8 research outputs found

    Intelligent Pedagogical Agents in Immersive Virtual Learning Environments: A Review

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    The concept of Intelligent Pedagogical Agents (IPA) has been an important research topic for a long time. IPA is supported by multi-agent systems research derived from AI. IPA provides personalized instruction, increase learner motivation, and act pedagogically on behalf or with the learner. On the other hand, virtual environments add value to the education process by giving new educational possibilities and computational-richness support. Combining both IPA and Virtual environments can make a promising approach for effective computer-aided learning. This paper provides a review on IPA and related topics focusing on a general overview of the topic, gives a detailed review in the application domain of virtual learning environments, and outlines a proposal for a flexible conceptual approach for the flexible application in different learning settings

    A Review of the Literature on the Empathy Construct Using Cluster Analysis

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    Empathy plays a central role in human behavior and is a key aspect of social functioning. The extensive research on the empathy construct in fields such as psychology, social work, and education has revealed many positive aspects of empathy. Through the use of cluster analysis, this research takes a new approach to reviewing the literature on empathy and objectively identifies groups of empathy research. Next, this study relates the information systems (IS) discipline’s focus on empathy research through the projection of IS empathy paragraphs into those clusters, and identifies areas of empathy research that are currently being largely overlooked by the IS field. The use of cluster analysis and projection for conducting a literature review provides researchers with a more objective approach for reviewing relevant literature

    Training Effects of Adaptive Emotive Responses From Animated Agents in Simulated Environments

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    Humans are distinct from machines in their capacity to emote, stimulate, and express emotions. Because emotions play such an important role in human interactions, human-like agents used in pedagogical roles for simulation-based training should properly reflect emotions. Currently, research concerning the development of this type of agent focuses on basic agent interface characteristics, as well as character building qualities. However, human-like agents should provide emotion-like qualities that are clearly expressed, properly synchronized, and that simulate complex, real-time interactions through adaptive emotion systems. The research conducted for this dissertation was a quantitative investigation using 3 (within) x 2 (between) x 3 (within) factorial design. A total of 56 paid participants consented to complete the study. Independent variables included emotion intensity (i.e., low, moderate, and high emotion), levels of expertise (novice participant versus experienced participant), and number of trials. Dependent measures included visual attention, emotional response towards the animated agents, simulation performance score, and learners\u27 perception of the pedagogical agent persona while participants interacted with a pain assessment and management simulation. While no relationships were indicated between the levels of emotion intensity portrayed by the animated agents and the participants\u27 visual attention, emotional response towards the animated agent, and simulation performance score, there were significant relationships between the level of expertise of the participant and the visual attention, emotional responses, and performance outcomes. The results indicated that nursing students had higher visual attention during their interaction with the animated agents. Additionally, nursing students expressed more neutral facial expression whereas experienced nurses expressed more emotional facial expressions towards the animated agents. The results of the simulation performance scores indicated that nursing students obtained higher performance scores in the pain assessment and management task than experienced nurses. Both groups of participants had a positive perception of the animated agents persona

    Développement d'une architecture d'agent conscient pour un système tutoriel intelligent

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    Depuis au moins une trentaine d'années, des ordinateurs ont été utilisés dans le domaine de l'enseignement. Les premiers systèmes ont été raffinés par l'intégration des techniques de l'intelligence artificielle donnant ainsi lieu aux systèmes tutoriels intelligents (STI). Les STI sont des agents autonomes et intelligents qui doivent considérer une quantité importante d'information afin de mieux suivre le raisonnement d'un apprenant et l'aider dans son processus d'apprentissage.\ud Chez les humains, la conscience joue un rôle de premier plan dans le traitement de l'information. En effet, elle permet entre autre de filtrer l'accès aux informations fournies par l'environnement. Récemment, des chercheurs dans le domaine de la psychologie et de l'informatique ont fondé un nouvel axe de recherche lié à la conscience artificielle; le but est de tenter de reproduire les mécanismes de la conscience dans des agents logiciels afin d'augmenter leur capacité à raisonner. Ce mémoire traite de l'architecture d'un agent tutoriel intelligent « conscient ». Cette architecture est une extension du système IDA, développé par l'équipe du Pr. Stan Franklin de l'université de Memphis. Le système IDA offre un ensemble d'outils et de modèles permettant l'intégration de la conscience dans un agent logiciel. Il confère à un agent des capacités à filtrer les évènements de l'environnement pour centrer le raisonnement sur les informations les plus importantes. Cette capacité de filtrer l'information est réalisée grâce à la théorie de la conscience humaine de Baars. L'architecture qui résulte de cette adaptation de IDA est basée sur l'interaction d'agents plus simples (appelés micro-processus) qui collaborent sous la direction d'un réseau des actes (inspiré des travaux de Maes). Elle a été intégrée avec succès dans un système tutoriel intelligent pour l'entraînement des astronautes (CanadarmTutor). En plus de comporter plusieurs avantages par rapport aux architectures existantes, l'architecture proposée est générique et peut être réutilisée pour d'autres projets

