515 research outputs found

    Design Perspective on the Role of Advanced Bots for Self-Guided Learning

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    Virtual worlds are rapidly gaining acceptance in educational settings; with bots play an important role in these environments to help learners. Authentic learning can be significantly supported by bots to help self-guided learning in authentic tasks. in this paper, we investigate what is stopping educators from making more use of bots as a valuable resource and how these barriers can be overcome. This exploratory research uses interviews with six educators, who use educational bots. We show that while the experts have 'big plans' for bot use, the current educational implementations are 'low-level' and restrictive in their application. There is further confusion about appropriate pedagogical models and how to use them effectively as more than 'prompters' or 'extras'. While creation- and control-technologies are advancing, allowing use of bots as a 'hard technology' to guide learners through routine procedures; there is a lack of resources for automation as intelligence technologies are slower to develop and may required future partnerships with external parties before they are available useable by general educators

    ANIMA OBSCURA

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    This technical paper presents the results of the past three years research and development work by an interdisciplinary team of artists, scholars, disability empowerment experts, engineers, computer scientists and medical doctors, working together to invent new cutting edge technologies for real people’s needs. The group has called itself SPIRITlevel (see www.smartlabcentre.com) and has aimed to harness and share the power of technology when invented by and for people with unlimited imaginations despite physical limitations. The project discussed is ‘ANIMA OBSCURA’: a showcase performance designed to demonstrate the empowering abilities of new technology in the performing arts, where bio-affective feedback systems and motion tracking technologies can be usefully (and invisibly) combined with live performance by disabled and able-bodied dancers, to allow every person to dance, move, and bring an augmented world to life. The showcase has broadcastable elements and scaleable format that makes it suitable for demonstration in hospital settings, rehabilitation units, art galleries, museums, and main stages. It can be utilised by individuals for personal therapy and healing, or used collaboratively in online game-playing between hospital beds or, in the ‘mainstream’, through webcast and broadcast formats

    ‘It’s Almost Like Talking to a Person’: Student Disclosure to Pedagogical Agents in Sensitive Settings.

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    This paper presents findings of a pilot study which used pedagogical agents to examine disclosure in educational settings. The study used responsive evaluation to explore how use of pedagogical agents might affect students’ truthfulness and disclosure by asking them to respond to a lifestyle choices survey delivered by a web-based pedagogical agent. Findings indicate that emotional connection with pedagogical agents were intrinsic to the user’s sense of trust and therefore likely to affect levels of truthfulness and engagement. The implications of this study are that truthfulness, personalisation and emotional engagement are all vital components in using pedagogical agents to enhance online learning

    To Affinity and Beyond: Interactive Digital Humans as a Human Computer Interface

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    The field of human computer interaction is increasingly exploring the use of more natural, human-like user interfaces to build intelligent agents to aid in everyday life. This is coupled with a move to people using ever more realistic avatars to represent themselves in their digital lives. As the ability to produce emotionally engaging digital human representations is only just now becoming technically possible, there is little research into how to approach such tasks. This is due to both technical complexity and operational implementation cost. This is now changing as we are at a nexus point with new approaches, faster graphics processing and enabling new technologies in machine learning and computer vision becoming available. I articulate the issues required for such digital humans to be considered successfully located on the other side of the phenomenon known as the Uncanny Valley. My results show that a complex mix of perceived and contextual aspects affect the sense making on digital humans and highlights previously undocumented effects of interactivity on the affinity. Users are willing to accept digital humans as a new form of user interface and they react to them emotionally in previously unanticipated ways. My research shows that it is possible to build an effective interactive digital human that crosses the Uncanny Valley. I directly explore what is required to build a visually realistic digital human as a primary research question and I explore if such a realistic face provides sufficient benefit to justify the challenges involved in building it. I conducted a Delphi study to inform the research approaches and then produced a complex digital human character based on these insights. This interactive and realistic digital human avatar represents a major technical undertaking involving multiple teams around the world. Finally, I explored a framework for examining the ethical implications and signpost future research areas

    Rivale: A Prototype realistic Immersive Virtual Agent-Based Learning Environment Case Study for Learning Requirements Elicitation Skills

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    Current ways of teaching requirements analysis, such as paper-based case studies, do not sufficiently support development of skills to investigate a problem situation. This paper reports on research to develop and evaluate an initial prototype of a Realistic Immersive Virtual Agent-based Learning Environment (RIVALE) virtual case study. The example fictional case study in this paper would be used as an exercise for students taking a systems analysis and design class to practice and learn requirements elicitation skills, such as interviewing, questionnaires, document review, form review, and observation. The intention is to provide a more realistic experience and to thereby support better learning as well as more realistic assessment of and feedback concerning student skills in requirements elicitation. The requirements, design, implementation, and initial, lightweight evaluation of the initial prototype are described. The initial prototype shows promise, but specific issues, especially problems with achieving realistic conversation, are identified and recommendations for further research are provided.

