Carlos Martinho

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We describe the design process of an affective control toy, named SenToy, used to control a synthetic character in a computer game. SenToy allows players to influence the emotions of a synthetic character placed in FantasyA, a 3D virtual game. By expressing gestures associated with anger, fear, surprise, sadness and joy through SenToy, players influence the(More)
In this paper, we study the role of emotions and expressive behaviour in socially interactive characters employed in educational games. More specifically, on how we can use such emotional behaviour to help users to better understand the game state. An emotion model for these characters, which is mainly influenced by the current state of the game and is(More)
This paper presents an experiment that evaluates and compares the user enjoyment when playing a game of chess in two situations: against a physically embodied robotic agent and against a virtually embodied agent, displayed on screen. The results of the study suggest that embodiment has implications on user enjoyment, as the experience against a robotic(More)
The idea of autonomous social robots capable of assisting us in our daily lives is becoming more real every day. However, there are still many open issues regarding the social capabilities that those robots should have in order to make daily interactions with humans more natural. For example, the role of affective interactions is still unclear. This paper(More)