Integrating Models of Personality and Emotions into Lifelike Characters

  • Elisabeth André
  • Martin Klesen
  • Patrick Gebhard
  • Steve Allen
  • Thomas Rist
Part of the Lecture Notes in Computer Science book series (LNCS, volume 1814)


A growing number of research projects in academia and industry have recently started to develop lifelike agents as a new metaphor for highly personalised human-machine communication. A strong argument in favour of using such characters in the interface is the fact that they make human-computer interaction more enjoyable and allow for communication styles common in human-human dialogue. In this paper we discuss three ongoing projects that use personality and emotions to address different aspects of the affective agent-user interface: (a) Puppet uses affect to teach children how the different emotional states can change or modify a character’s behaviour, and how physical and verbal actions in social interactions can induce emotions in others; (b) the Inhabited Market Place uses affect to tailor the roles of actors in a virtual market place; and (c) Presence uses affect to enhance the believability of a virtual character, and produce a more natural conversational manner.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2000

Authors and Affiliations

  • Elisabeth André
    • 1
  • Martin Klesen
    • 1
  • Patrick Gebhard
    • 1
  • Steve Allen
    • 1
  • Thomas Rist
    • 1
  1. 1.DFKI GmbHSaarbrückenGermany

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