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Emotions in Humans and Artifacts

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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.

Zakup książki

Emotions in Humans and Artifacts, Sabine Payr, Paolo Petta, Robert Trappl

Język
Rok wydania
2002
Oprawa
(twarda)
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Tytuł
Emotions in Humans and Artifacts
Język
angielski
Rok wydania
2002
Oprawa
twarda
Liczba stron
390
ISBN10
0262201429
ISBN13
9780262201421
Seria
Opis
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.