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The Importance of Similarity in Empathic
Interaction
Lynne Hall
University of Sunderland, UK
Sarah Woods
University of Hertfordshire, UK
Copyright © 2006, Idea Group Inc., distributing in print or electronic forms without written permission of IGI is prohibited.
INTRODUCTION
Empathy has been defined as, “An observer reacting
emotionally because he perceives that another is
experiencing or about to experience an emotion”
(Stotland, Mathews, Sherman, Hannson, &
Richardson, 1978). Synthetic characters (computer
generated semi-autonomous agents corporeally
embodied using multimedia and/or robotics, see Fig-
ure 1) are becoming increasingly widespread as a
way to establish empathic interaction between users
and computers. For example, Feelix, a simple hu-
manoid LEGO robot, is able to display different
emotions through facial expressions in response to
physical contact. Similarly, Kismet was designed to
be a sociable robot able to engage and interact with
humans using different emotions and facial expres-
sions. Carmen’s Bright Ideas is an interactive mul-
timedia computer program to teach a problem-solv-
ing methodology and uses the notion of empathic
interactions. Research suggests that synthetic char-
acters have particular relevance to domains with
flexible and emergent tasks where empathy is cru-
cial to the goals of the system (Marsella, Johnson, &
LaBore, 2003).
Using empathic interaction maintains and builds
user emotional involvement to create a coherent
cognitive and emotional experience. This results in
the development of empathic relations between the
user and the synthetic character, meaning that the
user perceives and models the emotion of the agent
experiencing an appropriate emotion as a conse-
quence.
Figure 1. Synthetic characters
FearNot (Hall et al., 2004) Feelix (Canamero, 2002;
Canamero & Fredslund,
2000) & Kismet
(Breazeal & Scassellati,
1999)
Carmen’s Bright Ideas
(Marsella et al, 2003)
Carmen’s Bright Ideas
(Marsella et al., 2003)