<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1665-6423</journal-id>
<journal-title><![CDATA[Journal of applied research and technology]]></journal-title>
<abbrev-journal-title><![CDATA[J. appl. res. technol]]></abbrev-journal-title>
<issn>1665-6423</issn>
<publisher>
<publisher-name><![CDATA[Universidad Nacional Autónoma de México, Instituto de Ciencias Aplicadas y Tecnología]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1665-64232012000500001</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[A Reactive Behavior Agent: Including Emotions into a Video Game]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Laureano-Cruces]]></surname>
<given-names><![CDATA[A. L.]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Acevedo-Moreno]]></surname>
<given-names><![CDATA[D. A.]]></given-names>
</name>
<xref ref-type="aff" rid="A03"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Mora-Torres]]></surname>
<given-names><![CDATA[M.]]></given-names>
</name>
<xref ref-type="aff" rid="A03"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ramírez-Rodríguez]]></surname>
<given-names><![CDATA[J.]]></given-names>
</name>
<xref ref-type="aff" rid="A02"/>
</contrib>
</contrib-group>
<aff id="A01">
<institution><![CDATA[,Universidad Autónoma Metropolitana Azcapotzalco Departamento de Sistemas ]]></institution>
<addr-line><![CDATA[México D.F.]]></addr-line>
<country>México</country>
</aff>
<aff id="A02">
<institution><![CDATA[,Université d'Avignon et des Pays de Vaucluse Laboratoire Informatique d'Avignon ]]></institution>
<addr-line><![CDATA[Avignon ]]></addr-line>
<country>France</country>
</aff>
<aff id="A03">
<institution><![CDATA[,Universidad Nacional Autónoma de México  ]]></institution>
<addr-line><![CDATA[México D.F.]]></addr-line>
<country>México</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>10</month>
<year>2012</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>10</month>
<year>2012</year>
</pub-date>
<volume>10</volume>
<numero>5</numero>
<fpage>651</fpage>
<lpage>672</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1665-64232012000500001&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1665-64232012000500001&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1665-64232012000500001&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[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 to emotions; the other one is external, it comes from the environment. Thus, emotions are immersed in different areas of a person's life, including social, functional, and cognitive aspects. It has an important role in the decision-making process. It is on this last point that this paper focuses its approach, which consists of including a cognitive structure of emotions in a reactive behavior in order to enrich behavior, including the information generated through internal evaluation 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 different perspectives: a) goals and events, b) agents and their actions, and c) objects and their capacity for attraction. The case study is situated within a scenario that represents an approach that seeks to include a module of emotions within the design of the architecture of a videogame.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[Por qué tenemos emociones y cómo influyen en el comportamiento humano son dos preguntas que constantemente nos hacemos. De acuerdo con investigadores en el campo, se trata de dos tipos de información que la persona recibe para tomar una decisión. Esta información se integra para generar un todo. La información que viene de nosotros mismos es la propiocepción y se refiere a las emociones; la otra es externa y proviene del medio ambiente. Así, las emociones están inmersas en diferentes áreas de la vida de una persona, incluidos los aspectos sociales, funcionales y cognitivos. Tienen un papel importante en la toma de decisiones. Es en este último punto que el trabajo centra su enfoque, que consiste en incluir una estructura cognitiva de las emociones en un comportamiento reactivo a fin de enriquecer el comportamiento, incluyendo la información generada a través de la evaluación interna de los estímulos físicos externos. Nuestro trabajo se basa en la Teoría OCC (por el nombre de sus autores: Ortony, Collins y Clore). Esta teoría propone que la toma de decisiones se ve afectada a través de perspectivas diferentes: a) las metas y los acontecimientos, b) los agentes y sus acciones, y c) los objetos y su capacidad de atracción. El caso de estudio se encuentra dentro de un escenario que representa un enfoque que trata de incluir un módulo de las emociones en el diseño de la arquitectura de un videojuego.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[cognitive structure of emotions]]></kwd>
<kwd lng="en"><![CDATA[decision-making process]]></kwd>
<kwd lng="en"><![CDATA[reactive behaviors]]></kwd>
