28 research outputs found

    Relational agents : effecting change through human-computer relationships

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.Includes bibliographical references (p. 205-219).What kinds of social relationships can people have with computers? Are there activities that computers can engage in that actively draw people into relationships with them? What are the potential benefits to the people who participate in these human-computer relationships? To address these questions this work introduces a theory of Relational Agents, which are computational artifacts designed to build and maintain long-term, social-emotional relationships with their users. These can be purely software humanoid animated agents--as developed in this work--but they can also be non-humanoid or embodied in various physical forms, from robots, to pets, to jewelry, clothing, hand-helds, and other interactive devices. Central to the notion of relationship is that it is a persistent construct, spanning multiple interactions; thus, Relational Agents are explicitly designed to remember past history and manage future expectations in their interactions with users. Finally, relationships are fundamentally social and emotional, and detailed knowledge of human social psychology--with a particular emphasis on the role of affect--must be incorporated into these agents if they are to effectively leverage the mechanisms of human social cognition in order to build relationships in the most natural manner possible. People build relationships primarily through the use of language, and primarily within the context of face-to-face conversation. Embodied Conversational Agents--anthropomorphic computer characters that emulate the experience of face-to-face conversation--thus provide the substrate for this work, and so the relational activities provided by the theory will primarily be specific types of verbal and nonverbal conversational behaviors used by people to negotiate and maintain relationships.(cont.) This work also provides an analysis of the types of applications in which having a human-computer relationship is advantageous to the human participant. In addition to applications in which the relationship is an end in itself (e.g., in entertainment systems), human-computer relationships are important in tasks in which the human is attempting to undergo some change in behavior or cognitive or emotional state. One such application is explored here: a system for assisting the user through a month-long health behavior change program in the area of exercise adoption. This application involves the research, design and implementation of relational agents as well as empirical evaluation of their ability to build relationships and effect change over a series of interactions with users.by Timothy Wallace Bickmore.Ph.D

    Соціально-гуманітарні аспекти розвитку сучасного суспільства

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    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Measuring the Scale Outcomes of Curriculum Materials

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    Dissolving boundaries among applied disciplines: a narrative study of transdisciplinary collaboration during a charrette

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    2021 Spring.Includes bibliographical references.Charrettes have a long history of use in medical, architectural, and planning professions. An extensive literature search found little application of the charrette model implemented to advance, support, and identify transdisciplinarity (TD) research, transdisciplinary teaming models (TDM), transdisciplinary learning (TDL) supporting transformative learning (TL) among participants. This study highlighted differing approaches among teams as they navigated ideation and proposed solutions advancing comprehension among students of applied disciplines and how each approached, negotiated, and solved community-based problems. I implemented a TDM charrette to address TDL in educational settings. This two charrette case study implemented 1) an exploratory investigation joined a competition to create a high school of the future in underserved Montbello, Colorado, and 2) a proposal to renovate and develop a historic homestead on a working cattle ranch and wildlife reserve to support a multi-generational educational program, in Sedalia, Colorado. Charrettes included college students from architectural design, construction management, education, environmental sciences, and fish and wildlife. High school students were joined by POs from education, business and ranching professions, artists, and authors. Participants were challenged to create programs using site attributes. Charrette's culminated with team project proposals shared with invited stakeholders. Using Hall's four-phases of TD team based experiential learning and Kolb's Learning Style Models I used visual narrative and a sustainability lens to reflect and incorporate participant experiences and outcomes. Findings identified how students experienced charrettes, how they interacted with other disciplines, participant observers (PO)/facilitator observers (FO), and project stakeholders. TDM emphasized the importance of self-reflection revealed by mutual learning of transferable solutions, synthesis of results, and the visibility and relevance to problem solving. Outcomes showed how participants explored, described discipline knowledge; how shared skills shaped and influenced information sharing, leading to transformative learning (TL). Key findings identified knowledge derived from multiple modes of inquiry gained from TDL addressed problems, contributed to transferability. Challenges identified recruitment of participants from more than three disciplines. This study described and shared how participation advanced knowledge production and integration to solve unstructured problems. The TDM charrette supported TDL and knowledge production that bridged solution oriented approaches among participants leading to TL

    Flipping All Courses on a Semester:Students' Reactions and Recommendations

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