Papers by Emilio Vivancos
Systems, Feb 28, 2024
This article is an open access article distributed under the terms and conditions of the Creative... more This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY
Exploring Text-Generating Large Language Models (LLMs) for Emotion Recognition in Affective Intelligent Agents
Applied sciences, Nov 17, 2021
This article is an open access article distributed under the terms and conditions of the Creative... more This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY
La enseñanza online es una alternativa a la enseñanza presencial que es escogida por un número ca... more La enseñanza online es una alternativa a la enseñanza presencial que es escogida por un número cada vez mayor de estudiantes universitarios, apareciendo como un complemento muy interesante en la enseñanza de las universidades presenciales. Sin embargo, la organización tradicional de la docencia de las asignaturas presenciales no resulta adecuada en entornos de enseñanza a distancia. En este artículo presentamos el resultado de la experiencia que, a lo largo de más de 6 años, hemos realizado en la enseñanza online de la asignatura "Bases de Datos". Comparamos la organización de la enseñanza en los grupos presenciales con la del grupo de enseñanza online, los problemas que se plantean, las soluciones empleadas y el resultado obtenido.
Affective characteristics are crucial factors that influence human behavior, and often the preval... more Affective characteristics are crucial factors that influence human behavior, and often the prevalence of either emotions or reason varies on each individual. We aim to facilitate the development of agents that simulate humans' reasoning in equilibrium with their affective characteristics. We first identify core processes in an affective BDI agent, and we integrate them into an agent architecture (GenIA 3). These tasks include the extension of the BDI agent reasoning cycle to be compliant with the architecture, and the extension of the agent language (Jason) to support affection-based reasoning, as well as the parametrization of the affectionrationality equilibrium.

arXiv (Cornell University), Aug 1, 2022
In this paper, we present e-GenIA 3 an extension of AgentSpeak to provide support to the developm... more In this paper, we present e-GenIA 3 an extension of AgentSpeak to provide support to the development of empathic agents. The new extension modifies the agent's reasoning processes to select plans according to the analyzed event and the affective state and personality of the agent. In addition, our proposal allows a software agent to simulate the distinction between self and other agents through two different event appraisal processes: the empathic appraisal process, for eliciting emotions as a response to other agents emotions, and the regular affective appraisal process for other non-empathic affective events. The empathic regulation process adapts the elicited empathic emotion based on intrapersonal factors (e.g., the agent's personality and affective memory) and interpersonal characteristics of the agent (e.g., the affective link between the agents). The use of a memory of past events and their corresponding elicited emotions allows the maintaining of an affective link to support long-term empathic interaction between agents.
Emotions have a strong influence on human reasoning and behavior, thus, in order to build intelli... more Emotions have a strong influence on human reasoning and behavior, thus, in order to build intelligent agents which simulate human behavior, it is necessary to consider emotions. Expectations are one of the bases for emotion generation through the appraisal process. In this work we have extended the Jason agent language and platform for handling expectations. Unlike other approaches focused on expectations handling, we have modified the agent reasoning cycle to manage expectations, avoiding complex additional mechanisms such as monitors. This tool is part of the GenIA 3 architecture and, hence, is a step towards the standardization of the emotion modeling process in BDI (Beliefs-Desires-Intentions) agents.
Recently an increasing amount of research focuses on improving agents believability by adding aff... more Recently an increasing amount of research focuses on improving agents believability by adding affective features to the traditional agent-based modeling. This is probably due to the demand of reaching ever more realistic behaviors on agent-based simulations which extends to several and diverse application fields. The present work proposes O3A: an Open Affective Agent Architecture, which extends a traditional BDI agent architecture improving a practical reasoning with more "human" characteristics. This architecture tries to address disperse definitions combining the main elements of supporting psychological and neurological theories.

Sigplan Notices, Aug 1, 2001
Embedded systems often have real-time constraints. Traditional timing analysis statically determi... more Embedded systems often have real-time constraints. Traditional timing analysis statically determines the maximum execution time of a task or a program in a real-time system. These systems typically depend on the worst-case execution time of tasks in order to make static scheduling decisions so that tasks can meet their deadlines. Static determination of worst-case execution times imposes numerous restrictions on real-time programs, which include that the maximum number of iterations of each loop must be known statically. These restrictions can significantly limit the class of programs that would be suitable for a real-time embedded system. This paper describes work-in-progress that uses static timing analysis to aid in making dynamic scheduling decisions. For instance, different algorithms with varying levels of accuracy may be selected based on the algorithm's predicted worst-case execution time and the time allotted for the task. We represent the worstcase execution time of a function or a loop as a formula, where the unknown values affecting the execution time are parameterized. This parametric timing analysis produces formulas that can then be quickly evaluated at run-time so dynamic scheduling decisions can be made with little overhead. Benefits of this work include expanding the class of applications that can be used in a real-time system, improving the accuracy of dynamic scheduling decisions, and more effective utilization of system resources.
Personality defines who we are, how we think and the way we behave and relate to others. Personal... more Personality defines who we are, how we think and the way we behave and relate to others. Personality is defined as a set of individual characteristics that influence motivations, behaviors, and emotions when facing a particular circumstance. However, the personality is not usually taken into account when creating affective agent architectures that simulate human behavior. In this paper we show the results we have obtained executing agents with common actions but different behaviors due to their different personalities. We have used the GenIA 3 architecture for affective BDI agents that we previously modified to allow the use of personality.

