High-level Control Posture of Story Characters Based on Personality and Emotion
Human emotional behavior and personality are essential elements in the recognition of a believable synthetic character. This paper examines the connections between human personality, emotion, and behavior used in an interactive storytelling system. We adopt the Abridged Big Five Circumplex Model (AB5C) of personality from psychology study as a basis for a computational model. We construct a hierarchical fuzzy rule-based system to facilitate the personality and emotion control of a dynamic story character. The system takes advantage of the relevant knowledge described by psychologists and researchers of storytelling, non-verbal communication, and human movement. Our ultimate goal is to facilitate the high-level control of a synthetic character. Personality and emotional states are mapped onto the body's movements, which give storytelling players/designers an effective way to control synthetic characters through high-level personality and emotion controlling mechanisms.
Proceedings of the second Australasian conference on Interactive entertainment
Information and Computing Sciences not elsewhere classified