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351.#.#.b: Journal of Applied Research and Technology

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856.4.0.u: https://jart.icat.unam.mx/index.php/jart/article/view/356/353

100.1.#.a: Laureano Cruces, A. L.; Acevedo Moreno, D. A.; Mora Torres, M.; Ramírez Rodríguez, J.

524.#.#.a: Laureano Cruces, A. L., et al. (2012). A Reactive Behavior Agent: Including Emotions into a Video Game. Journal of Applied Research and Technology; Vol. 10 Núm. 5. Recuperado de https://repositorio.unam.mx/contenidos/45567

245.1.0.a: A Reactive Behavior Agent: Including Emotions into a Video Game

502.#.#.c: Universidad Nacional Autónoma de México

561.1.#.a: Instituto de Ciencias Aplicadas y Tecnología, UNAM

264.#.0.c: 2012

264.#.1.c: 2012-10-01

653.#.#.a: cognitive structure of emotions; decision-making process; reactive behaviors; affective computing

506.1.#.a: La titularidad de los derechos patrimoniales de esta obra pertenece a las instituciones editoras. Su uso se rige por una licencia Creative Commons BY-NC-SA 4.0 Internacional, https://creativecommons.org/licenses/by-nc-sa/4.0/legalcode.es, para un uso diferente consultar al responsable jurídico del repositorio por medio del correo electrónico gabriel.ascanio@icat.unam.mx

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520.3.#.a: Why we have emotions and how they influence human behavior are two questions we constantly ask ourselves.According to researchers in the field, there are two kinds of information that the person receives to make a decision.This information is integrated to generate a whole. One comes from ourselves it is proprioceptive and refers toemotions; the other one is external, it comes from the environment. Thus, emotions are immersed in different areas ofa person’s life, including social, functional, and cognitive aspects. It has an important role in the decision-makingprocess. It is on this last point that this paper focuses its approach, which consists of including a cognitive structure ofemotions in a reactive behavior in order to enrich behavior, including the information generated through internalevaluation of the external physical stimuli. Our work is based on the OCC theory (named after the name of its authors:Ortony, Collins and Clore). This theory proposes that a decision-making process is affected through differentperspectives a) goals and events, b) agents and their actions, and c) objects and their capacity for attraction. Thecase study is situated within a scenario that represents an approach that seeks to include a module of emotions withinthe design of the architecture of a videogame.

773.1.#.t: Journal of Applied Research and Technology; Vol. 10 Núm. 5

773.1.#.o: https://jart.icat.unam.mx/index.php/jart

022.#.#.a: ISSN electrónico: 2448-6736; ISSN: 1665-6423

310.#.#.a: Bimestral

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doi: https://doi.org/10.22201/icat.16656423.2012.10.5.356

harvesting_date: 2023-11-08 13:10:00.0

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Artículo

A Reactive Behavior Agent: Including Emotions into a Video Game

Laureano Cruces, A. L.; Acevedo Moreno, D. A.; Mora Torres, M.; Ramírez Rodríguez, J.

Instituto de Ciencias Aplicadas y Tecnología, UNAM, publicado en Journal of Applied Research and Technology, y cosechado de Revistas UNAM

Licencia de uso

Procedencia del contenido

Cita

Laureano Cruces, A. L., et al. (2012). A Reactive Behavior Agent: Including Emotions into a Video Game. Journal of Applied Research and Technology; Vol. 10 Núm. 5. Recuperado de https://repositorio.unam.mx/contenidos/45567

Descripción del recurso

Autor(es)
Laureano Cruces, A. L.; Acevedo Moreno, D. A.; Mora Torres, M.; Ramírez Rodríguez, J.
Tipo
Artículo de Investigación
Área del conocimiento
Ingenierías
Título
A Reactive Behavior Agent: Including Emotions into a Video Game
Fecha
2012-10-01
Resumen
Why we have emotions and how they influence human behavior are two questions we constantly ask ourselves.According to researchers in the field, there are two kinds of information that the person receives to make a decision.This information is integrated to generate a whole. One comes from ourselves it is proprioceptive and refers toemotions; the other one is external, it comes from the environment. Thus, emotions are immersed in different areas ofa person’s life, including social, functional, and cognitive aspects. It has an important role in the decision-makingprocess. It is on this last point that this paper focuses its approach, which consists of including a cognitive structure ofemotions in a reactive behavior in order to enrich behavior, including the information generated through internalevaluation of the external physical stimuli. Our work is based on the OCC theory (named after the name of its authors:Ortony, Collins and Clore). This theory proposes that a decision-making process is affected through differentperspectives a) goals and events, b) agents and their actions, and c) objects and their capacity for attraction. Thecase study is situated within a scenario that represents an approach that seeks to include a module of emotions withinthe design of the architecture of a videogame.
Tema
cognitive structure of emotions; decision-making process; reactive behaviors; affective computing
Idioma
spa
ISSN
ISSN electrónico: 2448-6736; ISSN: 1665-6423

Enlaces