Cognitive and Emotional Structure of a Robotic Game Player in Turn-based Interaction

Jeong-Yean Yang
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Abstract

This paper focuses on how cognitive and emotional structures affect humans during long-term interaction. We design an interaction with a turn-based game, the Chopstick Game, in which two agents play with numbers using their fingers. While a human and a robot agent alternate turn, the human user applies herself to play the game and to learn new winning skills from the robot agent. Conventional valence and arousal space is applied to design emotional interaction. For the robotic system, we implement finger gesture recognition and emotional behaviors that are designed for three-dimensional virtual robot. In the experimental tests, the properness of the proposed schemes is verified and the effect of the emotional interaction is discussed.
回合制互动中机器人游戏玩家的认知和情感结构
本文主要研究认知和情感结构如何在长期互动中影响人类。我们设计了一款回合制游戏《筷子游戏》(Chopstick game),其中两个代理用手指玩数字。当人类和机器人代理轮流进行时,人类用户将自己投入到游戏中,并从机器人代理那里学习新的获胜技能。采用传统的效价和唤醒空间来设计情感交互。对于机器人系统,我们实现了为三维虚拟机器人设计的手指手势识别和情感行为。在实验测试中,验证了所提方案的正确性,并讨论了情感交互的效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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