In the last few years there has been a growing interest in affective computing. This type of comp... more In the last few years there has been a growing interest in affective computing. This type of computation tries to include and use emotions in different software processes. One of the most relevant areas is the simulation of human behavior where various affective models are used to represent different affective characteristics such as emotions, mood, or personality. Personality is defined as a set of individual characteristics that influence motivations and behaviors when a human being faces a particular circumstance. Personality plays a very important role in modeling affective processes. Through the simulation of emotions we can improve, among others, the experience of users dealing with machines, and human simulations in decision-making processes using multi-agent systems. In this work we propose a model for the use of personality in the general purpose architecture for affective agents GenIA 3 , as well as the development of the model in the current GenIA 3 platform.
ACM Transactions on Internet Technology, Jan 4, 2017
Affective characteristics are crucial factors that influence human behavior, and often the preval... more Affective characteristics are crucial factors that influence human behavior, and often the prevalence of either emotions or reason varies on each individual. We aim to facilitate the development of agents that simulate humans' reasoning in equilibrium with their affective characteristics. We first identify core processes in an affective BDI agent, and we integrate them into an agent architecture (GenIA 3). These tasks include the extension of the BDI agent reasoning cycle to be compliant with the architecture, and the extension of the agent language (Jason) to support affection-based reasoning, as well as the parametrization of the affectionrationality equilibrium.

Social networks have been a revolution for our society. The rapid expansion of these networks res... more Social networks have been a revolution for our society. The rapid expansion of these networks results in more and more children and teenagers using them regularly. However, despite the fact that most social networks have privacy control systems, most young people do not use these controls because teenagers are usually unaware of the privacy risks that exist in the Internet. This inadequate use of social media can lead to different social problems such as cyber-bullying, grooming, or sexting. The best way to prevent these risks is through education. In this paper we propose an empathic pedagogical agent model for education on good practices in the use of social networks. The agent interacts empathetically with users through the social network. The user's emotion is recognized through a camera and is processed in real time to obtain the emotion. The agent analyzes the recognized emotion and the users' actions and looks for the best strategy to advice and educate the teenager in the correct use of the social network.
When simulating emotions in an affective agent we must include factors that can affect the agent ... more When simulating emotions in an affective agent we must include factors that can affect the agent emotional behavior such as mood or personality. Personality can make a person more prone to feel certain types of emotions and mood. In this work we present the preliminary results obtained in an experiment carried out to find the factors that affect human emotional behavior in order to simulate this behaviour in an affective agent. We have focused on the effect of personality on the differences between agents mood. Preliminary results show that there is a correlation between the participants' personality and their initial mood.
Interest in affective computing is increasing in recent years. Different emotional approaches hav... more Interest in affective computing is increasing in recent years. Different emotional approaches have been developed to incorporate emotions in multi-agent systems. However, most of these models do not offer an adequate representation of emotions. An internal representation of emotions allows to define emotions according to different affective variables. In addition, many of these approaches do not take into account factors such as culture and language when defining emotions. In this work we show the results obtained in an experiment carried out to design an affective model for a multi-agent system taking into account factors such as language and culture.
This paper describes an experience in a course on Programming languages and compilers. In this co... more This paper describes an experience in a course on Programming languages and compilers. In this course we have chosen to an active learning methodology aimed at the implementation of a compiler project. In order to minimize the huge effort that teachers must invest in the preparation of a new project every year, a development environment of compile projects is proposed. The goal of this development environment is to greatly simplify the process of developing new projects.

Information Sciences, Feb 1, 2021
Humans use rather vague and imprecise words to express emotions. Therefore, fuzzy logic allows co... more Humans use rather vague and imprecise words to express emotions. Therefore, fuzzy logic allows computational a ective models to use emotions in the same way that human beings express them. However, people from di erent cultures and languages assign di erent meanings to the same emotion word. Unfortunately, there are still no a ective computing models that really take these two factors into consideration. In this paper, we propose a fuzzy model of appraisal for multiagent systems that is adapted to Spanish-speakers. Our methodology has two steps. First, the agent evaluates an event using a set of fuzzy appraisal rules that returns a fuzzy emotion. Then, a defuzzification process returns the Pleasure and Arousal dimensions of the emotion that will be internally represented as a vector in a two-dimensional space. This vector is used to update the agent's mood according to the agent's personality. The agent can express this internal emotional state using a fuzzification process that translates the agent's mood into a fuzzy emotion. This fuzzification process uses the results of an experiment to generate a fuzzy emotion that is adapted to the cultural environment in which the agent is located. This methodology can be easily adapted to other languages.
Education in the Knowledge Society, Aug 1, 2017
Extrinsic Emotion Regulation by Intelligent Agents: A Computational Model Based on Arousal-Valence Dimensions
Lecture Notes in Computer Science, 2023
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Papers by Emilio Vivancos