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机器人情感建模是研究情感机器人的热点问题。文中以情感心理学知识为基础,模拟具有不同个性的情感机器人在外界刺激作用下情感动态变化的过程,研究个性和外界刺激对情感转移过程的影响。采用基于状态空间的情感空间模型来描述机器人的情感状态,并用HMM过程来模拟情感状态的转移过程。但HMM过程只能求得当前情感状态的概率,为得到具体的情感状态,文中提出一种基于状态空间与概率空间映射的极大相似度匹配的情感转移模型。首先利用HMM过程计算出当前情感概率,然后通过极大相似度匹配来得到转移后具体的情感状态。通过调节模型参数来模拟不同个性和外界刺激,该模型能有效模拟情感状态变化过程。实验结果验证模型模拟的情感变化过程符合人类情感变化的一般规律。 相似文献
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根据基本情感理论建立了家庭服务机器人的情感状态概率空间模型,并应用马尔可夫链的特性,建立了基于隐马尔可夫模型的情感计算模型.详细地阐述了该情感计算模型中各参数的意义以及估算方法.通过仿真实验验证了该情感计算模型可以较好地模拟情感状态的自发转移,以及在外部刺激作用下的情感转移.通过对实验数据分析,发现机器人的情感经外部刺激作用或者自发演变,最终趋于稳定状态,这个稳定状态与情感转移概率矩阵有关,而与机器人所处的初始情感状态无关. 相似文献
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基于心理能量思想的人工情感模型 总被引:1,自引:0,他引:1
从人工情感建模的需要出发,根据动力心理学关于心理能量的理论,提出了情感能量的概念以及基于情感能量的情感状态的数学描述方法,建立了情感状态的能量分布描述空间和情感状态的概率描述空间。在此基础上,进一步分析了情绪状态的变化过程,并提出了情绪状态自发转移过程的马尔可夫链模型以及情绪状态刺激转移过程的隐马尔可夫模型。 相似文献
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简化路况模式下驾驶员情绪模型的研究 总被引:1,自引:0,他引:1
驾驶辅助系统中的驾驶员模型较为单一, 没有考虑驾驶员的情绪状态对驾驶策略的影响. 为此, 本文研究了简化路况下驾驶员的情绪模型. 基于OCC (Ortony-clore-collins) 模型、情绪状态自发转移过程的马尔科夫模型和情绪状态刺激转移的隐马尔科夫模型(Hidden Markov model, HMM), 本文提出路况变化和无路况两种情况下的情绪模型, 并对驾驶员的跟驰、切换车道和超车过程中的情绪变化进行了研究. 在自发转移过程中, 结合情绪实时变化的特性, 提出了时变的自发转移过程,而在情绪刺激转移中, 考虑了情感对刺激的记忆效应, 即同种刺激先后对情感影响不同. 讨论了认知情感的变化对驾驶策略的影响. 针对车距、路宽和周围车辆车速对驾驶员的情感影响程度、刺激敏感程度以及特定事件对驾驶员的影响过程, 进行了仿真实验, 预估出驾驶员在特定事件刺激下会采取何种驾驶策略. 并进行了实测数据验证, 实验结果验证了所提出模型的有效性, 为驾驶辅助系统中建立驾驶员模型提供了有借鉴意义的基础理论. 相似文献
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Affective computing is important in human–computer interaction. Especially in interactive cloud computing within big data, affective modeling and analysis have extremely high complexity and uncertainty for emotional status as well as decreased computational accuracy. In this paper, an approach for affective experience evaluation in an interactive environment is presented to help enhance the significance of those findings. Based on a person-independent approach and the cooperative interaction as core factors, facial expression features and states as affective indicators are applied to do synergetic dependence evaluation and to construct a participant’s affective experience distribution map in interactive Big Data space. The resultant model from this methodology is potentially capable of analyzing the consistency between a participant’s inner emotional status and external facial expressions regardless of hidden emotions within interactive computing. Experiments are conducted to evaluate the rationality of the affective experience modeling approach outlined in this paper. The satisfactory results on real-time camera demonstrate an availability and validity comparable to the best results achieved through the facial expressions only from reality big data. It is suggested that the person-independent model with cooperative interaction and synergetic dependence evaluation has the characteristics to construct a participant’s affective experience distribution, and can accurately perform real-time analysis of affective experience consistency according to interactive big data. The affective experience distribution is considered as the most individual intelligent method for both an analysis model and affective computing, based on which we can further comprehend affective facial expression recognition and synthesis in interactive cloud computing. 相似文献
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To investigate whether a persuasive social impact game may serve as a way to increase affective learning and attitude towards the homeless, this study examined the effects of persuasive mechanics in a video game designed to put the player in the shoes of an almost-homeless person. Data were collected from 5139 students in 200 middle/high school classes across four states. Classes were assigned to treatment groups based on matching. Two treatment conditions and a control group were employed in the study. All three groups affective learning and attitude scores decreased from the immediate posttest but the game group was significantly different from the control group in a positive direction. Students who played the persuasive social impact game sustained a significantly higher score on the Affective Learning Scale (ALS) and the Attitude Towards Homelessness Inventory (ATHI) after three weeks. Overall, findings suggest that when students play a video game that is designed using persuasive mechanics an affective and attitude change can be measured empirically. 相似文献
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Chia-Hao Yang 《Expert systems with applications》2012,39(3):2501-2508
Teachers can handle learning situations during activities in peer-to-peer classes, and assess student achievements associated with teaching goals in the affective domain. In distance learning, teachers cannot directly observe student states and assess achievement concurrently. Many distance education studies adopted frequency of interaction as the basis of student participation when assessing the student achievements in class. However, the number of times a student interacts is not equal to discussion quality. Although synchronous discussions during class can help teachers assess learning states, these discussions are not suited to all courses. If a teacher can supervise student images from computer’s webcam and observe student status, the teacher can assess achievement accurately. Image processing technology can be applied in an assessment system in distance learning, student states can be observed and these observational results can be combined with behavior detection to help teachers assess student achievement in terms of teaching goals in the affective domain.This study had analyzed the theory and method of assessing affective domain teaching goals. The assessment system had been implemented and simulated using image processing technology and records to analyze student achievement of attending and responding stages with a class period, via fuzzy logic and a fuzzy integral. Simulation results indicate that this assessment system can accurately assess student achievement in terms of attending and responding stages of affective domain teaching goals. 相似文献
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Andrea Kleinsmith P. Ravindra De Silva Nadia Bianchi-Berthouze 《Interacting with computers》2006,18(6):1371-1389
Conveyance and recognition of human emotion and affective expression is influenced by many factors, including culture. Within the user modeling field, it has become increasingly necessary to understand the role affect can play in personalizing interactive interfaces using embodied animated agents. However, little research within the computer science field aims at understanding cultural differences within this vein. Therefore, we conducted a study to evaluate if differences exist in the way various cultures perceive emotion from body posture. We used static posture images of affectively expressive avatars to conduct recognition experiments with subjects from three cultures. After analyzing the subjects' judgments using multivariate analysis, we grounded the identified differences into a set of low-level posture features. We then used Mixture Discriminant Analysis (MDA) and an unsupervised expectation maximization (EM) model to build separate cultural models for affective posture recognition. Our results could prove useful to aide designers in creating more effective affective avatars. 相似文献