Emotions Revealed
March 01, 2006
What is an emotion? How many different emotions are there? Are all emotions universal? The journey
towards understanding, whether the knowledge of science or the wisdom of
philosophy, is as much about the refinement of the language as it is about
experiments and treatises. In the context of emotions, there is still much work
to be done in building a coherent framework of terms thanks in part to the
generous scope the word ‘emotion’ has acquired. Paul Ekman’s work is a
substantial and invaluable step towards achieving this goal.
Definitions
Emotion: Ekman’s definition of emotion is at
the back of the book, and is too complex to reproduce in full. In short: an
emotion consists of [1] a set of sensations experienced [2] briefly (longer
experiences Ekman considers moods) [3] about something that matters to the
person experiencing it. [4] Emotions happen without the experience being chosen
consciously; [5] a subconscious appraisal process triggers the emotion. [6]
While an emotion is being experienced there is a refractory period during which
information inconsistent with the emotional state cannot be accessed. [7]
People become consciously aware of an emotion once it has begun. [8] There are
universal emotional themes that reflect our evolutionary past, and culturally
learned variations which reflect our individual experiences. [9] The desire to
experience or not experience an emotion motivates much of our behaviour, and
[10] a clear, rapid and universal signal informs others of how an emotional
person is feeling.
Mood: if an emotion lasts for hours,
Ekman considers this a mood, not an emotion. He deploys separate terms for
moods than for emotions.
Emotions
1. Sadness
and Agony
Sadness: dysphoria, helplessness,
hopelessness
Agony:
intense and painful version of sadness; elements of protest
2. Anger
range of states from annoyance,
through frustration to rage
3. Surprise
and Fear
Surprise:
short lived response to the unexpected
Fear: retreat from the threat of
harm; physical or psychological
4. Disgust
and Contempt
Disgust: feeling of aversion,
repulsion
Contempt: disdain; experienced
towards people or their actions
Similar
emotions are grouped together. Separate terms are used to indicate that there
is a different sign for display, and differences in the triggering states.
Disgust and contempt, for instance, seem related, but have different facial
expressions and radically different triggering states. They appear to be two
separate emotions.
1-5.
Sensory pleasures
Visual pleasure
Tactile pleasre
Olfactory pleasure
Auditory pleasure
Gustatory pleasure
6. Amusement
from slight amusement, through to
intense amusement with laughter and tears
7. Contentment
the feeling that there is nothing
more that need be done
8. Excitement
response to novelty or challenge
9. Relief
felt immediately after a strong
emotion subsides
10. Wonderment
feeling of being overwhelmed by the
improbable and incomprehensible
11. Ecstasy
(or Bliss)
intense self-transcendent rapture
12. Fiero
triumph over adversity, commonly
seen in sporting victories
13. Naches
pride in the accomplishment of a
child or student (or of a parent or tutor)
14.
Elevation
uplifting feeling in response to
unexpected kindness and compassion
15.
Gratitude
appreciation for an altruistic gift
that provides benefit
16.
Shadenfreude
delight in the suffering of enemies (in the context of play, of our friends)
Regrettably,
the bulk of the book is concerned with the non-enjoyable emotions, and only a
single chapter is devoted to these sixteen emotions. There is clearly much
research still to be done.
Emotions not covered
by this book:
2. Shame
(no clear signal)
3.
Embarrassment (no clear signal – blushing cannot be observed in dark-skinned
people)
4. Envy (no
clear signal)
Not
covered, and not considered emotions:
6. Love
(Ekman does not consider parental or romantic love to be an emotion on the
following grounds: emotions can be very brief, but love endures)
Emotions
Revealed: Understanding Faces and Feelings is published by Phoenix, ISBN 0-75381-765-9.
I'm reading Cziksentmihalyi's later book, Creativity: The Psychology of Discovery and Invention, which applies the flow theory to the human creative endeavor. It's really fascinating, although I'm only three chapters in, so it might get bogged down later in the book.
That book in particular has been a great at jogging my mind when I'm coming up with ideas for how to encourage creativity in a large-ish game studio.
Posted by: Darius K. | March 01, 2006 at 04:03 PM
The thing I really appreciate about your blog, Chris, is that you boil down some really thick books and get the pearls out. The process of emotion listed at top is very thought provoking for me, and it synchs with some earlier ideas I've had about interactive storytelling algorithms.
1: the hard data of the discourse, composed of events driven by verbs
2: the context of the discourse, the game state composed of nouns
3: the is the crucial step, one that most games ignore; you've got to let your system keep a model of the player to the end of providing a general effect. While you could do more complex AI where every agent is interpreting sense data and having emotions applied, it would be easier to produce a good play experience by having everything, from stages to agents, directed by the Drama Management AI (DM) to the end of the player's emotional state.
4&5: to that end agents are "subconsciously" cued by the DM, this can include the player agent, or "blind captain" of the character.
6: the emotional impression both alters the player's relative vision to an extant, as well as changes the information possibly available, since the emotional bottom line is the result of a whole system's behavior. So if you're playing a desperate housewife who gets jealous, the system will gear you towards interpreting that sort of info.
7: before long the player catches on to what the system is rigging for, and might take tangential action.
8: because Jung's ideas are decent, a designer can craft and write a web of concepts into the DM's program, with the thematic logic in that memetic sphere determining what concepts can associate with others, so that the player generally has some other emotional flow to slip into
9: the goal of such a system is to provide the user with agency, to whatever desired ends, so the system needs back-doors to handle the player actively subverting the current emotional flow, as well as encourage the player when co-operating with the system
10: user feedback, which ties it all together. Facial animations are the new health bar, as far as interactive storytelling is concerned. Gestures and demeanor and vocal tone may come into play in the second or third generation of drama engines.
Posted by: Patrick | March 02, 2006 at 03:09 AM
Darius: There's no doubt that Cziksentmihalyi is a smart guy. I think part of my problem with Flow was that he has a very materialist world view (in the philosophical sense), and advertises it like this was the only choice. I found this quite irritating. I'm not alone. The person I got my copy of Flow from gave it to me after becoming so angry and frustrated with the way Cziksentmihalyi presented some of his more dogmatic beliefs in a factual manner. A lot of scientists have this blind spot around belief and science; I personally find it highly unappealing. I do use Flow theory in my work, I just happen to not get on with the authors prose style and concept of book structure very well. :) Glad to hear you're getting some real value out of his work!
Patrick: I'm sure I've said this before, but it's going to be really interesting to see what you come up with when you secure some funding. I suspect you're going to find your goals are beyond the reach of the 'low hanging fruit'. Still, *any* successful steps in this direction are going to prove most interesting!
Posted by: Chris | March 02, 2006 at 08:55 AM
Actually Storytron exhibits functionality in regards to parts 1,2,4,6, 9 and 10. Siri's Utopia exhibits functionality in regards to parts 1,2,3,7,8 and 10 and Facade gets it all, except for the associative symbolic webbing (their beats were at a more "chuncked" level of abstraction), though their langauge processing problems make it difficult to appreciate the DM's handling of tangential and counter-subversive matters.
So when I do reach for that fruit I'll be standing on a whole generation of incomplete attempts, and capturing this process would make for a good second generation plaftorm. All the stuff I've been saying about adaptive content, that would could AFTER we get the emotional feedback loop right, as a third generation platform.
Posted by: Patrick | March 02, 2006 at 06:14 PM