Christian Werner Becker-Asano

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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(More)
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 –(More)
In this paper the WASABI 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(More)
With android robots becoming increasingly sophisticated in their technical as well as artistic design, their non-verbal expressiveness is getting closer to that of real humans. Accordingly, this paper presents results of two online surveys designed to evaluate a female android's facial display of five basic emotions. We prepared both surveys in English,(More)
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(More)
This paper presents a qualitative analysis of 24 interviews with visitors of the ARS Electronica festival in September 2009 in Linz, Austria, who interacted with the android robot Geminoid HI-1, while it was tele-operated by the first author. Only 37.5% of the interviewed visitors reported an uncanny feeling with 29% even enjoying the conversation. In five(More)
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(More)
People like to play, and robotic technology offers the opportunity to interact with artifacts in new ways. Robots co-existing with humans in domestic and public environments are expected to behave as companions, also engaging in playful interaction. If a robot is small, we foresee that people will want to be able to pick it up and express their intentions(More)