<kwd lng="en"><![CDATA[affective computing]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[  	    <p align="center"><font face="verdana" size="4"><b>A Reactive Behavior Agent: Including Emotions into a Video Game</b></font></p>  	    <p align="center"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="center"><font face="verdana" size="2"><b>A. L. Laureano&#45;Cruces*<sup>1,</sup> <sup>2</sup><sup>, 3</sup>, D. A. Acevedo&#45;Moreno<sup>3</sup>, M. Mora&#45;Torres<sup>3</sup>, J. Ram&iacute;rez&#45;Rodr&iacute;guez<sup>1, 2</sup></b></font></p>  	    <p align="center"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><sup>1</sup> <i>Departamento de Sistemas, Universidad Aut&oacute;noma Metropolitana Azcapotzalco, San Pablo 180, 02200 M&eacute;xico D.F., M&eacute;xico.</i> <a href="mailto:clc@correo.azc.uam.mx">clc@correo.azc.uam.mx</a>.</font></p>  	    <p align="justify"><font face="verdana" size="2"><sup>2</sup> <i>Laboratoire Informatique d'Avignon / Universit&eacute; d'Avignon et des Pays de Vaucluse, BP 91228, 84911 Avignon Cedex 9, France</i><i>.</i></font></p>  	    <p align="justify"><font face="verdana" size="2"><sup>3</sup> <i>Posgrado en Ciencia e Ingenier&iacute;a de la Computaci&oacute;n &#45; Universidad Nacional Aut&oacute;noma de M&eacute;xico, Edificio anexo al IIMAS,</i> <i>3er. Piso, Circuito Interior, Ciudad Universitaria Coyoac&aacute;n CP 04510, M&eacute;xico D.F., M&eacute;xico</i>.</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Abstract</b></font></p>  	    ]]></body>
<body><![CDATA[<p align="justify"><font face="verdana" size="2">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 to emotions; the other one is external, it comes from the environment. Thus, emotions are immersed in different areas of a person's life, including social, functional, and cognitive aspects. It has an important role in the decision&#45;making process. It is on this last point that this paper focuses its approach, which consists of including a cognitive structure of emotions in a reactive behavior in order to enrich behavior, including the information generated through internal evaluation 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&#45;making process is affected through different perspectives: a) goals and events, b) agents and their actions, and c) objects and their capacity for attraction. The case study is situated within a scenario that represents an approach that seeks to include a module of emotions within the design of the architecture of a videogame.</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Keywords:</b> cognitive structure of emotions, decision&#45;making process, reactive behaviors, affective computing.</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Resumen</b></font></p>  	    <p align="justify"><font face="verdana" size="2">Por qu&eacute; tenemos emociones y c&oacute;mo influyen en el comportamiento humano son dos preguntas que constantemente nos hacemos. De acuerdo con investigadores en el campo, se trata de dos tipos de informaci&oacute;n que la persona recibe para tomar una decisi&oacute;n. Esta informaci&oacute;n se integra para generar un todo. La informaci&oacute;n que viene de nosotros mismos es la propiocepci&oacute;n y se refiere a las emociones; la otra es externa y proviene del medio ambiente. As&iacute;, las emociones est&aacute;n inmersas en diferentes &aacute;reas de la vida de una persona, incluidos los aspectos sociales, funcionales y cognitivos. Tienen un papel importante en la toma de decisiones. Es en este &uacute;ltimo punto que el trabajo centra su enfoque, que consiste en incluir una estructura cognitiva de las emociones en un comportamiento reactivo a fin de enriquecer el comportamiento, incluyendo la informaci&oacute;n generada a trav&eacute;s de la evaluaci&oacute;n interna de los est&iacute;mulos f&iacute;sicos externos. Nuestro trabajo se basa en la Teor&iacute;a OCC (por el nombre de sus autores: Ortony, Collins y Clore). Esta teor&iacute;a propone que la toma de decisiones se ve afectada a trav&eacute;s de perspectivas diferentes: a) las metas y los acontecimientos, b) los agentes y sus acciones, y c) los objetos y su capacidad de atracci&oacute;n. El caso de estudio se encuentra dentro de un escenario que representa un enfoque que trata de incluir un m&oacute;dulo de las emociones en el dise&ntilde;o de la arquitectura de un videojuego.</font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><a href="/pdf/jart/v10n5/v10n5a1.pdf" target="_blank">DESCARGAR ART&Iacute;CULO EN FORMATO PDF</a></font></p>  	    <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>  	    <p align="justify"><font face="verdana" size="2"><b>Acknowledgments</b></font></p>  	    <p align="justify"><font face="verdana" size="2">This paper is part of the research undertaken by David A. Acevedo&#45;Moreno to obtain the Master of Engineering in Computer Science Degree at Postgrado en Ciencias e Ingenier&iacute;a de la Computaci&oacute;n UNAM. It was supported by CONACYT grant 1548 and it was also part of the divisional project <i>Soft Computing and Applications</i> funded by Universidad Aut&oacute;noma Metropolitana.</font></p>  	    ]]></body>
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