December 2023
·
16 Reads
·
3 Citations
This page lists works of an author who doesn't have a ResearchGate profile or hasn't added the works to their profile yet. It is automatically generated from public (personal) data to further our legitimate goal of comprehensive and accurate scientific recordkeeping. If you are this author and want this page removed, please let us know.
December 2023
·
16 Reads
·
3 Citations
December 2023
·
21 Reads
November 2022
·
137 Reads
·
3 Citations
International Journal of Serious Games
The Interview Simulation for Police Officers (ISPO) is a serious game developed to train police officers in communication competencies related to the interview of victims, witnesses and suspects. It was developed by Gameware Europe in collaboration with the Portuguese Police (Policia Judiciaria) within the RAGE project. The ISPO serious game was created using the modern methodologies and practices that are used in real-life police interviews. The focus of the game is on the training of communication competencies regarding gathering information from both victims and offenders. In order to evaluate the training effectiveness of the game, we conducted a study with 194 participants where general subjective learning effectiveness, using the Perceived Competence subscale of the IMI questionnaire, and domain-specific subjective learning effectiveness using the Police Interview Competency Inventory (PICI) were measured. Overall, ISPO improved the self-perceived competence of its players. Additionally, participants changed their opinion about the attitude to conduct a successful interview. Participants’ level of importance attributed to being dominant diminished and the level of importance attributed to being more benevolent and communicative during police interviews increased. Effects were stronger in inexperienced users leading us to believe that the game is an added value for use in a police officer school.
July 2022
·
685 Reads
This work presents an implementation of a social architecture model for authoring Non-Player Character (NPC) in open world games inspired in academic research on agentbased modeling. Believable NPC authoring is burdensome in terms of rich dialogue and responsive behaviors. We briefly present the characteristics and advantages of using a social agent architecture for this task and describe an implementation of a social agent architecture CiF-CK released as a mod Social NPCs for The Elder Scrolls V: Skyrim
June 2022
·
80 Reads
The deployment of Socially Intelligent Agents (SIAs) in learning environments has proven to have several advantages in different areas of application. Social Agent Authoring Tools allow scenario designers to create tailored experiences with high control over SIAs behaviour, however, on the flip side, this comes at a cost as the complexity of the scenarios and its authoring can become overbearing. In this paper we introduce the concept of Explainable Social Agent Authoring Tools with the goal of analysing if authoring tools for social agents are understandable and interpretable. To this end we examine whether an authoring tool, FAtiMA-Toolkit, is understandable and its authoring steps interpretable, from the point-of-view of the author. We conducted two user studies to quantitatively assess the Interpretability, Comprehensibility and Transparency of FAtiMA-Toolkit from the perspective of a scenario designer. One of the key findings is the fact that FAtiMA-Toolkit's conceptual model is, in general, understandable, however the emotional-based concepts were not as easily understood and used by the authors. Although there are some positive aspects regarding the explainability of FAtiMA-Toolkit, there is still progress to be made to achieve a fully explainable social agent authoring tool. We provide a set of key concepts and possible solutions that can guide developers to build such tools.
March 2022
·
52 Reads
·
16 Citations
The ACM Transactions on Interactive Intelligent Systems
More than a decade has passed since the development of FearNot!, an application designed to help children deal with bullying through role-playing with virtual characters. It was also the application that led to the creation of FAtiMA, an affective agent architecture for creating autonomous characters that can evoke empathic responses. In this article, we describe the FAtiMA Toolkit, a collection of open-source tools that is designed to help researchers, game developers, and roboticists incorporate a computational model of emotion and decision-making in their work. The toolkit was developed with the goal of making FAtiMA more accessible, easier to incorporate into different projects, and more flexible in its capabilities for human-agent interaction, based upon the experience gathered over the years across different virtual environments and human-robot interaction scenarios. As a result, this work makes several different contributions to the field of Agent-Based Architectures. More precisely, the FAtiMA Toolkit’s library-based design allows developers to easily integrate it with other frameworks, its meta-cognitive model affords different internal reasoners and affective components, and its explicit dialogue structure gives control to the author even within highly complex scenarios. To demonstrate the use of the FAtiMA Toolkit, several different use cases where the toolkit was successfully applied are described and discussed.
