follow the idea of “Core Affect” in combination with a continuous progression of bodily feeling in three-dimensional emotion space (PAD space), that is only subsequently categorized into discrete emotions. In humans, primary emotions are understood as onto-genetically earlier emotions, which directly influence facial expressions. Secondary emotions, in contrast, afford the ability to reason about current events in the light of experiences and expectations. By technically representing aspects of their connotative meaning in PAD space, we not only assure their mood-congruent elicitation, but also combine them with facial expressions, that are concurrently driven by the primary emotions. An empirical study showed that human players in the Skip-Bo scenario judge our virtual human MAX significantly older when secondary emotions are simulated in addition to primary ones.
    BibTeX:
    @inproceedings{becker-asano+wachsmuth.2008,
      author = {Christian Becker-Asano and Ipke Wachsmuth},
      title = {Affect Simulation with Primary and Secondary Emotions},
      booktitle = {Intelligent Virtual Agents (IVA 08)},
      publisher = {Springer},
      year = {2008},
      pages = {15-28},
      url = {http://www.becker-asano.de/IVA08_Becker-Asano_Wachsmuth.pdf},
      doi = {http://dx.doi.org/10.1007/978-3-540-85483-8_2}
    }
    					
    Becker-Asano+Wachsmuth.2009b Becker-Asano, C. & Wachsmuth, I. WASABI as a case study of how misattribution of emotion can be modelled computationally 2010 A Blueprint for Affective Computing: a Sourcebook and Manual (in print)  incollection affect simulation
    Abstract: Cognitive scientists, psychologists, neuro-biologists, and computer scientists achieved significant progress in understanding and modelling the fuzzy concept ‘emotion’ and more general ‘affect’. Accordingly, a variety of computational realizations, discussed by Marsella, Gratch, and Petta in Chapter X of this volume, stem from a number of different psychological theories and philosophical conceptions. As correctly classified in Chapter X the computational realization we propose, labelled WASABI ([W]ASABI [A]ffect [S]imulation for [A]gents with [B]elievable [I]nteractivity), performs a mapping of appraisal outcome into a three dimensional space of pleasure, arousal, and dominance or PAD space in short, and it thereby ‘breaks the link’ between the internal representation of affect and its external domain object. Accordingly, we will present and discuss here, how the phenomenon of post-hoc misattribution, i.e., a mismatch between an emotion’s objective and its subjective cause, can be modelled and explained by the WASABI architecture.
    The central idea of this architecture is to combine two dimensions, namely emotional valence and valence of mood, such that their mutual influence generates a continuously changing, self-rebalancing internal state, which can be interpreted as constituting a very basic, non-relational, short-term memory of affect. Whenever some external or internal event (the latter, for example, resulting from cognitive reasoning processes) is appraised as having an emotional effect, this effect is translated into an impulse of emotional valence, which then disturbs the internal emotion dynamics. At the same time internal cognitive reasoning further analyzes the event to determine, if it is a candidate for elicitation of an emotion. In the current state of the architecture this reasoning is limited to the generation and checking of expectations within the context of a well-defined interaction scenario serving as proof of concept. The emotions are represented in PAD space such that a particular emotion can only be elicited (or in more philosophical terms ‘become aware to the agent’) if the agent’s current internal feeling state represented in PAD space allows for it.
    Although this architecture is already considerably complex, we admit that this is only our first attempt to grapple with the complex dynamic interplay of cognitive and bodily processes from which emotions are assumed to arise. Accordingly, we hope that the WASABI architecture, on the one hand, provides fruitful impulses to the interdisciplinary endeavour of understanding human emotionality, and, on the other hand, can serve as one example of a blueprint for how to increase a conversational agent’s affective competency.
    BibTeX:
    @incollection{Becker-Asano+Wachsmuth.2009b,
      author = {Becker-Asano, C. and Wachsmuth, I.},
      title = {WASABI as a case study of how misattribution of emotion can be modelled computationally},
      booktitle = {A Blueprint for Affective Computing: a Sourcebook and Manual},
      publisher = {Oxford University Press},
      year = {2010},
      note = {in print}
    }
    					
