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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 1 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(More)
Conflict is an unavoidable feature of life, but the development of conflict resolution management skills can facilitate the parties involved in resolving their conflicts in a positive manner. The goal of our research is to develop a serious game in which children may experiment with conflict resolution strategies and learn how to work towards positive(More)
The Inter-ACT (INTEracting with Robots - Affect Context Task) corpus is an affective and contextually rich multimodal video corpus containing affective expressions of children playing chess with an iCat robot. It contains videos that capture the interaction from different perspectives and includes synchronised contextual information about the game and the(More)
Empathy is a very important capability in human social relationships. If we aim to build artificial companions (agents or robots) capable of establishing long-term relationships with users, they should be able to understand the user's affective state and react accordingly, that is, behave in an empathic manner. Recent advances in affect recognition(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)