Lessons from Emotion Psychology for the Design of Lifelike Characters Jonathan Gratch University of Southern California, Institute for Creative Technologies Stacy Marsella University of Southern California, Information Sciences Institute Abstract This special issue describes a number of applications that utilize lifelike characters that teach indirectly, by playing some role in a social interaction with a user. The design of such systems reflects a compromise between competing, sometimes unarticulated de- mands: they must realistically exhibit the behaviors and characteristics of their role, they must facilitate the desired learning, and they must work within the limitations of current technology, and there is little theoretical or empirical guidance on the impact of these compromises
- emotion computer
- relationship to the design goals
- such forms
- emotional state
- social interaction
- human behavior
- emotion
- systems
- design
- work