2005
DOI: 10.1080/08839510590910165
|View full text |Cite
|
Sign up to set email alerts
|

Learning by Feeling: Evoking Empathy With Synthetic Characters

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

5
58
0

Year Published

2005
2005
2024
2024

Publication Types

Select...
7
2

Relationship

4
5

Authors

Journals

citations
Cited by 132 publications
(70 citation statements)
references
References 15 publications
5
58
0
Order By: Relevance
“…Among all visual forms, the blob was most preferred and this favourable impression generalized across other characteristics (i.e., mind, trustworthiness). In accordance with previous research, for children a human-like appearance may therefore not be a direct criterion for inferring the agents' abilities [e.g., 5,6].…”
Section: Discussionmentioning
confidence: 52%
See 1 more Smart Citation
“…Among all visual forms, the blob was most preferred and this favourable impression generalized across other characteristics (i.e., mind, trustworthiness). In accordance with previous research, for children a human-like appearance may therefore not be a direct criterion for inferring the agents' abilities [e.g., 5,6].…”
Section: Discussionmentioning
confidence: 52%
“…To elucidate this question, we selected attributes that target dispositional traits, mental states, as well as basic and complex emotions. Whereas simple traits and emotions (e.g., likeable, trustworthy, angry) may be easily attributed to mechanical and animal looking characters, abstract concepts such as mind and shame require more cognitive complexity than what might be apparent on first sight [5,6,7]. Based on previous research [8,9] we predicted that the degree of human-likeness would significantly affect adults' attributions as to the agent's mental and emotional capabilities.…”
Section: Introductionmentioning
confidence: 99%
“…An example of work that adopted the 'character-based' approach is the software FearNot! [10]. In FearNot!, characters run the FAtiMA [11] architecture, including a generative planner.…”
Section: State-of-the-artmentioning
confidence: 99%
“…For instance, it has been shown that empathic virtual humans can reduce stress levels during job interview tasks [17] and that empathic agents are perceived as more likable, trustworthy, and caring [7]. Furthermore, it has been found that empathic virtual humans can evoke empathy in children and can thus teach them to deal with bullying situations [16] and that a virtual human's empathic behavior also contributes to its ability to build and sustain long-term socio-emotional relationships with human partners [3]. However, it has been shown that in a competitive card game scenario, empathic emotions can increase arousal and induce stress in an interaction partner [1].…”
Section: Introductionmentioning
confidence: 99%