附註:Includes bibliographical references (pages 367-368) and index.
Emotions: from brain research to computer game development / Robert Trappi and Sabine Payr -- A theory of emotion, its functions, and its adaptive value / Edmund T. Rolls -- How many separately evolved emotional beasties live within us? / Aaron Sloman -- Designing emotions for activity selection in autonomous agents / Lola D. Cañamero -- Emotions: meaningful mappings between the individual and its world / Kirstie L. Bellman -- On making believable emotional agents believable / Andrew Ortony -- What does it mean for a computer to "have" emotions? / Rosalind W. Picard -- The role of elegance in emotion and personality: reasoning for believable agents / Clark Elliott -- The role of emotions in a tractable architecture for situated cognizers / Paolo Petta -- The Wolfgang system: a role of "emotions" to bias learning and problem solving when learning to compose music / Douglas Riecken -- A Baysian heart: computer recognition and simulation of emotion / Eugene Ball -- Creating emotional relationships with virtual characters / Andrew Stern.
摘要:Emotions as seen, analyzed, and modelled by scientists, artists, philosophers, and engineers.Emotions have been much studied and discussed in recent years. Most books, however, treat only one aspect of emotions, such as emotions and the brain, emotions and well-being, or emotions and computer agents. This interdisciplinary book presents recent work on emotions in neuroscience, cognitive science, philosophy, computer science, artificial intelligence, and software and game development. The book discusses the components of human emotion and how they might be incorporated into machines, whether artificial agents should convey emotional responses to human users and how such responses could be made believable, and whether agents should accept and interpret the emotions of users without displaying emotions of their own. It also covers the evolution and brain architecture of emotions, offers vocabularies and classifications for defining emotions, and examines emotions in relation to machines, games, virtual worlds, and music.