Modeling emotional action for social characters, The Knowledge Engineering Review, vol.6, issue.04, pp.321-337, 2008. ,
DOI : 10.1007/BF01193887
The relationship between Eysenck???s P-E-N model of personality, the five-factor model of personality, and traits delineating personality dysfunction, Personality and Individual Differences, vol.33, issue.1, pp.25-37, 2002. ,
DOI : 10.1016/S0191-8869(01)00132-5
The Cognitive Structure of Emotions, 1988. ,
DOI : 10.1017/CBO9780511571299
Handling Complexity in the Halo 2 AI, Proceedings of Game Developers Conference (GDC), 2005. ,
Affective computing: challenges, International Journal of Human-Computer Studies, vol.59, issue.1-2, pp.55-64, 2003. ,
DOI : 10.1016/S1071-5819(03)00052-1
URL : http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.137.6607
Generic personality and emotion simulation for conversational agents, Computer Animation and Virtual Worlds, vol.15, issue.1, pp.1-13, 2004. ,
DOI : 10.1002/cav.3
Behavioral programming of autonomous characters based on probabilistic automata and personality, Computer Animation and Virtual Worlds, vol.15, issue.34, pp.319-326, 2004. ,
DOI : 10.1002/cav.35
EMA: A computational model of appraisal dynamics, European Meeting on Cybernetics and Systems Research, 2006. ,
System for authoring highly interactive, personality-rich interactive characters, Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation , SCA '04, pp.59-68, 2004. ,
DOI : 10.1145/1028523.1028532
A Model for Personality and Emotion Simulation Lecture Notes in AI, Proceedings of Knowledge-Based Intelligent Information & Engineering Systems (KES2003), 2003. ,
Emotional communicative body animation for multiple characters, Proceedings of the First International Workshop on Crowd Simulation, pp.31-40, 2005. ,
Behavior modeling in commercial games, BRIMS'04: Proceedings of the 2004 Behavior Representation in Modeling and Simulation Conference, 2004. ,
CreatureSmarts: The Art and Architecture of a Virtual Brain, Proceedings of the Game Developers Conference, 2001. ,
The Integration of AI and Level Design in Halo, proceedings of the Game Developers Conference, 2002. ,
Modeling Behaviors of Interactive Objects for Real-Time Virtual Environments, Journal of Visual Languages & Computing, vol.13, issue.2, pp.177-195, 2002. ,
DOI : 10.1006/jvlc.2001.0229
An argument for basic emotions, Cognition & Emotion, vol.6, issue.3, 1992. ,
DOI : 10.1080/02699939208411068