    UNDERSTANDING INTERACTIVE EXPERIENCES: PERCEIVED INTERACTIVITY AND PRESENCE WITH AND WITHOUT OTHER AVATARS IN THE ONLINE VIRTUAL WORLD SECOND LIFE

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    Interactivity research lacks consensus regarding the qualities and consequences of interactive experiences. Empirical proof is needed to substantiate the numerous interactivity theories and provide direction for new media technology developers. Specifically, there is a shortage of research on differences between user experiences of interactivity when technology enables communication versus when it does not. In addition, interactivity research is often confounded by the construct of presence. This study’s objectives included: 1) identifying qualities associated with interactive experiences; 2) disambiguating the constructs of interactivity and presence; and 3) developing a measure of perceived interactivity for VW research. The experimental design measured perceived interactivity and presence following completion of a simple task in the online Virtual World (VW) known as Second Life. It was hypothesized that both perceived interactivity and presence would be greater for subjects encountering avatars believed to be controlled by other people than for subjects encountering no other avatars in the VW. A total of 180 subjects from the University of Kentucky participated in a 2 by 4 factorial experiment. Perceived interactivity was measured by modifying McMillan and Hwang’s Measure of Perceived Interactivity for the VW context. Two essential qualities of interactive experiences were identified: Responsiveness and engagement. These qualities are characteristic of unmediated, FTF conversation, which was perceived as the most interactive communication context above technologies routinely described as interactive. Decreased responsiveness of technology at a second study venue caused significant decline in perceived interactivity, demonstrating the importance of a technology’s reaction speed and control provided to the user. Significant main effects for perceived interactivity due to encountering other avatars were confounded by interaction effects due to differences in technology responsiveness. Interactivity and presence appear to be separate psychological constructs which covary in the context of a new media experience. Implications and directions for future research are discussed

    Artificial Intelligence: Robots, Avatars, and the Demise of the Human Mediator

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    Published in cooperation with the American Bar Association Section of Dispute Resolutio

    Artificial Intelligence: Robots, Avatars, and the Demise of the Human Mediator

    Get PDF
    Published in cooperation with the American Bar Association Section of Dispute Resolutio

    Artificial Intelligence: Robots, Avatars and the Demise of the Human Mediator

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    As technology has advanced, many have wondered whether (or simply when) artificial intelligent devices will replace the humans who perform complex, interactive, interpersonal tasks such as dispute resolution. Has science now progressed to the point that artificial intelligence devices can replace human mediators, arbitrators, dispute resolvers and problem solvers? Can humanoid robots, attractive avatars and other relational agents create the requisite level of trust and elicit the truthful, perhaps intimate or painful, disclosures often necessary to resolve a dispute or solve a problem? This article will explore these questions. Regardless of whether the reader is convinced that the demise of the human mediator or arbitrator is imminent, one cannot deny that artificial intelligence now has the capability to assume many of the responsibilities currently being performed by alternative dispute resolution (ADR) practitioners. It is fascinating (and perhaps unsettling) to realize the complexity and seriousness of tasks currently delegated to avatars and robots. This article will review some of those delegations and suggest how the artificial intelligence developed to complete those assignments may be relevant to dispute resolution and problem solving. “Relational Agents,” which can have a physical presence such as a robot, be embodied in an avatar, or have no detectable form whatsoever and exist only as software, are able to create long term socio-economic relationships with users built on trust, rapport and therapeutic goals. Relational agents are interacting with humans in circumstances that have significant consequences in the physical world. These interactions provide insights as to how robots and avatars can participate productively in dispute resolution processes. Can human mediators and arbitrators be replaced by robots and avatars that not only physically resemble humans, but also act, think, and reason like humans? And to raise a particularly interesting question, can robots, avatars and other relational agents look, move, act, think, and reason even “better” than humans
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