51,695 research outputs found

    Educational Scaffolding for Students Stuck in a Virtual World

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    Virtual worlds provide students with educational opportunities to explore and have experiences that are difficult to provide in reality. However, ensuring that students stay motivated and on task is important if the learning goals are to be achieved. Building on the findings of previous studies involving agent-based virtual worlds, adaptive collaborative learning and intelligent agents, we have designed an empathic intelligent virtual agent that provides educational scaffolding to encourage and support the students to understand what they are learning with less frustration. We have identified models of ‘stuck’ behaviour and corresponding empathic response patterns that we have incorporated into the behaviours of the intelligent virtual agents in the XXX Virtual World for science inquiry

    Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability

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    This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations – interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion. The article introduces the criteria for moral consideration that serve as a framework for this analysis. Adopting this framework, the article tackles the question of whether including artificial intelligences that are entitled to moral consideration in virtual environments constitutes an immoral action on the part of human creators. To address this problem, the article draws on three conceptual lenses from the philosophical branch of ethics: the problem of parenthood and procreation, the question concerning the moral status of animals, and the classical problem of evil. Using a thought experiment, the concluding section proposes a contractualist answer to the question posed in this article. The same section also emphasizes the potential need to reframe our understanding of the design of virtual environments and their future stakeholders

    The Problem of Evil in Virtual Worlds

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    In its original form, Nozick’s experience machine serves as a potent counterexample to a simplistic form of hedonism. The pleasurable life offered by the experience machine, its seems safe to say, lacks the requisite depth that many of us find necessary to lead a genuinely worthwhile life. Among other things, the experience machine offers no opportunities to establish meaningful relationships, or to engage in long-term artistic, intellectual, or political projects that survive one’s death. This intuitive objection finds some support in recent research regarding the psychological effects of phenomena such as video games or social media use. After a brief discussion of these problems, I will consider a variation of the experience machine in which many of these deficits are remedied. In particular, I’ll explore the consequences of a creating a virtual world populated with strongly intelligent AIs with whom users could interact, and that could be engineered to survive the user’s death. The presence of these agents would allow for the cultivation of morally significant relationships, and the world’s long-term persistence would help ground possibilities for a meaningful, purposeful life in a way that Nozick’s original experience machine could not. While the creation of such a world is obviously beyond the scope of current technology, it represents a natural extension of the existing virtual worlds provided by current video games, and it provides a plausible “ideal case” toward which future virtual worlds will move. While this improved experience machine would seem to represent progress over Nozick’s original, I will argue that it raises a number of new problems stemming from the fact that that the world was created to provide a maximally satisfying and meaningful life for the intended user. This, in turn, raises problems analogous in some ways to the problem(s) of evil faced by theists. In particular, I will suggest that it is precisely those features that would make a world most attractive to potential users—the fact that the AIs are genuinely moral agents whose well-being the user can significantly impact—that render its creation morally problematic, since they require that the AIs inhabiting the world be subject to unnecessary suffering. I will survey the main lines of response to the traditional problem of evil, and will argue that they are irrelevant to this modified case. I will close by considering by consider what constraints on the future creation of virtual worlds, if any, might serve to allay the concerns identified in the previous discussion. I will argue that, insofar as the creation of such worlds would allow us to meet morally valuable purposes that could not be easily met otherwise, we would be unwise to prohibit it altogether. However, if our processes of creation are to be justified, they must take account of the interests of the moral agents that would come to exist as the result of our world creation

    Social Influence and the Generation of Joint Mental Attitudes in Multi-agent Systems

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    This work examines the social structural and cognitive foundations of joint mental attitudes in complexly differentated multi-agent systems, and incorporates insights from a variety of disciplines, including mainstream Distributed Artificial Intelligence, sociology, administrative science, social psychology, and organisational perspectives. At the heart of this work lies the understanding of the on-going processes by which socially and cognitively differentiated agents come to be socially and cognitively integrated. Here we claim that such understanding rests on the consideration of the nature of the influence processes that affect socialisation intensity. To this end, we provide a logic-based computational model of social influence and we undertake a set of virtual experiments to investigate whether and to what extent this process, when it is played out in a system of negotiating agents, results in a modification of the agents' mental attitudes and impacts on negotiation performance