    Becker-Asano+Wachsmuth.2010 Becker-Asano, C. & Wachsmuth, I. Affective computing with primary and secondary emotions in a virtual human 2010 Autonomous Agents and Multi-Agent Systems
    Vol. 20 (1) , pp. 32-49  
    article affect simulation
    Abstract: We introduce the WASABI ([W]ASABI [A]ffect [S]imulation for [A]gents with [B]elievable [I]nteractivity) Affect Simulation Architecture, in which a virtual human’s cognitive reasoning capabilities are combined with simulated embodiment to achieve the simulation of primary and secondary emotions. In modeling primary emotions we follow the idea of “Core Affect” in combination with a continuous progression of bodily feeling in three-dimensional emotion space (PAD space), that is subsequently categorized into discrete emotions. In humans, primary emotions are understood as onto-genetically earlier emotions, which directly influence facial expressions. Secondary emotions, in contrast, afford the ability to reason about current events in the light of experiences and expectations. By technically representing aspects of each secondary emotion’s connotative meaning in PAD space, we not only assure their mood-congruent elicitation, but also combine them with facial expressions, that are concurrently driven by primary emotions. Results of an empirical study suggest that human players in a card game scenario judge our virtual human MAX significantly older when secondary emotions are simulated in addition to primary ones.
    BibTeX:
    @article{Becker-Asano+Wachsmuth.2010,
      author = {Christian Becker-Asano and Ipke Wachsmuth},
      title = {Affective computing with primary and secondary emotions in a virtual human},
      journal = {Autonomous Agents and Multi-Agent Systems},
      year = {2010},
      volume = {20},
      number = {1},
      pages = {32-49},
      url = {http://www.becker-asano.de/AffectiveComputingWithPrimaryAndSecondaryEmotionsInAVirtualHuman.pdf},
      doi = {http://dx.doi.org/10.1007/s10458-009-9094-9}
    }
    					
    Boukricha+et+al.2007 Boukricha, H.; Becker, C. & Wachsmuth, I. Simulating Empathy for the Virtual Human Max 2007 2nd International Workshop on Emotion and Computing , pp. 22-27   inproceedings affect simulation, empathy
    Abstract: Addressing user’s emotions in human-computer interaction significantly enhances the believability and lifelikeness of virtual humans. Emotion recognition and interpretation is realized in our approach by integrating empathy as a designated process within the agent’s cognitive architecture. In this paper we describe this empathy process which comprises of two interconnected components: a belief-desire-intention (BDI) based cognitive component and an affective component based on the emotion simulation system of the virtual human Max. The application and a preliminary evaluation of this empathy system are reported on in the context of a 3D competitive card game scenario.
    BibTeX:
    @inproceedings{Boukricha+et+al.2007,
      author = {H. Boukricha and C. Becker and I. Wachsmuth},
      title = {Simulating Empathy for the Virtual Human Max},
      booktitle = {2nd International Workshop on Emotion and Computing},
      year = {2007},
      pages = {22-27},
      url = {http://www.becker-asano.de/boukricha_becker_wachsmuth_ki2007.pdf}
    }
    					
    Cooney+et+al.2010 Cooney, M.D.; Becker-Asano, C.; Kanda, T.; Alissandrakis, A. & Ishiguro, H. Full-body Gesture Recognition Using Inertial Sensors for Playful Interaction with Small Humanoid Robot 2010 Intl. Conf. on Intelligent Robots and Systems (accepted)  inproceedings social robotics
    BibTeX:
    @inproceedings{Cooney+et+al.2010,
      author = {Cooney, M. D. and Becker-Asano, C. and Kanda, T. and Alissandrakis, A. and Ishiguro, H.},
      title = {Full-body Gesture Recognition Using Inertial Sensors for Playful Interaction with Small Humanoid Robot},
      booktitle = {Intl. Conf. on Intelligent Robots and Systems},
      year = {2010},
      note = {accepted}
    }
    					
