The artificial-personality engine, herein also called emotional engine, that we developed in the project MydeskPerso respond to a current trend in the entertainment industry which asks for enhanced human-ob ject interactions. Indeed, customers and users of games, toys, or robots are currently expecting from these ob jects a relatively high level of "humanity" with features such as individuality, autonomy, and adaptability. Our emotional engine is a bioinspired computational engine able of expressing emotions and behaviours corresponding to its emotional state or, more generally speaking, its internal state. This internal state evolves in time according to the specific personality of the host system, and also according to the interactions that this system establishes with the environment and with the user.
The emotional engine is designed to allow each host system to have a separate, individual personality that strongly influences the manner in which emotions and behaviours evolve and are expressed. The emotional engine is a two-layer system embedded into the host system (figure 1). The inner layer is the emotional core and between this core and the host system there is the perception-expression layer.
Perception is based on stimuli, which are the internal representation
(translation) of the external interactions of the object and which express the potential effect that these interactions have on the internal state. Expression, which is the external representation
(translation) of the internal state, is performed through the activation of a selected subset of emotions and behaviours to be executed by the host system.
We intend our emotional engine to be highly reusable so it can be embedded in a panoply of target host ob jects such as robots or game characters, or simply used as a software entity for simulation purposes. In consequence, we conceived a highly modular, extensible and parametrisable architecture.
link vers Arimaz:
http://www.arimaz.com/ http://www.youtube.com/watch?v=YtHWXGRNfmQ