March 2021
·
324 Reads
More than a decade has passed since the development of FearNot!, an application designed to help children deal with bullying through role-playing with virtual characters. It was also the application that led to the creation of FAtiMA, an affective agent architecture for creating autonomous characters that can evoke empathic responses. In this paper, we describe FAtiMA Toolkit, a collection of open-source tools that is designed to help researchers, game developers and roboticists incorporate a computational model of emotion and decision-making in their work. The toolkit was developed with the goal of making FAtiMA more accessible, easier to incorporate into different projects and more flexible in its capabilities for human-agent interaction, based upon the experience gathered over the years across different virtual environments and human-robot interaction scenarios. As a result, this work makes several different contributions to the field of Agent-Based Architectures. More precisely, FAtiMA Toolkit's library based design allows developers to easily integrate it with other frameworks, its meta-cognitive model affords different internal reasoners and affective components and its explicit dialogue structure gives control to the author even within highly complex scenarios. To demonstrate the use of FAtiMA Toolkit, several different use cases where the toolkit was successfully applied are described and discussed.
February 2021
·
80 Reads
Autonomous agents that can engage in social interactions witha human is the ultimate goal of a myriad of applications. A keychallenge in the design of these applications is to define the socialbehavior of the agent, which requires extensive content creation.In this research, we explore how we can leverage current state-of-the-art tools to make inferences about the emotional state ofa character in a story as events unfold, in a coherent way. Wepropose a character role-labelling approach to emotion tracking thataccounts for the semantics of emotions. We show that by identifyingactors and objects of events and considering the emotional stateof the characters, we can achieve better performance in this task,when compared to end-to-end approaches.
October 2020
·
160 Reads
·
30 Citations
January 2020
·
4,281 Reads
·
104 Citations
Education and Information Technologies
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game platforms. Serious game AI functionalities include player modelling (real-time facial emotion recognition, automated difficulty adaptation, stealth assessment), natural language processing (sentiment analysis and essay scoring on free texts), and believable non-playing characters (emotional and socio-cultural, non-verbal bodily motion, and lip-synchronised speech), respectively. The reuse of these components enables game developers to develop high quality serious games at reduced costs and in shorter periods of time. All these components are open source software and can be freely downloaded from the newly launched portal at gamecomponents.eu. The components come with detailed installation manuals and tutorial videos. All components have been applied and validated in serious games that were tested with real end-users.
... Therefore, exploring hybrid solutions could be beneficial, blending rulebased agent models and LLMs to generate appropriate agent responses. This could involve generating parts of the agent's thinking, like their beliefs, intentions, and actions, to be fed into a framework (Antunes et al. 2023). Another outlook involves incorporating LLMs into the tutor model to supplement or potentially replace certain components. ...
December 2023
... "ISPO: A Serious Game to train the Interview Skills of Police Officers", by Guimarães et al. [3], presents a game aimed at training police officers in communication competencies related to the interview of victims, witnesses, and suspects. In order to evaluate the training effectiveness of the serious game, a study was conducted with 194 participants, hinting at the value of the game, particularly for inexperienced users. ...
Reference:
Editorial. Vol. 9, Issue 4
November 2022
International Journal of Serious Games
... Numerous affective models, primarily based on BDI (Ojha, Vitale, and Williams 2021), integrate cognitive modelling with emotions to build a training agent. For instance, EMA (Marsella and Gratch 2009) was employed in a stressful decision-making scenario (Swartout et al. 2006), and FAtiMA (Dias, Mascarenhas, and Paiva 2014) to build a job interview scenario (Mascarenhas et al. 2022). ...
March 2022
The ACM Transactions on Interactive Intelligent Systems
... In the ethical category, the following learning, social interaction, equality, and bias assessment methods are considered (Guimarães et al., 2020;Potts et al., 2022;Nguyen et al., 2021;Franks, 2017): ...
October 2020
... Case studies are included to provide practical examples of various popular VR games using AI technologies. The reference list is presented to underpin findings through peer-reviewed journals and publication sources, insuring a strong research framework [3], [4], [5]. ...
January 2020
Education and Information Technologies
... Human communications through digital platforms and virtual spaces are prevalent in many applications, including online learning [34,36,52], virtual interviewing [7], counseling [16], social robotics [60], automated character designing [40], storyboard visualizing for consumer media [31,58], and creating large-scale metaverse worlds [45]. Simulating immersive experiences in such digital applications necessitates the development of plausible human avatars with expressive faces and body motions. ...
August 2018
... Predictably, many social simulation games incorporate belief modeling in their designs. CiF-CK (Guimaraes, Santos, and Jhala 2017), for instance -an extension of the Comme il Faut (McCoy et al. 2011) social architecture -added characters who believe in false information alongside their social networks. Connan Exiles (Cif-EX) (Morais, Dias, and Santos 2019) extended character beliefs to incorporate other characters beyond the interacting character. ...
August 2017