9,220 research outputs found

    Using motivation derived from computer gaming in the context of computer based instruction

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    This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning

    An Action Selection Architecture for an Emotional Agent

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    An architecture for action selection is presented linking emotion, cognition and behavior. It defines the information and emotion processes of an agent. The architecture has been implemented and used in a prototype environment

    Designing friends

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    Embodied Conversational Agents are virtual humans that can interact with humans using verbal and non-verbal forms of communication. In most cases, they have been designed for short interactions. This paper asks the question how one would start to design synthetic characters that can become your friends. We look at insights from social psychology and propose a methodology for designing friends

    Emotionally interactive agents

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    Models in language processing have researched how words are interpreted by humans. Many models presume the ability to correctly interpret the beliefs, motives and intentions underlying words. The interest relies also on how emotion motivates certain words or actions, inferences, and communicates information about mental state. As we will see below, some tutoring systems have explored this potential to inform user models. Likewise, dialogue systems, mixed-initiative planning systems, or systems that learn from observation could also benefit from such an approach. As these experimental data show, activating accessible constructs or attitudes through one set of stimuli can facilitate cognitive processing of other stimuli under certain circumstances, and can interfere with it under other circumstances. Some of the results support and converge on those centered on the constructs of current concern and emotional arousal. Future research has to take seriously into account this question: how to develop models where emotion interacts with cognitive processing. One example could be the work of Pitterman et al. (2010) where it is combined speech-based emotion recognition with adaptive human-computer modeling. With the robust recognition of emotions from speech signals as their goal, the authors analyze the effectiveness of using a plain emotion recognizer, a speech-emotion recognizer combining speech and emotion recognition, and multiple speech-emotion recognizers at the same time. The semi-stochastic dialogue model employed relates user emotion management to the corresponding dialogue interaction history and allows the device to adapt itself to the context, including altering the stylistic realization of its speech.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Generating socially appropriate tutorial dialog

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    Analysis of student-tutor coaching dialogs suggest that good human tutors attend to and attempt to influence the motivational state of learners. Moreover, they are sensitive to the social face of the learner, and seek to mitigate the potential face threat of their comments. This paper describes a dialog generator for pedagogical agents that takes motivation and face threat factors into account. This enables the agent to interact with learners in a socially appropriate fashion, and foster intrinsic motivation on the part of the learner, which in turn may lead to more positive learner affective states

    Designing and Implementing Embodied Agents: Learning from Experience

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    In this paper, we provide an overview of part of our experience in designing and implementing some of the embodied agents and talking faces that we have used for our research into human computer interaction. We focus on the techniques that were used and evaluate this with respect to the purpose that the agents and faces were to serve and the costs involved in producing and maintaining the software. We discuss the function of this research and development in relation to the educational programme of our graduate students
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