    A software based mentor system

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    This thesis describes the architecture, implementation issues and evaluation of Mentor - an educational support system designed to mentor students in their university studies. Students can ask (by typing) natural language questions and Mentor will use several educational paradigms to present information from its Knowledge Base or from data-mined online Web sites to respond. Typically the questions focus on the student’s assignments or in their preparation for their examinations. Mentor is also pro-active in that it prompts the student with questions such as "Have you started your assignment yet?". If the student responds and enters into a dialogue with Mentor, then, based upon the student’s questions and answers, it guides them through a Directed Learning Path planned by the lecturer, specific to that assessment. The objectives of the research were to determine if such a system could be designed, developed and applied in a large-scale, real-world environment and to determine if the resulting system was beneficial to students using it. The study was significant in that it provided an analysis of the design and implementation of the system as well as a detailed evaluation of its use. This research integrated the Computer Science disciplines of network communication, natural language parsing, user interface design and software agents, together with pedagogies from the Computer Aided Instruction and Intelligent Tutoring System fields of Education. Collectively, these disciplines provide the foundation for the two main thesis research areas of Dialogue Management and Tutorial Dialogue Systems. The development and analysis of the Mentor System required the design and implementation of an easy to use text based interface as well as a hyper- and multi-media graphical user interface, a client-server system, and a dialogue management system based on an extensible kernel. The multi-user Java-based client-server system used Perl-5 Regular Expression pattern matching for Natural Language Parsing along with a state-based Dialogue Manager and a Knowledge Base marked up using the XML-based Virtual Human Markup Language. The kernel was also used in other Dialogue Management applications such as with computer generated Talking Heads. The system also enabled a user to easily program their own knowledge into the Knowledge Base as well as to program new information retrieval or management tasks so that the system could grow with the user. The overall framework to integrate and manage the above components into a usable system employed suitable educational pedagogies that helped in the student’s learning process. The thesis outlines the learning paradigms used in, and summarises the evaluation of, three course-based Case Studies of university students’ perception of the system to see how effective and useful it was, and whether students benefited from using it. This thesis will demonstrate that Mentor met its objectives and was very successful in helping students with their university studies. As one participant indicated: ‘I couldn’t have done without it.

    Identifikation in digitalen Lernspielen: der Einfluss der Identifikation mit Spielercharakteren auf das Lernen und die Motivation

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    The present research project deals with the medium of digital learning games. First, digital learning games will be described. Then the “player character,” a major element of digital learning games, will be described in depth. A preliminary definition for both concepts will be advanced. The goal of this research project is to prove (theoretically and empirically) and to describe in detail the (initiating) relationship between the player of digital learning games and the “player characters.” First we will consider if and how a relationship between player and player character develops, and if this relationship is an identification or another (more or less close related) process (i. e., parasocial interaction, similarity, or wishful identification). Furthermore, the processes of learning and motivation will be integrated into the research on digital learning games--i. e., is the process of identification influenced by the learning process or by motivation? The empirical part of this research project starts with a pilot study, in which subjects were observed and afterwards interviewed. The aim of this pilot study was to find out whether player characters are relevant components for the players of digital learning games, which elements of player characters are important for players, and to what extent a relationship, or even an identification, between player and player character can be observed. For the following master study a digital learning game (probably a fantasy game) will be developed. Using this learning game, we will investigate to what extent players identify with their player characters and how the identification influences learning and the motivation to continue playing the game. The empirical results from both studies, combined with theoretical insights, will give indications and suggestions for the future development, creation and design of player characters in digital learning games
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