    Duval+et+al.2007 Duval, S.; Becker, C. & Hashizume, H. Privacy Issues for the Disclosure of Emotions to Remote Acquaintances without Simultaneous Communication 2007 12th International Conference on Human-Computer Interaction , pp. 82-91   inproceedings affect simulation
    Abstract: We discuss the privacy issues related to the design of systems that disclose information about emotions to remote acquaintances, without simultaneous communication: users do not chat, see or hear each other. We consider the acquisition of information, storage, processing, multi-modal rendering, and interactions. We illustrate our points with the system we designed for affective bonding and support with family and friends. Our most significant contribution is the provision of a first overview of the whole process for everyday life uses.
    BibTeX:
    @inproceedings{Duval+et+al.2007,
      author = {S. Duval and C. Becker and H. Hashizume},
      title = {Privacy Issues for the Disclosure of Emotions to Remote Acquaintances without Simultaneous Communication},
      booktitle = {12th International Conference on Human-Computer Interaction},
      year = {2007},
      pages = {82-91},
      url = {http://www.becker-asano.de/2007-07-22_hcii_privacy-emotions-no-comm.pdf},
      doi = {http://dx.doi.org/10.1007/978-3-540-73279-2_10}
    }
    					
    hudlicka+et+al.2009 Hudlicka, E.; Payr, S.; Ventura, R.; Becker-Asano, C.; Fischer, K.; Leite, I.; Paiva, A. & von Scheve, C. Social interaction with robots and agents: Where do we stand, Where do we go? 2009 Affective Compting and Intelligent Interaction , pp. 698-703   inproceedings social robotics
    Abstract: Robots and agents are becoming increasingly prominent in everyday life, taking on a variety of roles, including helpers, coaches, and even social companions. A core requirement for these social agents is the ability to establish and maintain long-term trusting and engaging relationship with their human users. Much research has already been done on the prerequisites for these types of social agents and robots, in affective computing, social computing and affective HCI. A number of disciplines within psychology and the social sciences are also relevant, contributing theories, data and methods relevant for the emerging areas of social robotics, and social computing in general. However, the complexity of the task of designing these social agents, and the diversity of the relevant disciplines, can be overwhelming. This paper presents a summary of a special session at ACII 2009 whose purpose was to provide an overview of the state-of-the-art in social agents and robots, and to explore some of the fundamental questions regarding their development, and the evaluation of their effectiveness.
    BibTeX:
    @inproceedings{hudlicka+et+al.2009,
      author = {Eva Hudlicka and Sabine Payr and Rodrigo Ventura and Christian Becker-Asano and Kerstin Fischer and Iolanda Leite and Ana Paiva and Christian von Scheve},
      title = {Social interaction with robots and agents: Where do we stand, Where do we go?},
      booktitle = {Affective Compting and Intelligent Interaction},
      year = {2009},
      pages = {698-703},
      url = {http://www.becker-asano.de/ACII2009PanelContrib.pdf}
    }
    					
    Kopp+et+al.2006 Kopp, S.; Becker, C. & Wachsmuth, I. The Virtual Human Max - Modeling Embodied Conversation 2006 KI 2006 - Demo Presentation, Extended Abstracts , pp. 21-24   inproceedings virtual humans
    BibTeX:
    @inproceedings{Kopp+et+al.2006,
      author = {S. Kopp and C. Becker and I. Wachsmuth},
      title = {The Virtual Human Max - Modeling Embodied Conversation},
      booktitle = {KI 2006 - Demo Presentation, Extended Abstracts},
      year = {2006},
      pages = {21-24},
      url = {http://www.becker-asano.de/KI06-ExtendedAbstract.pdf}
    }
    					