    Agent Street: An Environment for Exploring Agent-Based Models in Second Life

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    Urban models can be seen on a continuum between iconic and symbolic. Generally speaking, iconic models are physical versions of the real world at some scaled down representation, while symbolic models represent the system in terms of the way they function replacing the physical or material system by some logical and/or mathematical formulae. Traditionally iconic and symbolic models were distinct classes of model but due to the rise of digital computing the distinction between the two is becoming blurred, with symbolic models being embedded into iconic models. However, such models tend to be single user. This paper demonstrates how 3D symbolic models in the form of agent-based simulations can be embedded into iconic models using the multi-user virtual world of Second Life. Furthermore, the paper demonstrates Second Life\'s potential for social science simulation. To demonstrate this, we first introduce Second Life and provide two exemplar models; Conway\'s Game of Life, and Schelling\'s Segregation Model which highlight how symbolic models can be viewed in an iconic environment. We then present a simple pedestrian evacuation model which merges the iconic and symbolic together and extends the model to directly incorporate avatars and agents in the same environment illustrating how \'real\' participants can influence simulation outcomes. Such examples demonstrate the potential for creating highly visual, immersive, interactive agent-based models for social scientists in multi-user real time virtual worlds. The paper concludes with some final comments on problems with representing models in current virtual worlds and future avenues of research.Agent-Based Modelling, Pedestrian Evacuation, Segregation, Virtual Worlds, Second Life

    3D virtual worlds as environments for literacy learning

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    Background: Although much has been written about the ways in which new technology might transform educational practice, particularly in the area of literacy learning, there is relatively little empirical work that explores the possibilities and problems - or even what such a transformation might look like in the classroom. 3D virtual worlds offer a range of opportunities for children to use digital literacies in school, and suggest one way in which we might explore changing literacy practices in a playful, yet meaningful context. Purpose: This paper identifies some of the key issues that emerged in designing and implementing virtual world work in a small number of primary schools in the UK. It examines the tensions between different discourses about literacy and literacy learning and shows how these were played out by teachers and pupils in classroom settings.Sources of evidence: Case study data are used as a basis for exploring and illustrating key aspects of design and implementation. The case study material includes views from a number of perspectives including classroom observations, chatlogs, in-world avatar interviews with teachers and also pupils, as well as the author’s field notes of the planning process with accompanying minutes and meeting documents.Main argument: From a Foucauldian perspective, the article suggests that social control of pedagogical practice through the regulation of curriculum time, the normalisation of teaching routines and the regimes of individual assessment restricts teachers’ and pupils’ conceptions of what constitutes literacy. The counternarrative, found in recent work in new litearcies (Lankshear & Knobel, 2006) provides an attractive alternative, but a movement in this direction requires a fundamental shift of emphasis and a re-conceptualisation of what counts as learning.Conclusions: This work on 3D virtual worlds questions the notion of how transformative practice can be achieved with the use of new technologies. It suggests that changes in teacher preparation, continuing professional development as well as wider educational reform may be needed

    Syncretia: a virtual geography for narrative playfulness

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    This paper examines the strategies and theories involved in the creation of a virtual habitat; the island Syncretia located in the virtual world of Second LifeŸ. The island is comprised of a series of narrative/play installations, which can also be considered as "artistic environments". Syncretia should be seen as an endeavor for providing a context for play, storytelling and metaphor; involving an examination of virtual geographies, cyberpsychology/Presence studies, ludology and their relationship to objets trouvé or ready-made art/architectural objects which have been utilized to a substantial degree in the structuring of the visual/narrative language of Syncretia
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