4,790 research outputs found

    DESIGN KNOWLEDGE FOR VIRTUAL LEARNING COMPANIONS

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    Conversational agents (CAs) are getting smarter thanks to advances in artificial intelligence, which opens the potential to use them in educational contexts to support (working) students. In addition, CAs are turning toward relationship-oriented virtual companions (e.g., Replika). Synthesizing these trends, we derive the virtual learning companion (VLC), which aims to support working students in their time management and motivation. In addition, we propose design knowledge, which was developed as part of a design science research project. We derive nine design principles, 28 meta-requirements, and 33 categories of design features based on interviews with students and experts, the results of an interdisciplinary workshop, and a user test. We aim to demonstrate how to design VLCs to unfold their potential for individual student support

    Deriving Design Knowledge for eLearning Companions to Support International Students

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    International students often have difficulties in getting connected with other students (from their host country), or in fully understanding the lectures due to barriers such as interacting in a foreign language or adjusting to a new campus. eLearning Companions (eLCs) act as virtual friends, accompany students with dialog-based support for learning and provide individual guidance. We contribute to the lack of prescriptive design knowledge for that specific use case by deriving 16 design principles for eLCs and transferring them into an expository instantiation along the Design Science Research paradigm. We build upon 14 identified literature requirements and 15 condensed user requirements resulting from an empirical study with 76 Chinese-speaking exchange students at a German university. Our objective is to extend the knowledge base and support scientists and practitioners in eLC design for non-native students to initiate further research and discussion

    Why Do We Turn to Virtual Companions? A Text Mining Analysis of Replika Reviews

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    Many people globally experience the feeling of loneliness and struggle with its consequences. A modern way to deal with this loneliness and lack of companionship is to use empathetic and emotional conversational agents. Often referred to as virtual companions, these agents can engage in human-like conversations with their users and build relationships with them through modern artificial intelligence technologies. One established service of such virtual companions is Replika, which we investigate in this study to explore what users expect to gain from long-term interactions with virtual companions and what they tend to talk about with them. Using a text mining approach and 119,831 reviews of the Replika service, we analyze users\u27 sentiments, emotions, and topics. Our results show that users interact with virtual companions to cope with their loneliness and, especially, to address their mental well-being. Furthermore, Replika users have a joyful and beneficial experience during long-term interaction with such virtual companions

    Design Knowledge for Virtual Learning Companions from a Value-centered Perspective

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    The increasing popularity of conversational agents such as ChatGPT has sparked interest in their potential use in educational contexts but undermines the role of companionship in learning with these tools. Our study targets the design of virtual learning companions (VLCs), focusing on bonding relationships for collaborative learning while facilitating students’ time management and motivation. We draw upon design science research (DSR) to derive prescriptive design knowledge for VLCs as the core of our contribution. Through three DSR cycles, we conducted interviews with working students and experts, held interdisciplinary workshops with the target group, designed and evaluated two conceptual prototypes, and fully coded a VLC instantiation, which we tested with students in class. Our approach has yielded 9 design principles, 28 meta-requirements, and 33 design features centered around the value-in-interaction. These encompass Human-likeness and Dialogue Management, Proactive and Reactive Behavior, and Relationship Building on the Relationship Layer (DP1,3,4), Adaptation (DP2) on the Matching Layer, as well as Provision of Supportive Content, Fostering Learning Competencies, Motivational Environment, and Ethical Responsibility (DP5-8) on the Service Layer

    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

    A Review of Verbal and Non-Verbal Human-Robot Interactive Communication

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    In this paper, an overview of human-robot interactive communication is presented, covering verbal as well as non-verbal aspects of human-robot interaction. Following a historical introduction, and motivation towards fluid human-robot communication, ten desiderata are proposed, which provide an organizational axis both of recent as well as of future research on human-robot communication. Then, the ten desiderata are examined in detail, culminating to a unifying discussion, and a forward-looking conclusion

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
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