    Kraemer+et+al.2009 Krämer, N.; Kopp, S.; Sommer, N. & Becker-Asano, C. Smile and the world will smile with you - The effects of a virtual agent's smile on users' evaluation and non-conscious behavioral mimicry 2010 International Journal of Human-Computer Studies (accepted)  article virtual humans
    BibTeX:
    @article{Kraemer+et+al.2009,
      author = {Nicole Krämer and Stefan Kopp and Nicole Sommer and Christian Becker-Asano},
      title = {Smile and the world will smile with you - The effects of a virtual agent's smile on users' evaluation and non-conscious behavioral mimicry},
      journal = {International Journal of Human-Computer Studies},
      year = {2010},
      note = {accepted}
    }
    					
    prendinger+others.2006 Prendinger, H.; Becker, C. & Ishizuka, M. A study in users' physiological response to an empathic interface agent 2006 International Journal of Humanoid Robotics
    Vol. 3 (3) , pp. 371-391  
    article affect simulation, empathy
    Abstract: This paper presents a novel method for evaluating the impact of animated interface agents with affective and empathic behavior. While previous studies relied on questionnaires in order to assess the user's overall experience with the interface agent, we will analyze users' physiological response (skin conductance and electromyography), which allows us to estimate affect-related user experiences on a moment-by-moment basis without interfering with the primary interaction task. As an interaction scenario, a card game has been implemented where the user plays against a virtual opponent. The findings of our study indicate that within a competitive gaming scenario, (i) the absence of the agent's display of negative emotions is conceived as arousing or stress-inducing, and (ii) the valence of users' emotional response is congruent with the valence of the emotion expressed by the agent. Our results for skin conductance could also be reproduced by assuming a local rather than a global baseline.
    BibTeX:
    @article{prendinger+others.2006,
      author = {Helmut Prendinger and Christian Becker and Mitsuru Ishizuka},
      title = {A study in users' physiological response to an empathic interface agent},
      journal = {International Journal of Humanoid Robotics},
      year = {2006},
      volume = {3},
      number = {3},
      pages = {371-391},
      url = {http://www.becker-asano.de/IJHR-06PrendingerBeckerIshizuka.pdf},
      doi = {http://dx.doi.org/10.1142/S0219843606000801}
    }
    					
    Sommer+et+al.2008 Sommer, N.; Krämer, N.; Kopp, S. & Becker, C. Keep smiling! An embodied agent's impact on user's evaluation and smiling behaviour. 2008 29th International Congress of Psychology   inproceedings virtual humans
    BibTeX:
    @inproceedings{Sommer+et+al.2008,
      author = {Sommer, N. and Krämer, N.C. and Kopp, S. and Becker, C.},
      title = {Keep smiling! An embodied agent's impact on user's evaluation and smiling behaviour.},
      booktitle = {29th International Congress of Psychology},
      year = {2008}
    }
    					
    Tolksdorf+et+al.2008 Tolksdorf, J.; Becker-Asano, C. & Kopp, S. Do You Know How I Feel? Evaluating Emotional Display of Primary and Secondary Emotions 2008 Intelligent Virtual Agents (IVA 08) , pp. 548-549 (poster abstract)  inproceedings virtual humans
    Abstract: In this paper we report on an empirical study on how well different facial expressions of primary and secondary emotions [2] can be recognized from the face of our emotional virtual human Max [1]. Primary emotions like happiness are more primitive, onto-genetically earlier types of emotions, which are expressed by direct mapping on basic emotion display; secondary emotions like relief or gloating are considered cognitively more elaborated emotions and require a more subtle rendition. In order to validate the design of our virtual agent, which entails devising facial expressions for both kinds of emotion, we tried to find answers to the questions: How well can emotions be read from a virtual agent’s face by human observers? Are there differences in the recognizability between more primitve primary and more cognitively elaborated secondary emotions?
    BibTeX:
    @inproceedings{Tolksdorf+et+al.2008,
      author = {Julia Tolksdorf and Christian Becker-Asano and Stefan Kopp},
      title = {Do You Know How I Feel? Evaluating Emotional Display of Primary and Secondary Emotions},
      booktitle = {Intelligent Virtual Agents (IVA 08)},
      publisher = {Springer},
      year = {2008},
      pages = {548-549},
      note = {poster abstract},
      url = {http://www.becker-asano.de/IVA08_DoYouKnowHowIFeel.pdf},
      doi = {http://dx.doi.org/10.1007/978-3-540-85483-8_83}
    }
    					

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