13,463 research outputs found
The use of animated agents in e‐learning environments: an exploratory, interpretive case study
There is increasing interest in the use of animated agents in e‐learning environments. However, empirical investigations of their use in online education are limited. Our aim is to provide an empirically based framework for the development and evaluation of animated agents in e‐learning environments. Findings suggest a number of challenges, including the multiple dialogue models that animated agents will need to accommodate, the diverse range of roles that pedagogical animated agents can usefully support, the dichotomous relationship that emerges between these roles and that of the lecturer, and student perception of the degree of autonomy that can be afforded to animated agents
Bringing tabletop technologies to kindergarten children
Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype
Agents, Believability and Embodiment in Advanced Learning Environments
On the World Wide Web we see a growing number of general HCI interfaces, interfaces to educational or entertainment systems, interfaces to professional environments, etc., where an animated face, a cartoon character or a human-like virtual agent has the task to assist the user, to engage the user into a conversation or to educate the user. What can be said say about the effects a human-like agent has on a student's performance? We discuss agents, their intelligence, embodiment and interaction modalities. In particular, we introduce viewpoints and questions about roles embodied agents can play in educational environment
Computers that smile: Humor in the interface
It is certainly not the case that wen we consider research on the role of human characteristics in the user interface of computers that no attention has been paid to the role of humor. However, when we compare efforts in this area with efforts and experiments that attempt to demonstrate the positive role of general emotion modelling in the user interface, then we must conclude that this attention is still low. As we all know, sometimes the computer is a source of frustration rather than a source of enjoyment. And indeed we see research projects that aim at recognizing a user’s frustration, rather than his enjoyment. However, rather than detecting frustration, and maybe reacting on it in a humorous way, we would like to prevent frustration by making interaction with a computer more natural and more enjoyable. For that reason we are working on multimodal interaction and embodied conversational agents. In the interaction with embodied conversational agents verbal and nonverbal communication are equally important. Multimodal emotion display and detection are among our advanced research issues, and investigations in the role of humor in human-computer interaction is one of them
Generating socially appropriate tutorial dialog
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
Orientações de design para Agentes Pedagógicos Animados
A área de agentes animados pedagógicos está
relacionada ao desenvolvimento de aplicações que visam
melhorar o processo de interação humano-computador
(por humanos queremos dizer estudantes e professores)
utilizando software de agentes representados por caracte-
res ou figuras humanas. A fim de ajudar os pesquisado-
res a projetar agentes pedagógicos que possam melhorar
a usabilidade do agente humano, este trabalho vai discutir
as diretrizes básicas para o design de Agentes Animados
Pedagógicos, com base nos conceitos fornecidos pela In-
formática na Educação, Inteligência Artificial e Interação
Humano-Computador
Comparing Photorealistic and Animated Embodied Conversational Agents in Serious Games: An Empirical Study on User Experience
Embodied conversational agents (ECAs) are paradigms of conversational user
interfaces in the form of embodied characters. While ECAs offer various
manipulable features, this paper focuses on a study conducted to explore two
distinct levels of presentation realism. The two agent versions are
photorealistic and animated. The study aims to provide insights and design
suggestions for speech-enabled ECAs within serious game environments. A
within-subjects, two-by-two factorial design was employed for this research
with a cohort of 36 participants balanced for gender. The results showed that
both the photorealistic and the animated versions were perceived as highly
usable, with overall mean scores of 5.76 and 5.71, respectively. However, 69.4
per cent of the participants stated they preferred the photorealistic version,
25 per cent stated they preferred the animated version and 5.6 per cent had no
stated preference. The photorealistic agents were perceived as more realistic
and human-like, while the animated characters made the task feel more like a
game. Even though the agents' realism had no significant effect on usability,
it positively influenced participants' perceptions of the agent. This research
aims to lay the groundwork for future studies on ECA realism's impact in
serious games across diverse contexts.Comment: 21 pages, 14 figures, preprint to be published in HCI INTERNATIONAL
2023 25TH INTERNATIONAL CONFERENCE ON HUMAN-COMPUTER INTERACTION proceeding
Chatbots for learning: A review of educational chatbots for the Facebook Messenger
With the exponential growth in the mobile device market over the last decade, chatbots are becoming an increasingly popular option to interact with users, and their popularity and adoption are rapidly spreading. These mobile devices change the way we communicate and allow ever-present learning in various environments. This study examined educational chatbots for Facebook Messenger to support learning. The independent web directory was screened to assess chatbots for this study resulting in the identification of 89 unique chatbots. Each chatbot was classified by language, subject matter and developer's platform. Finally, we evaluated 47 educational chatbots using the Facebook Messenger platform based on the analytic hierarchy process against the quality attributes of teaching, humanity, affect, and accessibility. We found that educational chatbots on the Facebook Messenger platform vary from the basic level of sending personalized messages to recommending learning content. Results show that chatbots which are part of the instant messaging application are still in its early stages to become artificial intelligence teaching assistants. The findings provide tips for teachers to integrate chatbots into classroom practice and advice what types of chatbots they can try out.Web of Science151art. no. 10386
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