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Are emotional robots more fun to play with?

Iolanda Leite, André Pereira, Carlos Martinho, Ana Paiva

Year
2008
Citations
123

Abstract

In this paper we describe a robotic game buddy whose emotional behaviour is influenced by the state of the game. Using the iCat robot and chess as the game scenario, an architecture for incorporating emotions as a result of a heuristic evaluation of the state of the game was developed. The game buddy was evaluated in two ways. First, we investigated the effects of the characterpsilas emotional behaviour on the userpsilas perception of the game state. And secondly we compared a robotic with a screen based version of the iCat in terms of their influence on userpsilas enjoyment. The results suggested that userpsilas perception of the game increases with the iCatpsilas emotional behaviour, and that the enjoyment is higher when interacting with the robotic version.

Keywords

RobotComputer sciencePerceptionHuman–computer interactionHeuristicGame designSimulationVideo gameState (computer science)Artificial intelligence

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