9 research outputs found

    Towards player-driven procedural content generation

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    Generating immersive game content is one of the ultimate goals for a game designer. This goal can be achieved by realizing the fact that players' perception of the same game differ according to a number of factors including: players' personality, playing styles, expertise and culture background. While one player might find the game immersive, others may quit playing as a result of encountering a seemingly insoluble problem. One promising avenue towards optimizing the gameplay experience for individual game players is to tailor player experience in real-time via automatic game content generation. Specifying the aspects of the game that have the major influence on the gameplay experience, identifying the relationship between these aspect and each individual experience and defining a mechanism for tailoring the game content according to each individual needs are important steps towards player-driven content generation.peer-reviewe

    Exploiting the robot kinematic redundancy for emotion conveyance to humans as a lower priority task

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    Current approaches do not allow robots to execute a task and simultaneously convey emotions to users using their body motions. This paper explores the capabilities of the Jacobian null space of a humanoid robot to convey emotions. A task priority formulation has been implemented in a Pepper robot which allows the specification of a primary task (waving gesture, transportation of an object, etc.) and exploits the kinematic redundancy of the robot to convey emotions to humans as a lower priority task. The emotions, defined by Mehrabian as points in the pleasure–arousal–dominance space, generate intermediate motion features (jerkiness, activity and gaze) that carry the emotional information. A map from this features to the joints of the robot is presented. A user study has been conducted in which emotional motions have been shown to 30 participants. The results show that happiness and sadness are very well conveyed to the user, calm is moderately well conveyed, and fear is not well conveyed. An analysis on the dependencies between the motion features and the emotions perceived by the participants shows that activity correlates positively with arousal, jerkiness is not perceived by the user, and gaze conveys dominance when activity is low. The results indicate a strong influence of the most energetic motions of the emotional task and point out new directions for further research. Overall, the results show that the null space approach can be regarded as a promising mean to convey emotions as a lower priority task.Postprint (author's final draft

    Artificial Companions with Personality and Social Role

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    Subtitle: "Expectations from Users on the Design of Groups of Companions"International audienceRobots and virtual characters are becoming increasingly used in our everyday life. Yet, they are still far from being able to maintain long-term social relationships with users. It also remains unclear what future users will expect from these so-called "artificial companions" in terms of social roles and personality. These questions are of importance because users will be surrounded with multiple artificial companions. These issues of social roles and personality among a group of companions are sledom tackled in user studies. In this paper, we describe a study in which 94 participants reported that social roles and personalities they would expect from groups of companions. We explain how the resulsts give insights for the design of future groups of companions endowed with social intelligence

    Using Video Activity Reports to Support Remote Project-Based Learning

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    Distance learning has been expanding. Learner engagement is particularly important in project-based learning (PBL), but the interaction between teacher and learner and the understanding of learner status, including engagement, is not easy. This study aims to support teacher-learner communication based on learner engagement for remote PBL. In this paper, we propose the use of video activity reports by learners to estimate and understand learner engagement and to demonstrate its feasibility on the basis of the relationship between verbal and nonverbal information that can be obtained from video activity reports and learner engagement. Analysis of 232 video activity reports submitted by eight graduate students while working on remote research-based PBLs reveals that learner engagement decreases (1) when the report contained negative words, (2) when filled pauses were frequent or long, and (3) when silent pauses were infrequent or short. Furthermore, the feasibility of an AI-based support system is demonstrated through the design and implementation of a prototype

    3rd international workshop on Affective Interaction in Natural Environments (AFFINE)

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    The Impact of Robot Tutor Social Behaviour on Children

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    Robotic technologies possess great potential to enter our daily lives because they have the ability to interact with our world. But our world is inherently social. Whilst humans often have a natural understanding of this complex environment, it is much more challenging for robots. The field of social Human-Robot Interaction (HRI) seeks to endow robots with the characteristics and behaviours that would allow for intuitive multimodal interaction. Education is a social process and previous research has found strong links between the social behaviour of teachers and student learning. This therefore presents a promising application opportunity for social human-robot interaction. The thesis presented here is that a robot with tailored social behaviour will positively influence the outcomes of tutoring interactions with children and consequently lead to an increase in child learning when compared to a robot without this social behaviour. It has long been established that one-to-one tutoring provides a more effective means of learning than the current typical school classroom model (one teacher to many students). Schools increasingly supplement their teaching with technology such as tablets and laptops to offer this personalised experience, but a growing body of evidence suggests that robots lead to greater learning than other media. It is posited that this is due to the increased social presence of a robot. This work adds to the evidence that robots hold a social advantage over other technological media, and that this indeed leads to increased learning. In addition, the work here contributes to existing knowledge by seeking to expand our understanding of how to manipulate robot social behaviour in educational interactions such that the behaviour is tailored for this purpose. To achieve this, a means of characterising social behaviour is required, as is a means of measuring the success of the behaviour for the interaction. To characterise the social behaviour of the robot, the concept of immediacy is taken from the human-human literature and validated for use in HRI. Greater use of immediacy behaviours is also tied to increased cognitive learning gains in humans. This can be used to predict the same effect for the use of social behaviour by a robot, with learning providing an objective measure of success for the robot behaviour given the education application. It is found here that when implemented on a robot in tutoring scenarios, greater use of immediacy behaviours generally does tend to lead to increased learning, but a complex picture emerges. Merely the addition of more social behaviour is insufficient to increase learning; it is found that a balance should be struck between the addition of social cues, and the congruency of these cues
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